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686 lines
17 KiB
686 lines
17 KiB
2 years ago
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<!DOCTYPE html>
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<html lang="en">
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<head>
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<title>three.js webgl - gpgpu - flocking</title>
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<meta charset="utf-8">
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<meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0">
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<link type="text/css" rel="stylesheet" href="main.css">
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<style>
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body {
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background-color: #fff;
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color: #444;
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}
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a {
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color:#08f;
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}
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</style>
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</head>
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<body>
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<div id="info">
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<a href="https://threejs.org" target="_blank" rel="noopener">three.js</a> - webgl gpgpu birds<br/>
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Move mouse to disturb birds.
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</div>
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<!--
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TODO: If you're reading this, you may wish to improve this example by
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- Create a better shading for the birds?
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-->
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<!-- shader for bird's position -->
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<script id="fragmentShaderPosition" type="x-shader/x-fragment">
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uniform float time;
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uniform float delta;
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void main() {
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vec2 uv = gl_FragCoord.xy / resolution.xy;
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vec4 tmpPos = texture2D( texturePosition, uv );
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vec3 position = tmpPos.xyz;
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vec3 velocity = texture2D( textureVelocity, uv ).xyz;
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float phase = tmpPos.w;
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phase = mod( ( phase + delta +
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length( velocity.xz ) * delta * 3. +
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max( velocity.y, 0.0 ) * delta * 6. ), 62.83 );
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gl_FragColor = vec4( position + velocity * delta * 15. , phase );
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}
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</script>
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<!-- shader for bird's velocity -->
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<script id="fragmentShaderVelocity" type="x-shader/x-fragment">
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uniform float time;
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uniform float testing;
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uniform float delta; // about 0.016
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uniform float separationDistance; // 20
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uniform float alignmentDistance; // 40
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uniform float cohesionDistance; //
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uniform float freedomFactor;
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uniform vec3 predator;
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const float width = resolution.x;
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const float height = resolution.y;
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const float PI = 3.141592653589793;
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const float PI_2 = PI * 2.0;
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// const float VISION = PI * 0.55;
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float zoneRadius = 40.0;
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float zoneRadiusSquared = 1600.0;
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float separationThresh = 0.45;
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float alignmentThresh = 0.65;
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const float UPPER_BOUNDS = BOUNDS;
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const float LOWER_BOUNDS = -UPPER_BOUNDS;
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const float SPEED_LIMIT = 9.0;
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float rand( vec2 co ){
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return fract( sin( dot( co.xy, vec2(12.9898,78.233) ) ) * 43758.5453 );
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}
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void main() {
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zoneRadius = separationDistance + alignmentDistance + cohesionDistance;
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separationThresh = separationDistance / zoneRadius;
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alignmentThresh = ( separationDistance + alignmentDistance ) / zoneRadius;
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zoneRadiusSquared = zoneRadius * zoneRadius;
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vec2 uv = gl_FragCoord.xy / resolution.xy;
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vec3 birdPosition, birdVelocity;
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vec3 selfPosition = texture2D( texturePosition, uv ).xyz;
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vec3 selfVelocity = texture2D( textureVelocity, uv ).xyz;
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float dist;
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vec3 dir; // direction
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float distSquared;
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float separationSquared = separationDistance * separationDistance;
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float cohesionSquared = cohesionDistance * cohesionDistance;
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float f;
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float percent;
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vec3 velocity = selfVelocity;
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float limit = SPEED_LIMIT;
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dir = predator * UPPER_BOUNDS - selfPosition;
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dir.z = 0.;
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// dir.z *= 0.6;
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dist = length( dir );
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distSquared = dist * dist;
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float preyRadius = 150.0;
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float preyRadiusSq = preyRadius * preyRadius;
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// move birds away from predator
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if ( dist < preyRadius ) {
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f = ( distSquared / preyRadiusSq - 1.0 ) * delta * 100.;
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velocity += normalize( dir ) * f;
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limit += 5.0;
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}
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// if (testing == 0.0) {}
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// if ( rand( uv + time ) < freedomFactor ) {}
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// Attract flocks to the center
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vec3 central = vec3( 0., 0., 0. );
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dir = selfPosition - central;
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dist = length( dir );
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dir.y *= 2.5;
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velocity -= normalize( dir ) * delta * 5.;
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for ( float y = 0.0; y < height; y++ ) {
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for ( float x = 0.0; x < width; x++ ) {
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vec2 ref = vec2( x + 0.5, y + 0.5 ) / resolution.xy;
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birdPosition = texture2D( texturePosition, ref ).xyz;
