Difference between revisions of "Team:CU-Boulder/Test"

Line 1: Line 1:
 +
 +
<!DOCTYPE html>
 
<html lang="en">
 
<html lang="en">
 
<head>
 
<head>
<title>three.js webgl - buffergeometry - lines drawcalls</title>
+
<title>three.js webgl - gpgpu - flocking</title>
 
<meta charset="utf-8">
 
<meta charset="utf-8">
 
<meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0">
 
<meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0">
 
<style>
 
<style>
 
 
body {
 
body {
color: #cccccc;
+
background-color: #ffffff;
 +
margin: 0px;
 +
overflow: hidden;
 
font-family:Monospace;
 
font-family:Monospace;
 
font-size:13px;
 
font-size:13px;
 
text-align:center;
 
text-align:center;
 +
text-align:center;
 +
cursor: pointer;
 +
}
  
background-color: #000000;
+
a {
margin: 0px;
+
color:#0078ff;
overflow: hidden;
+
 
}
 
}
  
 
#info {
 
#info {
 +
color: #000;
 
position: absolute;
 
position: absolute;
top: 0px; width: 100%;
+
top: 10px;
padding: 5px;
+
width: 100%;
}
+
 
+
a {
+
 
+
color: #0080ff;
+
 
}
 
}
  
Line 32: Line 33:
 
<body>
 
<body>
  
<div id="container"></div>
 
 
<div id="info">
 
<div id="info">
<a href="http://threejs.org" target="_blank">three.js</a> webgl - buffergeometry drawcalls - by <a href="https://twitter.com/fernandojsg">fernandojsg</a>
+
<a href="http://threejs.org" target="_blank">three.js</a> - <span id="birds"></span> webgl gpgpu birds<br/>
 +
Select <span id="options"></span> birds<br/>
 +
Move mouse to disturb birds.
 +
 
 
</div>
 
</div>
  
<script src="http://threejs.org/examples/js/libs/dat.gui.min.js"></script>
 
 
<script src="http://threejs.org/build/three.min.js"></script>
 
<script src="http://threejs.org/build/three.min.js"></script>
<script src="http://threejs.org/examples/js/controls/OrbitControls.js"></script>
+
<script src="http://threejs.org/examples/js/Detector.js"></script>
 
<script src="http://threejs.org/examples/js/libs/stats.min.js"></script>
 
<script src="http://threejs.org/examples/js/libs/stats.min.js"></script>
 +
<script src="http://threejs.org/examples/js/libs/dat.gui.min.js"></script>
  
<script>
+
<script src="js/SimulationRenderer.js"></script>
  
var group;
+
<!--
var container, stats;
+
TODO: If you're reading this, you may wish to improve this example by
var particlesData = [];
+
- Create a better shading for the birds?
var camera, scene, renderer;
+
- Refactoring the SimulationRenderer to a more generic TextureRenderer / making the GPGPU workflow easier?
var positions,colors;
+
var pointCloud;
+
var particlePositions;
+
var linesMesh;
+
  
var maxParticleCount = 1000;
+
-->
var particleCount = 500;
+
 
var r = 800;
+
 
var rHalf = r / 2;
+
 
 +
<!-- pass through vertex shader -->
 +
<script id="vertexShader" type="x-shader/x-vertex">
 +
 
 +
void main() {
 +
 
 +
gl_Position = vec4( position, 1.0 );
  
var effectController = {
 
showDots: true,
 
showLines: true,
 
minDistance: 150,
 
limitConnections: false,
 
maxConnections: 20,
 
particleCount: 500
 
 
}
 
}
  
init();
+
</script>
animate();
+
  
function initGUI() {
+
<!-- pass through fragment shader -->
 +
<script id="fragmentShader" type="x-shader/x-fragment">
  
var gui = new dat.GUI();
+
uniform vec2 resolution;
 +
uniform float time;
 +
uniform sampler2D texture;
  
gui.add( effectController, "showDots" ).onChange( function( value ) { pointCloud.visible = value; } );
+
void main() {
gui.add( effectController, "showLines" ).onChange( function( value ) { linesMesh.visible = value; } );
+
gui.add( effectController, "minDistance", 10, 300 );
+
gui.add( effectController, "limitConnections" );
+
gui.add( effectController, "maxConnections", 0, 30, 1 );
+
gui.add( effectController, "particleCount", 0, maxParticleCount, 1 ).onChange( function( value ) {
+
  
particleCount = parseInt( value );
+
vec2 uv = gl_FragCoord.xy / resolution.xy;
particles.drawcalls[ 0 ].count = particleCount;
+
  
