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index.html
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<!DOCTYPE html>
<html lang="en">
<head>
<title>James Baker</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;
}
h3 {
text-align: center;
}
#info {
/* color: #000; */
/* position: absolute; */
/* top: 10px; */
/* margin: 0 auto; */
/* width: 100%; */
/* position: absolute;
top: 50%;
left: 50%;
margin-top: -50px;
margin-left: -50px; */
/* width: 100%; */
/* height: 100%; */
position: fixed;
top: 50%;
left: 50%;
-webkit-transform: translate(-50%, -50%);
transform: translate(-50%, -50%);
}
</style>
<!-- Global site tag (gtag.js) - Google Analytics -->
<script async src="https://www.googletagmanager.com/gtag/js?id=G-SD111PLQKX"></script>
<script>
window.dataLayer = window.dataLayer || [];
function gtag(){dataLayer.push(arguments);}
gtag('js', new Date());
gtag('config', 'G-SD111PLQKX');
</script>
</head>
<body>
<div id="info">
James Baker<br/>
[email protected]<br/><br/>
<a href="https://www.linkedin.com/in/jamesfrancisbaker/" target="_blank"> <img src="linkedin.png" alt="LinkedIn" height="20"></a>
<a href="https://github.com/jamesbaker1" target="_blank"> <img src="github.png" alt="GitHub" height="20"></a>
<a href="blog/open.html"> <img src="blog-solid.svg" alt="Blog" height="20"></a>
<a href="https://jamesfbaker.substack.com/"> <img src="substack.png" alt="Blog" height="20"></a>
<a href="https://scholar.google.com/citations?user=mYkMGl8AAAAJ&hl=en"> <img src="scholar.png" height="20"></>
</div>
<script src="js/three.js"></script>
<script src="js/WebGL.js"></script>
<script src="js/libs/stats.min.js"></script>
<script src="js/libs/dat.gui.min.js"></script>
<script src="js/GPUComputationRenderer.js"></script>
<!--
TODO: If you're reading this, you may wish to improve this by
- creating 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>
<script>
function loop() {
if(/(android|bb\d+|meego).+mobile|avantgo|bada\/|blackberry|blazer|compal|elaine|fennec|hiptop|iemobile|ip(hone|od)|ipad|iris|kindle|Android|Silk|lge |maemo|midp|mmp|netfront|opera m(ob|in)i|palm( os)?|phone|p(ixi|re)\/|plucker|pocket|psp|series(4|6)0|symbian|treo|up\.(browser|link)|vodafone|wap|windows (ce|phone)|xda|xiino/i.test(navigator.userAgent)
|| /1207|6310|6590|3gso|4thp|50[1-6]i|770s|802s|a wa|abac|ac(er|oo|s\-)|ai(ko|rn)|al(av|ca|co)|amoi|an(ex|ny|yw)|aptu|ar(ch|go)|as(te|us)|attw|au(di|\-m|r |s )|avan|be(ck|ll|nq)|bi(lb|rd)|bl(ac|az)|br(e|v)w|bumb|bw\-(n|u)|c55\/|capi|ccwa|cdm\-|cell|chtm|cldc|cmd\-|co(mp|nd)|craw|da(it|ll|ng)|dbte|dc\-s|devi|dica|dmob|do(c|p)o|ds(12|\-d)|el(49|ai)|em(l2|ul)|er(ic|k0)|esl8|ez([4-7]0|os|wa|ze)|fetc|fly(\-|_)|g1 u|g560|gene|gf\-5|g\-mo|go(\.w|od)|gr(ad|un)|haie|hcit|hd\-(m|p|t)|hei\-|hi(pt|ta)|hp( i|ip)|hs\-c|ht(c(\-| |_|a|g|p|s|t)|tp)|hu(aw|tc)|i\-(20|go|ma)|i230|iac( |\-|\/)|ibro|idea|ig01|ikom|im1k|inno|ipaq|iris|ja(t|v)a|jbro|jemu|jigs|kddi|keji|kgt( |\/)|klon|kpt |kwc\-|kyo(c|k)|le(no|xi)|lg( g|\/(k|l|u)|50|54|\-[a-w])|libw|lynx|m1\-w|m3ga|m50\/|ma(te|ui|xo)|mc(01|21|ca)|m\-cr|me(rc|ri)|mi(o8|oa|ts)|mmef|mo(01|02|bi|de|do|t(\-| |o|v)|zz)|mt(50|p1|v )|mwbp|mywa|n10[0-2]|n20[2-3]|n30(0|2)|n50(0|2|5)|n7(0(0|1)|10)|ne((c|m)\-|on|tf|wf|wg|wt)|nok(6|i)|nzph|o2im|op(ti|wv)|oran|owg1|p800|pan(a|d|t)|pdxg|pg(13|\-([1-8]|c))|phil|pire|pl(ay|uc)|pn\-2|po(ck|rt|se)|prox|psio|pt\-g|qa\-a|qc(07|12|21|32|60|\-[2-7]|i\-)|qtek|r380|r600|raks|rim9|ro(ve|zo)|s55\/|sa(ge|ma|mm|ms|ny|va)|sc(01|h\-|oo|p\-)|sdk\/|se(c(\-|0|1)|47|mc|nd|ri)|sgh\-|shar|sie(\-|m)|sk\-0|sl(45|id)|sm(al|ar|b3|it|t5)|so(ft|ny)|sp(01|h\-|v\-|v )|sy(01|mb)|t2(18|50)|t6(00|10|18)|ta(gt|lk)|tcl\-|tdg\-|tel(i|m)|tim\-|t\-mo|to(pl|sh)|ts(70|m\-|m3|m5)|tx\-9|up(\.b|g1|si)|utst|v400|v750|veri|vi(rg|te)|vk(40|5[0-3]|\-v)|vm40|voda|vulc|vx(52|53|60|61|70|80|81|83|85|98)|w3c(\-| )|webc|whit|wi(g |nc|nw)|wmlb|wonu|x700|yas\-|your|zeto|zte\-/i.test(navigator.userAgent.substr(0,4))) {
