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<title>Verge3D webgl - gpgpu - flocking</title>
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<a href="https://www.soft8soft.com/verge3d" target="_blank" rel="noopener">Verge3D</a> - webgl gpgpu birds<br/>
Move mouse to disturb birds.
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<!--
TODO: If you're reading this, you may wish to improve this example by
- Create a better shading for the birds?
-->
<!-- 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="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 type="module">
import * as v3d from '../build/v3d.module.js';
import Stats from './jsm/libs/stats.module.js';
import { GUI } from './jsm/libs/dat.gui.module.js';
import { GPUComputationRenderer } from './jsm/misc/GPUComputationRenderer.js';
/* TEXTURE WIDTH FOR SIMULATION */
const WIDTH = 32;
const BIRDS = WIDTH * WIDTH;
// Custom Geometry - using 3 triangles each. No UVs, no normals currently.
function BirdGeometry() {
const triangles = BIRDS * 3;
const points = triangles * 3;
v3d.BufferGeometry.call(this);
const vertices = new v3d.BufferAttribute(new Float32Array(points * 3), 3);
const birdColors = new v3d.BufferAttribute(new Float32Array(points * 3), 3);
const references = new v3d.BufferAttribute(new Float32Array(points * 2), 2);
const birdVertex = new v3d.BufferAttribute(new Float32Array(points), 1);
this.setAttribute('position', vertices);
this.setAttribute('birdColor', birdColors);
this.setAttribute('reference', references);
this.setAttribute('birdVertex', birdVertex);
// this.setAttribute('normal', new Float32Array(points * 3), 3);
let v = 0;
function verts_push() {
for (let i = 0; i < arguments.length; i++) {
vertices.array[v ++] = arguments[i];
}
}
const wingsSpan = 20;
for (let 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 (let v = 0; v < triangles * 3; v ++) {
const i = ~ ~ (v / 3);
const x = (i % WIDTH) / WIDTH;
const y = ~ ~ (i / WIDTH) / WIDTH;
const c = new v3d.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.scale(0.2, 0.2, 0.2);
}
BirdGeometry.prototype = Object.create(v3d.BufferGeometry.prototype);
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;
let birdUniforms;
init();
animate();
function init() {
container = document.createElement('div');
document.body.appendChild(container);
camera = new v3d.PerspectiveCamera(75, window.innerWidth / window.innerHeight, 1, 3000);
camera.position.z = 350;
scene = new v3d.Scene();
scene.background = new v3d.Color(0xffffff);
scene.fog = new v3d.Fog(0xffffff, 100, 1000);
renderer = new v3d.WebGLRenderer();
renderer.setPixelRatio(window.devicePixelRatio);
renderer.setSize(window.innerWidth, window.innerHeight);
container.appendChild(renderer.domElement);
initComputeRenderer();
stats = new Stats();
container.appendChild(stats.dom);
container.style.touchAction = 'none';
container.addEventListener('pointermove', onPointerMove, false);
//
window.addEventListener('resize', onWindowResize, false);
const gui = new GUI();
const effectController = {
separation: 20.0,
alignment: 20.0,
cohesion: 20.0,
freedom: 0.75
};
const valuesChanger = function() {
velocityUniforms["separationDistance"].value = effectController.separation;
velocityUniforms["alignmentDistance"].value = effectController.alignment;
velocityUniforms["cohesionDistance"].value = effectController.cohesion;
velocityUniforms["freedomFactor"].value = effectController.freedom;
};
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.close();
initBirds();
}
function initComputeRenderer() {
gpuCompute = new GPUComputationRenderer(WIDTH, WIDTH, renderer);
if (isSafari()) {
gpuCompute.setDataType(v3d.HalfFloatType);
}
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 v3d.Vector3() };
velocityVariable.material.defines.BOUNDS = BOUNDS.toFixed(2);
velocityVariable.wrapS = v3d.RepeatWrapping;
velocityVariable.wrapT = v3d.RepeatWrapping;
positionVariable.wrapS = v3d.RepeatWrapping;
positionVariable.wrapT = v3d.RepeatWrapping;
const error = gpuCompute.init();
if (error !== null) {
console.error(error);
}
}
function isSafari() {
return !! navigator.userAgent.match(/Safari/i) && ! navigator.userAgent.match(/Chrome/i);
}
function initBirds() {
const geometry = new BirdGeometry();
// For Vertex and Fragment
birdUniforms = {
"color": { value: new v3d.Color(0xff2200) },
"texturePosition": { value: null },
"textureVelocity": { value: null },
"time": { value: 1.0 },
"delta": { value: 0.0 }
};
// v3d.ShaderMaterial
const material = new v3d.ShaderMaterial({
uniforms: birdUniforms,
vertexShader: document.getElementById('birdVS').textContent,
fragmentShader: document.getElementById('birdFS').textContent,
side: v3d.DoubleSide
});
const birdMesh = new v3d.Mesh(geometry, material);
birdMesh.rotation.y = Math.PI / 2;
birdMesh.matrixAutoUpdate = false;
birdMesh.updateMatrix();
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() {
requestAnimationFrame(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;
birdUniforms["time"].value = now;
birdUniforms["delta"].value = delta;
velocityUniforms["predator"].value.set(0.5 * mouseX / windowHalfX, - 0.5 * mouseY / windowHalfY, 0);
mouseX = 10000;
mouseY = 10000;
gpuCompute.compute();
birdUniforms["texturePosition"].value = gpuCompute.getCurrentRenderTarget(positionVariable).texture;
birdUniforms["textureVelocity"].value = gpuCompute.getCurrentRenderTarget(velocityVariable).texture;
renderer.render(scene, camera);
}
</script>
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</html>
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