});
+
vec3 color = texture2D( texture, uv ).xyz;
 +
 
 +
gl_FragColor = vec4( color, 1.0 );
  
 
}
 
}
  
function init() {
+
</script>
 +
<!-- end pass through shaders -->
  
initGUI();
+
<!-- shader for bird's position -->
 +
<script id="fragmentShaderPosition" type="x-shader/x-fragment">
  
container = document.getElementById( 'container' );
+
uniform vec2 resolution;
 +
uniform float time;
 +
uniform float delta;
 +
uniform sampler2D textureVelocity;
 +
uniform sampler2D texturePosition;
  
//
+
void main() {
  
camera = new THREE.PerspectiveCamera( 45, window.innerWidth / window.innerHeight, 1, 4000 );
+
vec2 uv = gl_FragCoord.xy / resolution.xy;
camera.position.z = 1750;
+
vec4 tmpPos = texture2D( texturePosition, uv );
 +
vec3 position = tmpPos.xyz;
 +
vec3 velocity = texture2D( textureVelocity, uv ).xyz;
  
controls = new THREE.OrbitControls( camera, container );
+
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 vec2 resolution;
 +
uniform float time;
 +
uniform float testing;
 +
uniform float delta; // about 0.016
 +
uniform float seperationDistance; // 20
 +
uniform float alignmentDistance; // 40
 +
uniform float cohesionDistance; //
 +
uniform float freedomFactor;
 +
uniform vec3 predator;
 +
 
 +
 
 +
uniform sampler2D textureVelocity;
 +
uniform sampler2D texturePosition;
 +
 
 +
const float width = WIDTH;
 +
const float height = WIDTH;
 +
 
 +
const float PI = 3.141592653589793;
 +
const float PI_2 = PI * 2.0;
 +
// const float VISION = PI * 0.55;
 +
 
 +
float zoneRadius = 40.0;
 +
float zoneRadiusSquared = zoneRadius * zoneRadius;
 +
 
 +
float separationThresh = 0.45;
 +
float alignmentThresh = 0.65;
 +
 
 +
const float UPPER_BOUNDS = 400.0;
 +
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 = seperationDistance + alignmentDistance + cohesionDistance;
 +
separationThresh = seperationDistance / zoneRadius;
 +
alignmentThresh = ( seperationDistance + alignmentDistance ) / zoneRadius;
 +
zoneRadiusSquared = zoneRadius * zoneRadius;
  
scene = new THREE.Scene();
 
  
 +
vec2 uv = gl_FragCoord.xy / resolution.xy;
 +
vec3 birdPosition, birdVelocity;
  
group = new THREE.Group();
+
vec3 selfPosition = texture2D( texturePosition, uv ).xyz;
scene.add( group );
+
vec3 selfVelocity = texture2D( textureVelocity, uv ).xyz;
  
var helper = new THREE.BoxHelper( new THREE.Mesh( new THREE.BoxGeometry( r, r, r ) ) );
+
float dist;
helper.material.color.setHex( 0x080808 );
+
vec3 dir; // direction
helper.material.blending = THREE.AdditiveBlending;
+
float distSquared;
helper.material.transparent = true;
+
group.add( helper );
+
  
var segments = maxParticleCount * maxParticleCount;
+
float seperationSquared = seperationDistance * seperationDistance;
 +
float cohesionSquared = cohesionDistance * cohesionDistance;
  
positions = new Float32Array( segments * 3 );
+
float f;
colors = new Float32Array( segments * 3 );
+
float percent;
  
var pMaterial = new THREE.PointCloudMaterial( {
+
vec3 velocity = selfVelocity;
color: 0xFFFFFF,
+
size: 3,
+
blending: THREE.AdditiveBlending,
+
transparent: true,
+
sizeAttenuation: false
+
} );
+
  
particles = new THREE.BufferGeometry();
+
float limit = SPEED_LIMIT;
particlePositions = new Float32Array( maxParticleCount * 3 );
+
  
for ( var i = 0; i < maxParticleCount; i++ ) {
+
dir = predator * UPPER_BOUNDS - selfPosition;
 +
dir.z = 0.;
 +
// dir.z *= 0.6;
 +
dist = length( dir );
 +
distSquared = dist * dist;
  
var x = Math.random() * r - r / 2;
+
float preyRadius = 150.0;
var y = Math.random() * r - r / 2;
+
float preyRadiusSq = preyRadius * preyRadius;
var z = Math.random() * r - r / 2;
+
  
particlePositions[ i * 3    ] = x;
 
particlePositions[ i * 3 + 1 ] = y;
 
particlePositions[ i * 3 + 2 ] = z;
 
