mirror of
https://github.com/Doodle3D/Doodle3D-Slicer.git
synced 2024-11-17 03:27:57 +01:00
228 lines
6.1 KiB
JavaScript
228 lines
6.1 KiB
JavaScript
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/**
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* @author zz85 https://github.com/zz85 / http://www.lab4games.net/zz85/blog
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*
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* Bird Simulation Render
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*
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* A simple scene rendering a quad of the following shaders
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* 1. Pass-thru Shader,
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* 2. Bird Position Update Shader,
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* 3. Bird Velocity Update Shader
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*
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*/
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function SimulationRenderer(WIDTH, renderer) {
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WIDTH = WIDTH || 4;
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var camera = new THREE.Camera();
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camera.position.z = 1;
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// Init RTT stuff
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gl = renderer.getContext();
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if ( !gl.getExtension( "OES_texture_float" )) {
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alert( "No OES_texture_float support for float textures!" );
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return;
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}
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if ( gl.getParameter(gl.MAX_VERTEX_TEXTURE_IMAGE_UNITS) == 0) {
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alert( "No support for vertex shader textures!" );
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return;
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}
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var scene = new THREE.Scene();
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var uniforms = {
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time: { type: "f", value: 1.0 },
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resolution: { type: "v2", value: new THREE.Vector2( WIDTH, WIDTH ) },
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texture: { type: "t", value: null }
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};
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var passThruShader = new THREE.ShaderMaterial( {
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uniforms: uniforms,
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vertexShader: document.getElementById( 'vertexShader' ).textContent,
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fragmentShader: document.getElementById( 'fragmentShader' ).textContent
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} );
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var mesh = new THREE.Mesh( new THREE.PlaneBufferGeometry( 2, 2 ), passThruShader );
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var positionShader = new THREE.ShaderMaterial( {
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uniforms: {
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time: { type: "f", value: 1.0 },
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delta: { type: "f", value: 0.0 },
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resolution: { type: "v2", value: new THREE.Vector2( WIDTH, WIDTH ) },
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texturePosition: { type: "t", value: null },
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textureVelocity: { type: "t", value: null },
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},
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vertexShader: document.getElementById( 'vertexShader' ).textContent,
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fragmentShader: document.getElementById( 'fragmentShaderPosition' ).textContent
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} );
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this.positionShader = positionShader;
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var velocityShader = new THREE.ShaderMaterial( {
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uniforms: {
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time: { type: "f", value: 1.0 },
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delta: { type: "f", value: 0.0 },
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resolution: { type: "v2", value: new THREE.Vector2( WIDTH, WIDTH ) },
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texturePosition: { type: "t", value: null },
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textureVelocity: { type: "t", value: null },
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testing: { type: "f", value: 1.0 },
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seperationDistance: { type: "f", value: 1.0 },
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alignmentDistance: { type: "f", value: 1.0 },
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cohesionDistance: { type: "f", value: 1.0 },
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freedomFactor: { type: "f", value: 1.0 },
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predator: { type: "v3", value: new THREE.Vector3() }
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},
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defines: {
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WIDTH: WIDTH.toFixed(2)
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},
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vertexShader: document.getElementById( 'vertexShader' ).textContent,
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fragmentShader: document.getElementById( 'fragmentShaderVelocity' ).textContent
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} );
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this.velocityUniforms = velocityShader.uniforms;
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scene.add( mesh );
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var flipflop = true;
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var rtPosition1, rtPosition2, rtVelocity1, rtVelocity2;
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function init() {
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var dtPosition = generatePositionTexture();
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var dtVelocity = generateVelocityTexture();
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rtPosition1 = getRenderTarget( THREE.RGBAFormat );
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rtPosition2 = rtPosition1.clone();
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rtVelocity1 = getRenderTarget( THREE.RGBFormat );
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rtVelocity2 = rtVelocity1.clone();
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simulator.renderTexture(dtPosition, rtPosition1);
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simulator.renderTexture(rtPosition1, rtPosition2);
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simulator.renderTexture(dtVelocity, rtVelocity1);
