mirror of
https://github.com/Doodle3D/Doodle3D-Slicer.git
synced 2024-12-30 23:03:49 +01:00
687 lines
16 KiB
HTML
Executable File
687 lines
16 KiB
HTML
Executable File
<!DOCTYPE html>
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<html lang="en">
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<head>
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<title>three.js webgl - gpgpu - flocking</title>
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<meta charset="utf-8">
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<meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0">
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<style>
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body {
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background-color: #ffffff;
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margin: 0px;
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overflow: hidden;
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font-family:Monospace;
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font-size:13px;
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text-align:center;
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text-align:center;
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cursor: pointer;
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}
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a {
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color:#0078ff;
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}
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#info {
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color: #000;
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position: absolute;
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top: 10px;
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width: 100%;
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}
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</style>
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</head>
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<body>
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<div id="info">
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<a href="http://threejs.org" target="_blank">three.js</a> - <span id="birds"></span> webgl gpgpu birds<br/>
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Select <span id="options"></span> birds<br/>
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Move mouse to disturb birds.
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</div>
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<script src="../build/three.min.js"></script>
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<script src="js/Detector.js"></script>
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<script src="js/libs/stats.min.js"></script>
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<script src="js/libs/dat.gui.min.js"></script>
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<script src="js/SimulationRenderer.js"></script>
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<!--
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TODO: If you're reading this, you may wish to improve this example by
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- Create a better shading for the birds?
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- Refactoring the SimulationRenderer to a more generic TextureRenderer / making the GPGPU workflow easier?
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-->
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<!-- pass through vertex shader -->
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<script id="vertexShader" type="x-shader/x-vertex">
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void main() {
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gl_Position = vec4( position, 1.0 );
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}
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</script>
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<!-- pass through fragment shader -->
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<script id="fragmentShader" type="x-shader/x-fragment">
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uniform vec2 resolution;
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uniform float time;
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uniform sampler2D texture;
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void main() {
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vec2 uv = gl_FragCoord.xy / resolution.xy;
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vec3 color = texture2D( texture, uv ).xyz;
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gl_FragColor = vec4( color, 1.0 );
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}
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</script>
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<!-- end pass through shaders -->
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<!-- shader for bird's position -->
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<script id="fragmentShaderPosition" type="x-shader/x-fragment">
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uniform vec2 resolution;
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uniform float time;
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uniform float delta;
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uniform sampler2D textureVelocity;
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uniform sampler2D texturePosition;
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void main() {
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vec2 uv = gl_FragCoord.xy / resolution.xy;
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vec4 tmpPos = texture2D( texturePosition, uv );
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vec3 position = tmpPos.xyz;
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vec3 velocity = texture2D( textureVelocity, uv ).xyz;
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float phase = tmpPos.w;
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phase = mod( ( phase + delta +
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length( velocity.xz ) * delta * 3. +
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max( velocity.y, 0.0 ) * delta * 6. ), 62.83 );
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gl_FragColor = vec4( position + velocity * delta * 15. , phase );
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}
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</script>
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<!-- shader for bird's velocity -->
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<script id="fragmentShaderVelocity" type="x-shader/x-fragment">
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uniform vec2 resolution;
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uniform float time;
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uniform float testing;
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uniform float delta; // about 0.016
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uniform float seperationDistance; // 20
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uniform float alignmentDistance; // 40
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uniform float cohesionDistance; //
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uniform float freedomFactor;
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uniform vec3 predator;
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uniform sampler2D textureVelocity;
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uniform sampler2D texturePosition;
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const float width = WIDTH;
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const float height = WIDTH;
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const float PI = 3.141592653589793;
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const float PI_2 = PI * 2.0;
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// const float VISION = PI * 0.55;
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float zoneRadius = 40.0;
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float zoneRadiusSquared = zoneRadius * zoneRadius;
