Doodle3D-Slicer/three.js-master/examples/webgl_gpgpu_birds.html
2017-06-22 13:21:07 +02:00

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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">
<style>
body {
background-color: #ffffff;
margin: 0px;
overflow: hidden;
font-family:Monospace;
font-size:13px;
text-align:center;
text-align:center;
cursor: pointer;
}
a {
color:#0078ff;
}
#info {
color: #000;
position: absolute;
top: 10px;
width: 100%;
}
</style>
</head>
<body>
<div id="info">
<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>
<script src="../build/three.min.js"></script>
<script src="js/Detector.js"></script>
<script src="js/libs/stats.min.js"></script>
<script src="js/libs/dat.gui.min.js"></script>
<script src="js/SimulationRenderer.js"></script>
<!--
TODO: If you're reading this, you may wish to improve this example by
- Create a better shading for the birds?
- Refactoring the SimulationRenderer to a more generic TextureRenderer / making the GPGPU workflow easier?
-->
<!-- pass through vertex shader -->
<script id="vertexShader" type="x-shader/x-vertex">
void main() {
gl_Position = vec4( position, 1.0 );
}
</script>
<!-- pass through fragment shader -->
<script id="fragmentShader" type="x-shader/x-fragment">
uniform vec2 resolution;
uniform float time;
uniform sampler2D texture;
void main() {
vec2 uv = gl_FragCoord.xy / resolution.xy;
vec3 color = texture2D( texture, uv ).xyz;
gl_FragColor = vec4( color, 1.0 );
}
</script>
<!-- end pass through shaders -->
<!-- shader for bird's position -->
<script id="fragmentShaderPosition" type="x-shader/x-fragment">
uniform vec2 resolution;
uniform float time;
uniform float delta;
uniform sampler2D textureVelocity;
uniform sampler2D texturePosition;
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 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;
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 seperationSquared = seperationDistance * seperationDistance;
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>
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 );
simulator = new SimulationRenderer(WIDTH, renderer);
simulator.init();
stats = new Stats();
stats.domElement.style.position = 'absolute';
stats.domElement.style.top = '0px';
container.appendChild( stats.domElement );
document.addEventListener( 'mousemove', onDocumentMouseMove, false );
document.addEventListener( 'touchstart', onDocumentTouchStart, false );
document.addEventListener( 'touchmove', onDocumentTouchMove, false );
//
window.addEventListener( 'resize', onWindowResize, false );
var gui = new dat.GUI();
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 initBirds() {
var geometry = new THREE.BirdGeometry();
// For Vertex Shaders
birdAttributes = {
// index: { type: 'i', value: [] },
birdColor: { type: 'c', value: null },
reference: { type: 'v2', value: null },
birdVertex: { type: 'f', value: null }
};
// For Vertex and Fragment
birdUniforms = {
color: { type: "c", value: new THREE.Color( 0xff2200 ) },
texturePosition: { type: "t", value: null },
textureVelocity: { type: "t", value: null },
time: { type: "f", value: 1.0 },
delta: { type: "f", value: 0.0 },
};
// ShaderMaterial
var shaderMaterial = new THREE.ShaderMaterial( {
uniforms: birdUniforms,
attributes: birdAttributes,
vertexShader: document.getElementById( 'birdVS' ).textContent,
fragmentShader: document.getElementById( 'birdFS' ).textContent,
side: THREE.DoubleSide
});
// var
birdMesh = new THREE.Mesh( geometry, shaderMaterial );
birdMesh.rotation.y = Math.PI / 2;
birdMesh.matrixAutoUpdate = false;
birdMesh.updateMatrix();
scene.add(birdMesh);
}
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;
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;
renderer.render( scene, camera );
}
</script>
</body>
</html>