return;
}
var i, n, s = '';
for (i = 0; i < 10; i++) {
n = Math.floor(Math.sin((Date.now()/200) + (i/2)) * 4) + 4;
s += String.fromCharCode(0x2581 + n);
}
window.location.hash = s;
setTimeout(loop, 50);
}
// window.addEventListener('load', loop);
</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 seperationDistance; // 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 = 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 ( WEBGL.isWebGLAvailable() === false ) {
document.body.appendChild( WEBGL.getWebGLErrorMessage() );
}
// var hash = document.location.hash.substr( 1 );
var hash = 10;
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.scale( 0.2, 0.2, 0.2 );
};
THREE.BirdGeometry.prototype = Object.create( THREE.BufferGeometry.prototype );
var container, stats;
var camera, scene, renderer, i;
var mouseX = 0, mouseY = 0;
var windowHalfX = window.innerWidth / 2;
var windowHalfY = window.innerHeight / 2;
var BOUNDS = 800, BOUNDS_HALF = BOUNDS / 2;
// document.getElementById( 'birds' ).innerText = BIRDS;
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 gpuCompute;
var velocityVariable;
var positionVariable;
var positionUniforms;
var velocityUniforms;
var birdUniforms;
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.background = new THREE.Color( 0xffffff );
scene.fog = new THREE.Fog( 0xffffff, 100, 1000 );
renderer = new THREE.WebGLRenderer();
renderer.setPixelRatio( window.devicePixelRatio );
renderer.setSize( window.innerWidth, window.innerHeight );
container.appendChild( renderer.domElement );
initComputeRenderer();
// stats = new Stats();
// container.appendChildf( stats.dom );
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 () {
velocityUniforms.seperationDistance.value = effectController.seperation;
velocityUniforms.alignmentDistance.value = effectController.alignment;
velocityUniforms.cohesionDistance.value = effectController.cohesion;
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 initComputeRenderer() {
gpuCompute = new GPUComputationRenderer( WIDTH, WIDTH, renderer );
var dtPosition = gpuCompute.createTexture();
var 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.seperationDistance = { 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;
var error = gpuCompute.init();
if ( error !== null ) {
console.error( error );
}
}
function initBirds() {
var geometry = new THREE.BirdGeometry();
console.log("Want to know how I made this? Shoot me an email at [email protected]");
// For Vertex and Fragment
birdUniforms = {
color: { value: new THREE.Color( 0xff2200 ) },
texturePosition: { value: null },
textureVelocity: { value: null },
time: { value: 1.0 },
delta: { value: 0.0 }
};
// ShaderMaterial
var material = new THREE.ShaderMaterial( {
uniforms: birdUniforms,
vertexShader: document.getElementById( 'birdVS' ).textContent,
fragmentShader: document.getElementById( 'birdFS' ).textContent,
side: THREE.DoubleSide
} );
var birdMesh = new THREE.Mesh( geometry, material );
birdMesh.rotation.y = Math.PI / 2;
birdMesh.matrixAutoUpdate = false;
birdMesh.updateMatrix();
scene.add( birdMesh );
}
function fillPositionTexture( texture ) {
var theArray = texture.image.data;
for ( var k = 0, kl = theArray.length; k < kl; k += 4 ) {
var x = Math.random() * BOUNDS - BOUNDS_HALF;
var y = Math.random() * BOUNDS - BOUNDS_HALF;
var 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 ) {
var theArray = texture.image.data;
for ( var k = 0, kl = theArray.length; k < kl; k += 4 ) {
var x = Math.random() - 0.5;
var y = Math.random() - 0.5;
var 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 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;
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>
</body>
</html>