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float separationThresh = 0.45;
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float alignmentThresh = 0.65;
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const float UPPER_BOUNDS = 400.0;
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const float LOWER_BOUNDS = -UPPER_BOUNDS;
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const float SPEED_LIMIT = 9.0;
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float rand(vec2 co){
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return fract(sin(dot(co.xy ,vec2(12.9898,78.233))) * 43758.5453);
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}
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void main() {
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zoneRadius = seperationDistance + alignmentDistance + cohesionDistance;
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separationThresh = seperationDistance / zoneRadius;
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alignmentThresh = ( seperationDistance + alignmentDistance ) / zoneRadius;
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zoneRadiusSquared = zoneRadius * zoneRadius;
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vec2 uv = gl_FragCoord.xy / resolution.xy;
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vec3 birdPosition, birdVelocity;
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vec3 selfPosition = texture2D( texturePosition, uv ).xyz;
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vec3 selfVelocity = texture2D( textureVelocity, uv ).xyz;
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float dist;
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vec3 dir; // direction
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float distSquared;
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float seperationSquared = seperationDistance * seperationDistance;
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float cohesionSquared = cohesionDistance * cohesionDistance;
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float f;
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float percent;
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vec3 velocity = selfVelocity;
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float limit = SPEED_LIMIT;
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dir = predator * UPPER_BOUNDS - selfPosition;
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dir.z = 0.;
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// dir.z *= 0.6;
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dist = length( dir );
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distSquared = dist * dist;
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float preyRadius = 150.0;
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float preyRadiusSq = preyRadius * preyRadius;
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// move birds away from predator
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if (dist < preyRadius) {
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f = ( distSquared / preyRadiusSq - 1.0 ) * delta * 100.;
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velocity += normalize( dir ) * f;
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limit += 5.0;
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}
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// if (testing == 0.0) {}
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// if ( rand( uv + time ) < freedomFactor ) {}
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// Attract flocks to the center
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vec3 central = vec3( 0., 0., 0. );
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dir = selfPosition - central;
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dist = length( dir );
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dir.y *= 2.5;
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velocity -= normalize( dir ) * delta * 5.;
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for (float y=0.0;y<height;y++) {
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for (float x=0.0;x<width;x++) {
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vec2 ref = vec2( x + 0.5, y + 0.5 ) / resolution.xy;
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birdPosition = texture2D( texturePosition, ref ).xyz;
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dir = birdPosition - selfPosition;
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dist = length(dir);
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if (dist < 0.0001) continue;
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distSquared = dist * dist;
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if (distSquared > zoneRadiusSquared ) continue;
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percent = distSquared / zoneRadiusSquared;
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if ( percent < separationThresh ) { // low
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// Separation - Move apart for comfort
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f = (separationThresh / percent - 1.0) * delta;
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velocity -= normalize(dir) * f;
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} else if ( percent < alignmentThresh ) { // high
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// Alignment - fly the same direction
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float threshDelta = alignmentThresh - separationThresh;
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float adjustedPercent = ( percent - separationThresh ) / threshDelta;
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birdVelocity = texture2D( textureVelocity, ref ).xyz;
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f = ( 0.5 - cos( adjustedPercent * PI_2 ) * 0.5 + 0.5 ) * delta;
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velocity += normalize(birdVelocity) * f;
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} else {
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// Attraction / Cohesion - move closer
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float threshDelta = 1.0 - alignmentThresh;
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float adjustedPercent = ( percent - alignmentThresh ) / threshDelta;
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f = ( 0.5 - ( cos( adjustedPercent * PI_2 ) * -0.5 + 0.5 ) ) * delta;
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velocity += normalize(dir) * f;
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}
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}
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}
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// this make tends to fly around than down or up
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// if (velocity.y > 0.) velocity.y *= (1. - 0.2 * delta);
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// Speed Limits
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if ( length( velocity ) > limit ) {
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velocity = normalize( velocity ) * limit;
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}
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gl_FragColor = vec4( velocity, 1.0 );
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}
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</script>
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<script type="x-shader/x-vertex" id="birdVS">
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attribute vec2 reference;
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attribute float birdVertex;
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attribute vec3 birdColor;
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uniform sampler2D texturePosition;
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uniform sampler2D textureVelocity;
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varying vec4 vColor;
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varying float z;
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uniform float time;
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void main() {
