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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 + GLTF mesh<br/>
- Flamingo by <a href="https://mirada.com/" target="_blank" rel="noopener">mirada</a> from <a href="http://www.ro.me/" target="_blank" rel="noopener">rome</a><br/>
- Move mouse to disturb birds.
- </div>
- <!-- 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;
- if( threshDelta == 0. ) adjustedPercent = 1.;
- else 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="importmap">
- {
- "imports": {
- "three": "../build/three.module.js",
- "three/addons/": "./jsm/"
- }
- }
- </script>
- <script type="module">
- import * as THREE from 'three';
- import Stats from 'three/addons/libs/stats.module.js';
- import { GUI } from 'three/addons/libs/lil-gui.module.min.js';
- import { GLTFLoader } from 'three/addons/loaders/GLTFLoader.js';
- import { GPUComputationRenderer } from 'three/addons/misc/GPUComputationRenderer.js';
- /* TEXTURE WIDTH FOR SIMULATION */
- const WIDTH = 64;
- const BIRDS = WIDTH * WIDTH;
- /* BAKE ANIMATION INTO TEXTURE and CREATE GEOMETRY FROM BASE MODEL */
- const BirdGeometry = new THREE.BufferGeometry();
- let textureAnimation, durationAnimation, birdMesh, materialShader, indicesPerBird;
- function nextPowerOf2( n ) {
- return Math.pow( 2, Math.ceil( Math.log( n ) / Math.log( 2 ) ) );
- }
- Math.lerp = function ( value1, value2, amount ) {
- amount = Math.max( Math.min( amount, 1 ), 0 );
- return value1 + ( value2 - value1 ) * amount;
- };
- const gltfs = [ 'models/gltf/Parrot.glb', 'models/gltf/Flamingo.glb' ];
- const colors = [ 0xccFFFF, 0xffdeff ];
- const sizes = [ 0.2, 0.1 ];
- const selectModel = Math.floor( Math.random() * gltfs.length );
- new GLTFLoader().load( gltfs[ selectModel ], function ( gltf ) {
- const animations = gltf.animations;
- durationAnimation = Math.round( animations[ 0 ].duration * 60 );
- const birdGeo = gltf.scene.children[ 0 ].geometry;
- const morphAttributes = birdGeo.morphAttributes.position;
- const tHeight = nextPowerOf2( durationAnimation );
- const tWidth = nextPowerOf2( birdGeo.getAttribute( 'position' ).count );
- indicesPerBird = birdGeo.index.count;
- const tData = new Float32Array( 4 * tWidth * tHeight );
- for ( let i = 0; i < tWidth; i ++ ) {
- for ( let j = 0; j < tHeight; j ++ ) {
- const offset = j * tWidth * 4;
- const curMorph = Math.floor( j / durationAnimation * morphAttributes.length );
- const nextMorph = ( Math.floor( j / durationAnimation * morphAttributes.length ) + 1 ) % morphAttributes.length;
- const lerpAmount = j / durationAnimation * morphAttributes.length % 1;
- if ( j < durationAnimation ) {
- let d0, d1;
- d0 = morphAttributes[ curMorph ].array[ i * 3 ];
- d1 = morphAttributes[ nextMorph ].array[ i * 3 ];
- if ( d0 !== undefined && d1 !== undefined ) tData[ offset + i * 4 ] = Math.lerp( d0, d1, lerpAmount );
- d0 = morphAttributes[ curMorph ].array[ i * 3 + 1 ];
- d1 = morphAttributes[ nextMorph ].array[ i * 3 + 1 ];
- if ( d0 !== undefined && d1 !== undefined ) tData[ offset + i * 4 + 1 ] = Math.lerp( d0, d1, lerpAmount );
- d0 = morphAttributes[ curMorph ].array[ i * 3 + 2 ];
- d1 = morphAttributes[ nextMorph ].array[ i * 3 + 2 ];
- if ( d0 !== undefined && d1 !== undefined ) tData[ offset + i * 4 + 2 ] = Math.lerp( d0, d1, lerpAmount );
- tData[ offset + i * 4 + 3 ] = 1;
- }
- }
- }
- textureAnimation = new THREE.DataTexture( tData, tWidth, tHeight, THREE.RGBAFormat, THREE.FloatType );
- textureAnimation.needsUpdate = true;