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dir = birdPosition - selfPosition;
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dist = length( dir );
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if ( dist < 0.0001 ) continue;
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distSquared = dist * dist;
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if ( distSquared > zoneRadiusSquared ) continue;
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percent = distSquared / zoneRadiusSquared;
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if ( percent < separationThresh ) { // low
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// Separation - Move apart for comfort
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f = ( separationThresh / percent - 1.0 ) * delta;
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velocity -= normalize( dir ) * f;
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} else if ( percent < alignmentThresh ) { // high
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// Alignment - fly the same direction
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float threshDelta = alignmentThresh - separationThresh;
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float adjustedPercent = ( percent - separationThresh ) / threshDelta;
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birdVelocity = texture2D( textureVelocity, ref ).xyz;
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f = ( 0.5 - cos( adjustedPercent * PI_2 ) * 0.5 + 0.5 ) * delta;
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velocity += normalize( birdVelocity ) * f;
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} else {
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// Attraction / Cohesion - move closer
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float threshDelta = 1.0 - alignmentThresh;
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float adjustedPercent;
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if( threshDelta == 0. ) adjustedPercent = 1.;
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else adjustedPercent = ( percent - alignmentThresh ) / threshDelta;
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f = ( 0.5 - ( cos( adjustedPercent * PI_2 ) * -0.5 + 0.5 ) ) * delta;
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velocity += normalize( dir ) * f;
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}
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}
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}
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// this make tends to fly around than down or up
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// if (velocity.y > 0.) velocity.y *= (1. - 0.2 * delta);
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// Speed Limits
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if ( length( velocity ) > limit ) {
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velocity = normalize( velocity ) * limit;
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}
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gl_FragColor = vec4( velocity, 1.0 );
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}
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</script>
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<script type="x-shader/x-vertex" id="birdVS">
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attribute vec2 reference;
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attribute float birdVertex;
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attribute vec3 birdColor;
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uniform sampler2D texturePosition;
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uniform sampler2D textureVelocity;
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varying vec4 vColor;
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varying float z;
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uniform float time;
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void main() {
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vec4 tmpPos = texture2D( texturePosition, reference );
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vec3 pos = tmpPos.xyz;
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vec3 velocity = normalize(texture2D( textureVelocity, reference ).xyz);
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vec3 newPosition = position;
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if ( birdVertex == 4.0 || birdVertex == 7.0 ) {
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// flap wings
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newPosition.y = sin( tmpPos.w ) * 5.;
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}
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newPosition = mat3( modelMatrix ) * newPosition;
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velocity.z *= -1.;
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float xz = length( velocity.xz );
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float xyz = 1.;
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float x = sqrt( 1. - velocity.y * velocity.y );
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float cosry = velocity.x / xz;
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float sinry = velocity.z / xz;
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float cosrz = x / xyz;
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float sinrz = velocity.y / xyz;
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mat3 maty = mat3(
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cosry, 0, -sinry,
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0 , 1, 0 ,
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sinry, 0, cosry
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);
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mat3 matz = mat3(
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cosrz , sinrz, 0,
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-sinrz, cosrz, 0,
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0 , 0 , 1
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);
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newPosition = maty * matz * newPosition;
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newPosition += pos;
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z = newPosition.z;
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vColor = vec4( birdColor, 1.0 );
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gl_Position = projectionMatrix * viewMatrix * vec4( newPosition, 1.0 );
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}
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</script>
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<!-- bird geometry shader -->
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<script type="x-shader/x-fragment" id="birdFS">
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varying vec4 vColor;
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varying float z;
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uniform vec3 color;
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void main() {
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// Fake colors for now
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float z2 = 0.2 + ( 1000. - z ) / 1000. * vColor.x;
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gl_FragColor = vec4( z2, z2, z2, 1. );
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}
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</script>
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<!-- Import maps polyfill -->
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<!-- Remove this when import maps will be widely supported -->
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<script async src="https://unpkg.com/es-module-shims@1.3.6/dist/es-module-shims.js"></script>
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<script type="importmap">
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{
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"imports": {
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"three": "../build/three.module.js",
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"three/addons/": "./jsm/"
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}
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}
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</script>
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<script type="module">
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import * as THREE from 'three';
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import Stats from 'three/addons/libs/stats.module.js';
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import { GUI } from 'three/addons/libs/lil-gui.module.min.js';
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import { GPUComputationRenderer } from 'three/addons/misc/GPUComputationRenderer.js';
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/* TEXTURE WIDTH FOR SIMULATION */
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const WIDTH = 32;
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const BIRDS = WIDTH * WIDTH;
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// Custom Geometry - using 3 triangles each. No UVs, no normals currently.