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vec4 tmpPos = texture2D( texturePosition, reference );
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vec3 pos = tmpPos.xyz;
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vec3 velocity = normalize(texture2D( textureVelocity, reference ).xyz);
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vec3 newPosition = position;
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if ( birdVertex == 4.0 || birdVertex == 7.0 ) {
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// flap wings
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newPosition.y = sin( tmpPos.w ) * 5.;
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}
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newPosition = mat3( modelMatrix ) * newPosition;
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velocity.z *= -1.;
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float xz = length( velocity.xz );
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float xyz = 1.;
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float x = sqrt( 1. - velocity.y * velocity.y );
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float cosry = velocity.x / xz;
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float sinry = velocity.z / xz;
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float cosrz = x / xyz;
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float sinrz = velocity.y / xyz;
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mat3 maty = mat3(
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cosry, 0, -sinry,
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0 , 1, 0 ,
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sinry, 0, cosry
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);
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mat3 matz = mat3(
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cosrz , sinrz, 0,
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-sinrz, cosrz, 0,
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0 , 0 , 1
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);
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newPosition = maty * matz * newPosition;
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newPosition += pos;
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z = newPosition.z;
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vColor = vec4( birdColor, 1.0 );
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gl_Position = projectionMatrix * viewMatrix * vec4( newPosition, 1.0 );
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}
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</script>
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<!-- bird geometry shader -->
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<script type="x-shader/x-fragment" id="birdFS">
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varying vec4 vColor;
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varying float z;
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uniform vec3 color;
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void main() {
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// Fake colors for now
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float z2 = 0.2 + ( 1000. - z ) / 1000. * vColor.x;
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gl_FragColor = vec4( z2, z2, z2, 1. );
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}
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</script>
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<script>
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if ( ! Detector.webgl ) Detector.addGetWebGLMessage();
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var hash = document.location.hash.substr( 1 );
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if (hash) hash = parseInt(hash, 0);
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/* TEXTURE WIDTH FOR SIMULATION */
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var WIDTH = hash || 32;
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var BIRDS = WIDTH * WIDTH;
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// Custom Geometry - using 3 triangles each. No UVs, no normals currently.
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THREE.BirdGeometry = function () {
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var triangles = BIRDS * 3;
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var points = triangles * 3;
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THREE.BufferGeometry.call( this );
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var vertices = new THREE.BufferAttribute( new Float32Array( points * 3 ), 3 );
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var birdColors = new THREE.BufferAttribute( new Float32Array( points * 3 ), 3 );
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var references = new THREE.BufferAttribute( new Float32Array( points * 2 ), 2 );
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var birdVertex = new THREE.BufferAttribute( new Float32Array( points ), 1 );
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this.addAttribute( 'position', vertices );
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this.addAttribute( 'birdColor', birdColors );
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this.addAttribute( 'reference', references );
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this.addAttribute( 'birdVertex', birdVertex );
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// this.addAttribute( 'normal', new Float32Array( points * 3 ), 3 );
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var v = 0;
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function verts_push() {
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for (var i=0; i < arguments.length; i++) {
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vertices.array[v++] = arguments[i];
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}
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}
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var wingsSpan = 20;
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for (var f = 0; f<BIRDS; f++ ) {
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// Body
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verts_push(
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0, -0, -20,
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0, 4, -20,
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0, 0, 30
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);
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// Left Wing
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verts_push(
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0, 0, -15,
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-wingsSpan, 0, 0,
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0, 0, 15
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);
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// Right Wing
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verts_push(
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0, 0, 15,
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wingsSpan, 0, 0,
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0, 0, -15
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);
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}
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for( var v = 0; v < triangles * 3; v++ ) {
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var i = ~~(v / 3);
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var x = (i % WIDTH) / WIDTH;
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var y = ~~(i / WIDTH) / WIDTH;
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var c = new THREE.Color(
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0x444444 +
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~~(v / 9) / BIRDS * 0x666666
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);
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birdColors.array[ v * 3 + 0 ] = c.r;
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birdColors.array[ v * 3 + 1 ] = c.g;
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birdColors.array[ v * 3 + 2 ] = c.b;