  
// add it to the geometry
+
// move birds away from predator
particlesData.push( {
+
if (dist < preyRadius) {
velocity: new THREE.Vector3( -1 + Math.random() * 2, -1 + Math.random() * 2,  -1 + Math.random() * 2 ),
+
numConnections: 0
+
} );
+
  
 +
f = ( distSquared / preyRadiusSq - 1.0 ) * delta * 100.;
 +
velocity += normalize( dir ) * f;
 +
limit += 5.0;
 
}
 
}
  
particles.drawcalls.push( {
 
start: 0,
 
count: particleCount,
 
index: 0
 
} );
 
  
particles.addAttribute( 'position', new THREE.DynamicBufferAttribute( particlePositions, 3 ) );
+
// if (testing == 0.0) {}
 +
// if ( rand( uv + time ) < freedomFactor ) {}
  
// create the particle system
 
pointCloud = new THREE.PointCloud( particles, pMaterial );
 
group.add( pointCloud );
 
  
var geometry = new THREE.BufferGeometry();
+
// Attract flocks to the center
 +
vec3 central = vec3( 0., 0., 0. );
 +
dir = selfPosition - central;
 +
dist = length( dir );
  
geometry.addAttribute( 'position', new THREE.DynamicBufferAttribute( positions, 3 ) );
+
dir.y *= 2.5;
geometry.addAttribute( 'color', new THREE.DynamicBufferAttribute( colors, 3 ) );
+
velocity -= normalize( dir ) * delta * 5.;
  
geometry.computeBoundingSphere();
+
for (float y=0.0;y<height;y++) {
 +
for (float x=0.0;x<width;x++) {
  
geometry.drawcalls.push( {
+
vec2 ref = vec2( x + 0.5, y + 0.5 ) / resolution.xy;
start: 0,
+
birdPosition = texture2D( texturePosition, ref ).xyz;
count: 0,
+
index: 0
+
} );
+
  
var material = new THREE.LineBasicMaterial( {
+
dir = birdPosition - selfPosition;
vertexColors: THREE.VertexColors,
+
dist = length(dir);
blending: THREE.AdditiveBlending,
+
transparent: true
+
} );
+
  
linesMesh = new THREE.Line( geometry, material, THREE.LinePieces );
+
if (dist < 0.0001) continue;
group.add( linesMesh );
+
  
//
+
distSquared = dist * dist;
  
renderer = new THREE.WebGLRenderer( { antialias: true } );
+
if (distSquared > zoneRadiusSquared ) continue;
renderer.setPixelRatio( window.devicePixelRatio );
+
renderer.setSize( window.innerWidth, window.innerHeight );
+
  
renderer.gammaInput = true;
+
percent = distSquared / zoneRadiusSquared;
renderer.gammaOutput = true;
+
  
 +
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>
 +
 +
if ( ! Detector.webgl ) Detector.addGetWebGLMessage();
 +
 +
var hash = document.location.hash.substr( 1 );
 +
if (hash) hash = parseInt(hash, 0);
 +
 +
/* TEXTURE WIDTH FOR SIMULATION */
 +
var WIDTH = hash || 32;
 +
 +
var BIRDS = WIDTH * WIDTH;
 +
 +
// Custom Geometry - using 3 triangles each. No UVs, no normals currently.
 +
THREE.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.addAttribute( 'position', vertices );
 +
this.addAttribute( 'birdColor', birdColors );
 +
this.addAttribute( 'reference', references );
 +
this.addAttribute( 'birdVertex', birdVertex );
 +
 +
// this.addAttribute( '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.applyMatrix( new THREE.Matrix4().makeScale( 0.2, 0.2, 0.2 ) );
 +
 +
}
 +
 +
THREE.BirdGeometry.prototype = Object.create( THREE.BufferGeometry.prototype );
 +
 +
 +
var container, stats;
 +
var camera, scene, renderer, geometry, i, h, color;
 +
var mouseX = 0, mouseY = 0;
 +
 +
var windowHalfX = window.innerWidth / 2;
 +
var windowHalfY = window.innerHeight / 2;
 +
 +
var PARTICLES = WIDTH * WIDTH;
 +
var BOUNDS = 800, BOUNDS_HALF = BOUNDS / 2;
 +
 +
document.getElementById('birds').innerText = PARTICLES;
 +
 +
function change(n) {
 +
location.hash = n;
 +
location.reload();
 +
return false;
 +
}
 +
 +
 +
var options = '';
 +
for (i=1; i<7; i++) {
 +
var j = Math.pow(2, i);
 +
options += '<a href="#" onclick="return change(' + j + ')">' + (j * j) + '</a> ';
 +
}
 +
document.getElementById('options').innerHTML = options;
 +
 +
var last = performance.now();
 +
 +
var simulator;
 +
 +
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.fog = new THREE.Fog( 0xffffff, 100, 1000 );
 +
 +
renderer = new THREE.WebGLRenderer();
 +
renderer.setClearColor( scene.fog.color );
 +
renderer.setPixelRatio( window.devicePixelRatio );
 +
renderer.setSize( window.innerWidth, window.innerHeight );
 