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class BirdGeometry extends THREE.BufferGeometry {
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constructor() {
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super();
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const trianglesPerBird = 3;
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const triangles = BIRDS * trianglesPerBird;
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const points = triangles * 3;
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const vertices = new THREE.BufferAttribute( new Float32Array( points * 3 ), 3 );
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const birdColors = new THREE.BufferAttribute( new Float32Array( points * 3 ), 3 );
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const references = new THREE.BufferAttribute( new Float32Array( points * 2 ), 2 );
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const birdVertex = new THREE.BufferAttribute( new Float32Array( points ), 1 );
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this.setAttribute( 'position', vertices );
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this.setAttribute( 'birdColor', birdColors );
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this.setAttribute( 'reference', references );
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this.setAttribute( 'birdVertex', birdVertex );
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// this.setAttribute( 'normal', new Float32Array( points * 3 ), 3 );
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let v = 0;
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function verts_push() {
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for ( let i = 0; i < arguments.length; i ++ ) {
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vertices.array[ v ++ ] = arguments[ i ];
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}
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}
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const wingsSpan = 20;
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for ( let f = 0; f < BIRDS; f ++ ) {
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// Body
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verts_push(
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0, - 0, - 20,
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0, 4, - 20,
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0, 0, 30
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);
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// Wings
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verts_push(
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0, 0, - 15,
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- wingsSpan, 0, 0,
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0, 0, 15
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);
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verts_push(
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0, 0, 15,
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wingsSpan, 0, 0,
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0, 0, - 15
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);
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}
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for ( let v = 0; v < triangles * 3; v ++ ) {
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const triangleIndex = ~ ~ ( v / 3 );
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const birdIndex = ~ ~ ( triangleIndex / trianglesPerBird );
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const x = ( birdIndex % WIDTH ) / WIDTH;
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const y = ~ ~ ( birdIndex / WIDTH ) / WIDTH;
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const c = new THREE.Color(
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0x444444 +
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~ ~ ( v / 9 ) / BIRDS * 0x666666
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);
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birdColors.array[ v * 3 + 0 ] = c.r;
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birdColors.array[ v * 3 + 1 ] = c.g;
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birdColors.array[ v * 3 + 2 ] = c.b;
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references.array[ v * 2 ] = x;
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references.array[ v * 2 + 1 ] = y;
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birdVertex.array[ v ] = v % 9;
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}
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this.scale( 0.2, 0.2, 0.2 );
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}
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}
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//
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let container, stats;
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let camera, scene, renderer;