- const vertices = [], color = [], reference = [], seeds = [], indices = [];
- const totalVertices = birdGeo.getAttribute( 'position' ).count * 3 * BIRDS;
- for ( let i = 0; i < totalVertices; i ++ ) {
- const bIndex = i % ( birdGeo.getAttribute( 'position' ).count * 3 );
- vertices.push( birdGeo.getAttribute( 'position' ).array[ bIndex ] );
- color.push( birdGeo.getAttribute( 'color' ).array[ bIndex ] );
- }
- let r = Math.random();
- for ( let i = 0; i < birdGeo.getAttribute( 'position' ).count * BIRDS; i ++ ) {
- const bIndex = i % ( birdGeo.getAttribute( 'position' ).count );
- const bird = Math.floor( i / birdGeo.getAttribute( 'position' ).count );
- if ( bIndex == 0 ) r = Math.random();
- const j = ~ ~ bird;
- const x = ( j % WIDTH ) / WIDTH;
- const y = ~ ~ ( j / WIDTH ) / WIDTH;
- reference.push( x, y, bIndex / tWidth, durationAnimation / tHeight );
- seeds.push( bird, r, Math.random(), Math.random() );
- }
- for ( let i = 0; i < birdGeo.index.array.length * BIRDS; i ++ ) {
- const offset = Math.floor( i / birdGeo.index.array.length ) * ( birdGeo.getAttribute( 'position' ).count );
- indices.push( birdGeo.index.array[ i % birdGeo.index.array.length ] + offset );
- }
- BirdGeometry.setAttribute( 'position', new THREE.BufferAttribute( new Float32Array( vertices ), 3 ) );
- BirdGeometry.setAttribute( 'birdColor', new THREE.BufferAttribute( new Float32Array( color ), 3 ) );
- BirdGeometry.setAttribute( 'color', new THREE.BufferAttribute( new Float32Array( color ), 3 ) );
- BirdGeometry.setAttribute( 'reference', new THREE.BufferAttribute( new Float32Array( reference ), 4 ) );
- BirdGeometry.setAttribute( 'seeds', new THREE.BufferAttribute( new Float32Array( seeds ), 4 ) );
- BirdGeometry.setIndex( indices );
- init();
- } );
- let container, stats;
- let camera, scene, renderer;
- let mouseX = 0, mouseY = 0;
- let windowHalfX = window.innerWidth / 2;
- let windowHalfY = window.innerHeight / 2;
- const BOUNDS = 800, BOUNDS_HALF = BOUNDS / 2;
- let last = performance.now();
- let gpuCompute;
- let velocityVariable;
- let positionVariable;
- let positionUniforms;
- let velocityUniforms;
- 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( colors[ selectModel ] );
- scene.fog = new THREE.Fog( colors[ selectModel ], 100, 1000 );
- // LIGHTS
- const hemiLight = new THREE.HemisphereLight( colors[ selectModel ], 0xffffff, 4.5 );
- hemiLight.color.setHSL( 0.6, 1, 0.6, THREE.SRGBColorSpace );
- hemiLight.groundColor.setHSL( 0.095, 1, 0.75, THREE.SRGBColorSpace );
- hemiLight.position.set( 0, 50, 0 );
- scene.add( hemiLight );
- const dirLight = new THREE.DirectionalLight( 0x00CED1, 2.0 );
- dirLight.color.setHSL( 0.1, 1, 0.95, THREE.SRGBColorSpace );
- dirLight.position.set( - 1, 1.75, 1 );
- dirLight.position.multiplyScalar( 30 );
- scene.add( dirLight );
- renderer = new THREE.WebGLRenderer( { antialias: true } );
- renderer.setPixelRatio( window.devicePixelRatio );
- renderer.setSize( window.innerWidth, window.innerHeight );
- renderer.setAnimationLoop( animate );
- container.appendChild( renderer.domElement );
- initComputeRenderer();
- stats = new Stats();
- container.appendChild( stats.dom );
- container.style.touchAction = 'none';
- container.addEventListener( 'pointermove', onPointerMove );
- window.addEventListener( 'resize', onWindowResize );
- const gui = new GUI();
- const effectController = {
- separation: 20.0,
- alignment: 20.0,
- cohesion: 20.0,
- freedom: 0.75,
- size: sizes[ selectModel ],
- count: Math.floor( BIRDS / 4 )
- };
- const valuesChanger = function () {