container.appendChild( renderer.domElement );
 
container.appendChild( renderer.domElement );
  
//
+
simulator = new SimulationRenderer(WIDTH, renderer);
 +
simulator.init();
  
 
stats = new Stats();
 
stats = new Stats();
Line 198: Line 518:
 
stats.domElement.style.top = '0px';
 
stats.domElement.style.top = '0px';
 
container.appendChild( stats.domElement );
 
container.appendChild( stats.domElement );
 +
 +
document.addEventListener( 'mousemove', onDocumentMouseMove, false );
 +
document.addEventListener( 'touchstart', onDocumentTouchStart, false );
 +
document.addEventListener( 'touchmove', onDocumentTouchMove, false );
 +
 +
//
  
 
window.addEventListener( 'resize', onWindowResize, false );
 
window.addEventListener( 'resize', onWindowResize, false );
  
}
 
  
function onWindowResize() {
 
  
camera.aspect = window.innerWidth / window.innerHeight;
+
var gui = new dat.GUI();
camera.updateProjectionMatrix();
+
  
renderer.setSize( window.innerWidth, window.innerHeight );
+
 
 +
var effectController = {
 +
seperation: 20.0,
 +
alignment: 20.0,
 +
cohesion: 20.0,
 +
freedom: 0.75
 +
};
 +
 
 +
var valuesChanger = function() {
 +
 
 +
simulator.velocityUniforms.seperationDistance.value = effectController.seperation;
 +
simulator.velocityUniforms.alignmentDistance.value = effectController.alignment;
 +
simulator.velocityUniforms.cohesionDistance.value = effectController.cohesion;
 +
simulator.velocityUniforms.freedomFactor.value = effectController.freedom;
 +
 
 +
};
 +
 
 +
valuesChanger();
 +
 
 +
 
 +
gui.add( effectController, "seperation", 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 animate() {
 
  
var vertexpos = 0;
+
function initBirds() {
var colorpos = 0;
+
var numConnected = 0;
+
  
for ( var i = 0; i < particleCount; i++ )
+
var geometry = new THREE.BirdGeometry();
particlesData[ i ].numConnections = 0;
+
  
for ( var i = 0; i < particleCount; i++ ) {
+
// For Vertex Shaders
 +
birdAttributes = {
 +
// index: { type: 'i', value: [] },
 +
birdColor: { type: 'c', value: null },
 +
reference: { type: 'v2', value: null },
 +
birdVertex: { type: 'f', value: null }
 +
};
  
// get the particle
+
// For Vertex and Fragment
var particleData = particlesData[i];
+
birdUniforms = {
  
particlePositions[ i * 3    ] += particleData.velocity.x;
+
color: { type: "c", value: new THREE.Color( 0xff2200 ) },
particlePositions[ i * 3 + 1 ] += particleData.velocity.y;
+
texturePosition: { type: "t", value: null },
particlePositions[ i * 3 + 2 ] += particleData.velocity.z;
+
textureVelocity: { type: "t", value: null },
 +
time: { type: "f", value: 1.0 },
 +
delta: { type: "f", value: 0.0 },
  
if ( particlePositions[ i * 3 + 1 ] < -rHalf || particlePositions[ i * 3 + 1 ] > rHalf )
+
};
particleData.velocity.y = -particleData.velocity.y;
+
  
if ( particlePositions[ i * 3 ] < -rHalf || particlePositions[ i * 3 ] > rHalf )
+
// ShaderMaterial
particleData.velocity.x = -particleData.velocity.x;
+
var shaderMaterial = new THREE.ShaderMaterial( {
  
if ( particlePositions[ i * 3 + 2 ] < -rHalf || particlePositions[ i * 3 + 2 ] > rHalf )
+
uniforms: birdUniforms,
particleData.velocity.z = -particleData.velocity.z;
+
attributes:    birdAttributes,
 +
vertexShader:  document.getElementById( 'birdVS' ).textContent,
 +
fragmentShader: document.getElementById( 'birdFS' ).textContent,
 +
side: THREE.DoubleSide
  
if ( effectController.limitConnections && particleData.numConnections >= effectController.maxConnections )
+
});
continue;
+
  