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references.array[ v * 2 ] = x;
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references.array[ v * 2 + 1 ] = y;
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birdVertex.array[ v ] = v % 9;
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}
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this.applyMatrix( new THREE.Matrix4().makeScale( 0.2, 0.2, 0.2 ) );
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}
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THREE.BirdGeometry.prototype = Object.create( THREE.BufferGeometry.prototype );
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var container, stats;
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var camera, scene, renderer, geometry, i, h, color;
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var mouseX = 0, mouseY = 0;
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var windowHalfX = window.innerWidth / 2;
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var windowHalfY = window.innerHeight / 2;
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var PARTICLES = WIDTH * WIDTH;
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var BOUNDS = 800, BOUNDS_HALF = BOUNDS / 2;
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document.getElementById('birds').innerText = PARTICLES;
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function change(n) {
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location.hash = n;
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location.reload();
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return false;
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}
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var options = '';
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for (i=1; i<7; i++) {
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var j = Math.pow(2, i);
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options += '<a href="#" onclick="return change(' + j + ')">' + (j * j) + '</a> ';
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}
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document.getElementById('options').innerHTML = options;
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var last = performance.now();
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var simulator;
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init();
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animate();
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function init() {
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container = document.createElement( 'div' );
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document.body.appendChild( container );
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camera = new THREE.PerspectiveCamera( 75, window.innerWidth / window.innerHeight, 1, 3000 );
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camera.position.z = 350;
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scene = new THREE.Scene();
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scene.fog = new THREE.Fog( 0xffffff, 100, 1000 );
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renderer = new THREE.WebGLRenderer();
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renderer.setClearColor( scene.fog.color );
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renderer.setPixelRatio( window.devicePixelRatio );
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renderer.setSize( window.innerWidth, window.innerHeight );
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container.appendChild( renderer.domElement );
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simulator = new SimulationRenderer(WIDTH, renderer);
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simulator.init();
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stats = new Stats();
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stats.domElement.style.position = 'absolute';
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stats.domElement.style.top = '0px';
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container.appendChild( stats.domElement );
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document.addEventListener( 'mousemove', onDocumentMouseMove, false );
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document.addEventListener( 'touchstart', onDocumentTouchStart, false );
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document.addEventListener( 'touchmove', onDocumentTouchMove, false );
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//
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window.addEventListener( 'resize', onWindowResize, false );
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var gui = new dat.GUI();
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var effectController = {
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seperation: 20.0,
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alignment: 20.0,
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cohesion: 20.0,
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freedom: 0.75
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};
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var valuesChanger = function() {
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simulator.velocityUniforms.seperationDistance.value = effectController.seperation;
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simulator.velocityUniforms.alignmentDistance.value = effectController.alignment;
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simulator.velocityUniforms.cohesionDistance.value = effectController.cohesion;
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simulator.velocityUniforms.freedomFactor.value = effectController.freedom;
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};
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valuesChanger();
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gui.add( effectController, "seperation", 0.0, 100.0, 1.0 ).onChange( valuesChanger );
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gui.add( effectController, "alignment", 0.0, 100, 0.001 ).onChange( valuesChanger );
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gui.add( effectController, "cohesion", 0.0, 100, 0.025 ).onChange( valuesChanger );
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gui.close();
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initBirds();
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}
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function initBirds() {
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var geometry = new THREE.BirdGeometry();
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// For Vertex Shaders
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birdAttributes = {
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// index: { type: 'i', value: [] },
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birdColor: { type: 'c', value: null },
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reference: { type: 'v2', value: null },
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birdVertex: { type: 'f', value: null }
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};
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// For Vertex and Fragment
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birdUniforms = {
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color: { type: "c", value: new THREE.Color( 0xff2200 ) },
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texturePosition: { type: "t", value: null },
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textureVelocity: { type: "t", value: null },
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time: { type: "f", value: 1.0 },
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delta: { type: "f", value: 0.0 },
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};
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// ShaderMaterial
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var shaderMaterial = new THREE.ShaderMaterial( {
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uniforms: birdUniforms,
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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>
|