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let mouseX = 0, mouseY = 0;
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let windowHalfX = window.innerWidth / 2;
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let windowHalfY = window.innerHeight / 2;
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const BOUNDS = 800, BOUNDS_HALF = BOUNDS / 2;
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let last = performance.now();
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let gpuCompute;
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let velocityVariable;
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let positionVariable;
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let positionUniforms;
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let velocityUniforms;
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let birdUniforms;
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init();
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animate();
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function init() {
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container = document.createElement( 'div' );
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document.body.appendChild( container );
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camera = new THREE.PerspectiveCamera( 75, window.innerWidth / window.innerHeight, 1, 3000 );
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camera.position.z = 350;
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scene = new THREE.Scene();
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scene.background = new THREE.Color( 0xffffff );
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scene.fog = new THREE.Fog( 0xffffff, 100, 1000 );
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renderer = new THREE.WebGLRenderer();
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renderer.setPixelRatio( window.devicePixelRatio );
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renderer.setSize( window.innerWidth, window.innerHeight );
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container.appendChild( renderer.domElement );
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initComputeRenderer();
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stats = new Stats();
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container.appendChild( stats.dom );
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container.style.touchAction = 'none';
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container.addEventListener( 'pointermove', onPointerMove );
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//
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window.addEventListener( 'resize', onWindowResize );
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const gui = new GUI();
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const effectController = {
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separation: 20.0,
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alignment: 20.0,
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cohesion: 20.0,
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freedom: 0.75
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};
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const valuesChanger = function () {
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velocityUniforms[ 'separationDistance' ].value = effectController.separation;
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velocityUniforms[ 'alignmentDistance' ].value = effectController.alignment;
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velocityUniforms[ 'cohesionDistance' ].value = effectController.cohesion;
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velocityUniforms[ 'freedomFactor' ].value = effectController.freedom;
|
||
|
|
||
|
};
|
||
|
|
||
|
valuesChanger();
|
||
|
|
||
|
gui.add( effectController, 'separation', 0.0, 100.0, 1.0 ).onChange( valuesChanger );
|
||
|
gui.add( effectController, 'alignment', 0.0, 100, 0.001 ).onChange( valuesChanger );
|
||
|
gui.add( effectController, 'cohesion', 0.0, 100, 0.025 ).onChange( valuesChanger );
|
||
|
gui.close();
|
||
|
|
||
|
initBirds();
|
||
|
|
||
|
}
|
||
|
|
||
|
function initComputeRenderer() {
|
||
|
|
||
|
gpuCompute = new GPUComputationRenderer( WIDTH, WIDTH, renderer );
|
||
|
|
||
|
if ( renderer.capabilities.isWebGL2 === false ) {
|
||
|
|
||
|
gpuCompute.setDataType( THREE.HalfFloatType );
|
||
|
|
||
|
}
|
||
|
|
||
|
const dtPosition = gpuCompute.createTexture();
|
||
|
const dtVelocity = gpuCompute.createTexture();
|
||
|
fillPositionTexture( dtPosition );
|
||
|
fillVelocityTexture( dtVelocity );
|
||
|
|
||
|
velocityVariable = gpuCompute.addVariable( 'textureVelocity', document.getElementById( 'fragmentShaderVelocity' ).textContent, dtVelocity );
|
||
|
positionVariable = gpuCompute.addVariable( 'texturePosition', document.getElementById( 'fragmentShaderPosition' ).textContent, dtPosition );
|
||
|
|
||
