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