// Check collision
 
for ( var j = i + 1; j < particleCount; j++ ) {
 
  
var particleDataB = particlesData[ j ];
+
// var
if ( effectController.limitConnections && particleDataB.numConnections >= effectController.maxConnections )
+
birdMesh = new THREE.Mesh( geometry, shaderMaterial );
continue;
+
birdMesh.rotation.y = Math.PI / 2;
 +
birdMesh.matrixAutoUpdate = false;
 +
birdMesh.updateMatrix();
  
var dx = particlePositions[ i * 3    ] - particlePositions[ j * 3    ];
+
scene.add(birdMesh);
var dy = particlePositions[ i * 3 + 1 ] - particlePositions[ j * 3 + 1 ];
+
var dz = particlePositions[ i * 3 + 2 ] - particlePositions[ j * 3 + 2 ];
+
var dist = Math.sqrt( dx * dx + dy * dy + dz * dz );
+
  
if ( dist < effectController.minDistance ) {
+
}
  
particleData.numConnections++;
+
function onWindowResize() {
particleDataB.numConnections++;
+
  
var alpha = 1.0 - dist / effectController.minDistance;
+
windowHalfX = window.innerWidth / 2;
 +
windowHalfY = window.innerHeight / 2;
  
positions[ vertexpos++ ] = particlePositions[ i * 3    ];
+
camera.aspect = window.innerWidth / window.innerHeight;
positions[ vertexpos++ ] = particlePositions[ i * 3 + 1 ];
+
camera.updateProjectionMatrix();
positions[ vertexpos++ ] = particlePositions[ i * 3 + 2 ];
+
  
positions[ vertexpos++ ] = particlePositions[ j * 3    ];
+
renderer.setSize( window.innerWidth, window.innerHeight );
positions[ vertexpos++ ] = particlePositions[ j * 3 + 1 ];
+
positions[ vertexpos++ ] = particlePositions[ j * 3 + 2 ];
+
  
colors[ colorpos++ ] = alpha;
+
}
colors[ colorpos++ ] = alpha;
+
colors[ colorpos++ ] = alpha;
+
  
colors[ colorpos++ ] = alpha;
+
function onDocumentMouseMove( event ) {
colors[ colorpos++ ] = alpha;
+
 
colors[ colorpos++ ] = alpha;
+
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;
  
numConnected++;
 
}
 
}
 
 
}
 
}
  
 +
}
  
linesMesh.geometry.drawcalls[ 0 ].count = numConnected * 2;
+
function onDocumentTouchMove( event ) {
linesMesh.geometry.attributes.position.needsUpdate = true;
+
linesMesh.geometry.attributes.color.needsUpdate = true;
+
  
pointCloud.geometry.attributes.position.needsUpdate = true;
+
if ( event.touches.length === 1 ) {
 +
 
 +
event.preventDefault();
 +
 
 +
mouseX = event.touches[ 0 ].pageX - windowHalfX;
 +
mouseY = event.touches[ 0 ].pageY - windowHalfY;
 +
 
 +
}
 +
 
 +
}
 +
 
 +
//
 +
 
 +
function animate() {
  
 
requestAnimationFrame( animate );
 
requestAnimationFrame( animate );
  
stats.update();
 
 
render();
 
render();
 +
stats.update();
  
 
}
 
}
Line 298: Line 664:
 
function render() {
 
function render() {
  
var time = Date.now() * 0.001;
+
var now = performance.now()
 +
var delta = (now - last) / 1000;
 +
 
 +
if (delta > 1) delta = 1; // safety cap on large deltas
 +
last = now;
 +
 
 +
birdUniforms.time.value = now;
 +
birdUniforms.delta.value = delta;
 +
 
 +
simulator.simulate( delta );
 +
simulator.velocityUniforms.predator.value.set( mouseX / windowHalfX, -mouseY / windowHalfY, 0 );
 +
 
 +
mouseX = 10000;
 +
mouseY = 10000;
  
group.rotation.y = time * 0.1;
 
 
renderer.render( scene, camera );
 
renderer.render( scene, camera );
  

Revision as of 22:17, 26 May 2015

<!DOCTYPE html> three.js webgl - gpgpu - flocking

three.js - webgl gpgpu birds
Select birds
Move mouse to disturb birds.