|
gpuCompute.setVariableDependencies( velocityVariable, [ positionVariable, velocityVariable ] );
|
||
|
gpuCompute.setVariableDependencies( positionVariable, [ positionVariable, velocityVariable ] );
|
||
|
|
||
|
positionUniforms = positionVariable.material.uniforms;
|
||
|
velocityUniforms = velocityVariable.material.uniforms;
|
||
|
|
||
|
positionUniforms[ 'time' ] = { value: 0.0 };
|
||
|
positionUniforms[ 'delta' ] = { value: 0.0 };
|
||
|
velocityUniforms[ 'time' ] = { value: 1.0 };
|
||
|
velocityUniforms[ 'delta' ] = { value: 0.0 };
|
||
|
velocityUniforms[ 'testing' ] = { value: 1.0 };
|
||
|
velocityUniforms[ 'separationDistance' ] = { value: 1.0 };
|
||
|
velocityUniforms[ 'alignmentDistance' ] = { value: 1.0 };
|
||
|
velocityUniforms[ 'cohesionDistance' ] = { value: 1.0 };
|
||
|
velocityUniforms[ 'freedomFactor' ] = { value: 1.0 };
|
||
|
velocityUniforms[ 'predator' ] = { value: new THREE.Vector3() };
|
||
|
velocityVariable.material.defines.BOUNDS = BOUNDS.toFixed( 2 );
|
||
|
|
||
|
velocityVariable.wrapS = THREE.RepeatWrapping;
|
||
|
velocityVariable.wrapT = THREE.RepeatWrapping;
|
||
|
positionVariable.wrapS = THREE.RepeatWrapping;
|
||
|
positionVariable.wrapT = THREE.RepeatWrapping;
|
||
|
|
||
|
const error = gpuCompute.init();
|
||
|
|
||
|
if ( error !== null ) {
|
||
|
|
||
|
console.error( error );
|
||
|
|
||
|
}
|
||
|
|
||
|
}
|
||
|
|
||
|
function initBirds() {
|
||
|
|
||
|
const geometry = new BirdGeometry();
|
||
|
|
||
|
// For Vertex and Fragment
|
||
|
birdUniforms = {
|
||
|
'color': { value: new THREE.Color( 0xff2200 ) },
|
||
|
'texturePosition': { value: null },
|
||
|
'textureVelocity': { value: null },
|
||
|
'time': { value: 1.0 },
|
||
|
'delta': { value: 0.0 }
|
||
|
};
|
||
|
|
||
|
// THREE.ShaderMaterial
|
||
|
const material = new THREE.ShaderMaterial( {
|
||
|
uniforms: birdUniforms,
|
||
|
vertexShader: document.getElementById( 'birdVS' ).textContent,
|
||
|
fragmentShader: document.getElementById( 'birdFS' ).textContent,
|
||
|
side: THREE.DoubleSide
|
||
|
|
||
|
} );
|
||
|
|
||
|
const birdMesh = new THREE.Mesh( geometry, material );
|
||
|
birdMesh.rotation.y = Math.PI / 2;
|
||
|
birdMesh.matrixAutoUpdate = false;
|
||
|
birdMesh.updateMatrix();
|
||
|
|
||
|
scene.add( birdMesh );
|
||
|
|
||
|
}
|
||
|
|
||
|
function fillPositionTexture( texture ) {
|
||
|
|
||
|
const theArray = texture.image.data;
|
||
|
|
||
|
for ( let k = 0, kl = theArray.length; k < kl; k += 4 ) {
|
||
|
|
||
|
const x = Math.random() * BOUNDS - BOUNDS_HALF;
|
||
|
const y = Math.random() * BOUNDS - BOUNDS_HALF;
|
||
|
const z = Math.random() * BOUNDS - BOUNDS_HALF;
|
||
|
|
||
|
theArray[ k + 0 ] = x;
|
||
|
theArray[ k + 1 ] = y;
|
||
|
theArray[ k + 2 ] = z;
|
||
|
theArray[ k + 3 ] = 1;
|
||
|
|
||
|
}
|
||
|
|
||
|
}
|
||
|
|
||
|
function fillVelocityTexture( texture ) {
|
||
|
|
||
|
const theArray = texture.image.data;
|
||
|
|
||
|
for ( let k = 0, kl = theArray.length; k < kl; k += 4 ) {
|
||
|
|
||
|
const x = Math.random() - 0.5;
|
||
|
const y = Math.random() - 0.5;
|
||
|
const z = Math.random() - 0.5;
|
||
|
|
||
|
theArray[ k + 0 ] = x * 10;
|
||
|
theArray[ k + 1 ] = y * 10;
|
||
|
theArray[ k + 2 ] = z * 10;
|
||
|
theArray[ k + 3 ] = 1;
|
||
|
|
||
|
}
|
||
|
|
||
|
}
|
||
|
|
||
|
function onWindowResize() {
|
||
|
|
||
|
windowHalfX = window.innerWidth / 2;
|
||
|
windowHalfY = window.innerHeight / 2;
|
||
|
|
||
|
camera.aspect = window.innerWidth / window.innerHeight;
|
||
|
camera.updateProjectionMatrix();
|
||
|
|
||
|
renderer.setSize( window.innerWidth, window.innerHeight );
|
||
|
|
||
|
}
|
||
|
|
||
|
function onPointerMove( event ) {
|
||
|
|
||
|
if ( event.isPrimary === false ) return;
|
||
|
|
||
|
mouseX = event.clientX - windowHalfX;
|
||
|
mouseY = event.clientY - windowHalfY;
|
||
|
|
||
|
}
|
||
|
|
||
|
//
|
||
|
|
||
|
function animate() {
|
||
|
|
||
|
requestAnimationFrame( animate );
|
||
|
|
||
|
render();
|
||
|
stats.update();
|
||
|
|
||
|
}
|
||
|
|
||
|
function render() {
|
||
|
|
||
|
const now = performance.now();
|
||
|
let delta = ( now - last ) / 1000;
|
||
|
|
||
|
if ( delta > 1 ) delta = 1; // safety cap on large deltas
|
||
|
last = now;
|
||
|
|
||
|
positionUniforms[ 'time' ].value = now;
|
||
|
positionUniforms[ 'delta' ].value = delta;
|
||
|
velocityUniforms[ 'time' ].value = now;
|
||
|
velocityUniforms[ 'delta' ].value = delta;
|
||
|
birdUniforms[ 'time' ].value = now;
|
||
|
birdUniforms[ 'delta' ].value = delta;
|
||
|
|
||
|
velocityUniforms[ 'predator' ].value.set( 0.5 * mouseX / windowHalfX, - 0.5 * mouseY / windowHalfY, 0 );
|
||
|
|
||
|
mouseX = 10000;
|
||
|
mouseY = 10000;
|
||
|
|
||
|
gpuCompute.compute();
|
||
|
|
||
|
birdUniforms[ 'texturePosition' ].value = gpuCompute.getCurrentRenderTarget( positionVariable ).texture;
|
||
|
birdUniforms[ 'textureVelocity' ].value = gpuCompute.getCurrentRenderTarget( velocityVariable ).texture;
|
||
|
|
||
|
renderer.render( scene, camera );
|
||
|
|
||
|
}
|
||
|
|
||
|
</script>
|
||
|
</body>
|
||
|
</html>
|