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simulator.renderTexture(rtVelocity1, rtVelocity2);
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simulator.velocityUniforms.testing.value = 10;
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}
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this.init = init;
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function getRenderTarget( type ) {
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var renderTarget = new THREE.WebGLRenderTarget(WIDTH, WIDTH, {
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wrapS: THREE.RepeatWrapping,
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wrapT: THREE.RepeatWrapping,
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minFilter: THREE.NearestFilter,
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magFilter: THREE.NearestFilter,
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format: type,
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type: THREE.FloatType,
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stencilBuffer: false
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});
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return renderTarget;
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}
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// Takes a texture, and render out as another texture
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this.renderTexture = function ( input, output ) {
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mesh.material = passThruShader;
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uniforms.texture.value = input;
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renderer.render( scene, camera, output );
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}
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this.renderPosition = function(position, velocity, output, delta) {
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mesh.material = positionShader;
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positionShader.uniforms.texturePosition.value = position;
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positionShader.uniforms.textureVelocity.value = velocity;
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positionShader.uniforms.time.value = performance.now();
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positionShader.uniforms.delta.value = delta;
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renderer.render( scene, camera, output );
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this.currentPosition = output;
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}
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this.renderVelocity = function(position, velocity, output, delta) {
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mesh.material = velocityShader;
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velocityShader.uniforms.texturePosition.value = position;
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velocityShader.uniforms.textureVelocity.value = velocity;
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velocityShader.uniforms.time.value = performance.now();
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velocityShader.uniforms.delta.value = delta;
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renderer.render( scene, camera, output );
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this.currentVelocity = output;
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}
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this.simulate = function( delta ) {
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if (flipflop) {
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simulator.renderVelocity( rtPosition1, rtVelocity1, rtVelocity2, delta );
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simulator.renderPosition( rtPosition1, rtVelocity2, rtPosition2, delta );
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} else {
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simulator.renderVelocity( rtPosition2, rtVelocity2, rtVelocity1, delta );
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simulator.renderPosition( rtPosition2, rtVelocity1, rtPosition1, delta );
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}
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flipflop = !flipflop;
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}
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function generatePositionTexture() {
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var a = new Float32Array( PARTICLES * 4 );
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for ( var k = 0, kl = a.length; k < kl; k += 4 ) {
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var x = Math.random() * BOUNDS - BOUNDS_HALF;
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var y = Math.random() * BOUNDS - BOUNDS_HALF;
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var z = Math.random() * BOUNDS - BOUNDS_HALF;
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a[ k + 0 ] = x;
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a[ k + 1 ] = y;
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a[ k + 2 ] = z;
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a[ k + 3 ] = 1;
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}
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var texture = new THREE.DataTexture( a, WIDTH, WIDTH, THREE.RGBAFormat, THREE.FloatType );
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texture.minFilter = THREE.NearestFilter;
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texture.magFilter = THREE.NearestFilter;
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texture.needsUpdate = true;
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texture.flipY = false;
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return texture;
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}
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function generateVelocityTexture() {
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var a = new Float32Array( PARTICLES * 3 );
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for ( var k = 0, kl = a.length; k < kl; k += 3 ) {
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var x = Math.random() - 0.5;
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var y = Math.random() - 0.5;
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var z = Math.random() - 0.5;
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a[ k + 0 ] = x * 10;
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a[ k + 1 ] = y * 10;
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a[ k + 2 ] = z * 10;
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}
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var texture = new THREE.DataTexture( a, WIDTH, WIDTH, THREE.RGBFormat, THREE.FloatType );
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texture.minFilter = THREE.NearestFilter;
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texture.magFilter = THREE.NearestFilter;
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texture.needsUpdate = true;
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texture.flipY = false;
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return texture;
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}
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}
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