- velocityUniforms[ 'separationDistance' ].value = effectController.separation;
- velocityUniforms[ 'alignmentDistance' ].value = effectController.alignment;
- velocityUniforms[ 'cohesionDistance' ].value = effectController.cohesion;
- velocityUniforms[ 'freedomFactor' ].value = effectController.freedom;
- if ( materialShader ) materialShader.uniforms[ 'size' ].value = effectController.size;
- BirdGeometry.setDrawRange( 0, indicesPerBird * effectController.count );
- };
- 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.add( effectController, 'size', 0, 1, 0.01 ).onChange( valuesChanger );
- gui.add( effectController, 'count', 0, BIRDS, 1 ).onChange( valuesChanger );
- gui.close();
- initBirds( effectController );
- }
- function initComputeRenderer() {
- gpuCompute = new GPUComputationRenderer( WIDTH, WIDTH, renderer );
- 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( effectController ) {
- const geometry = BirdGeometry;
- const m = new THREE.MeshStandardMaterial( {
- vertexColors: true,
- flatShading: true,
- roughness: 1,
- metalness: 0
- } );
- m.onBeforeCompile = ( shader ) => {
- shader.uniforms.texturePosition = { value: null };
- shader.uniforms.textureVelocity = { value: null };
- shader.uniforms.textureAnimation = { value: textureAnimation };
- shader.uniforms.time = { value: 1.0 };
- shader.uniforms.size = { value: effectController.size };
- shader.uniforms.delta = { value: 0.0 };
- let token = '#define STANDARD';
- let insert = /* glsl */`
- attribute vec4 reference;
- attribute vec4 seeds;
- attribute vec3 birdColor;
- uniform sampler2D texturePosition;
- uniform sampler2D textureVelocity;
- uniform sampler2D textureAnimation;
- uniform float size;
- uniform float time;
- `;
- shader.vertexShader = shader.vertexShader.replace( token, token + insert );
- token = '#include <begin_vertex>';
- insert = /* glsl */`
- vec4 tmpPos = texture2D( texturePosition, reference.xy );
- vec3 pos = tmpPos.xyz;
- vec3 velocity = normalize(texture2D( textureVelocity, reference.xy ).xyz);
- vec3 aniPos = texture2D( textureAnimation, vec2( reference.z, mod( time + ( seeds.x ) * ( ( 0.0004 + seeds.y / 10000.0) + normalize( velocity ) / 20000.0 ), reference.w ) ) ).xyz;
- vec3 newPosition = position;
- newPosition = mat3( modelMatrix ) * ( newPosition + aniPos );
- newPosition *= size + seeds.y * size * 0.2;
- 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;
- vec3 transformed = vec3( newPosition );
- `;
- shader.vertexShader = shader.vertexShader.replace( token, insert );
- materialShader = shader;
- };
- birdMesh = new THREE.Mesh( geometry, m );
- birdMesh.rotation.y = Math.PI / 2;
- birdMesh.castShadow = true;
- birdMesh.receiveShadow = true;
- 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() {
- 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;
- if ( materialShader ) materialShader.uniforms[ 'time' ].value = now / 1000;
- if ( materialShader ) materialShader.uniforms[ 'delta' ].value = delta;
- velocityUniforms[ 'predator' ].value.set( 0.5 * mouseX / windowHalfX, - 0.5 * mouseY / windowHalfY, 0 );
- mouseX = 10000;
- mouseY = 10000;
- gpuCompute.compute();
- if ( materialShader ) materialShader.uniforms[ 'texturePosition' ].value = gpuCompute.getCurrentRenderTarget( positionVariable ).texture;
- if ( materialShader ) materialShader.uniforms[ 'textureVelocity' ].value = gpuCompute.getCurrentRenderTarget( velocityVariable ).texture;
- renderer.render( scene, camera );
- }
- </script>
- </body>
- </html>
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