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<html>
<body>
</body>
<!-- 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 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 frameId;
uniform sampler2D texturePosition;
uniform sampler2D textureVelocity;
varying vec2 vUV;
varying mat2 vUVRot;
varying float vFrameId;
uniform float time;
void main() {
vec3 pos = texture2D( texturePosition, reference ).xyz;
vec3 vel = normalize( texture2D( textureVelocity, reference ).xyz );
vec4 mvPos = modelViewMatrix * vec4( pos, 1.0 );
gl_PointSize = 20.0 * ( 800.0 / -mvPos.z );
vUV = vec2( vel.x * 0.5 + 0.5, vel.y * 0.5 + 0.5 );
vUV = floor( vUV * 11.0 ) / 11.0 + 0.5 / 11.0;
// TODO: better movement later
vUVRot = mat2( 1, 0, 0, 1 );
vFrameId = floor( mod( frameId + time * 0.5, 9.0 ) );
gl_Position = projectionMatrix * mvPos;
}
</script>
<!-- bird geometry shader -->
<script type="x-shader/x-fragment" id="birdFS">
uniform sampler2D texturesBird[ 9 ];
varying vec2 vUV;
varying mat2 vUVRot;
varying float vFrameId;
uniform vec3 color;
void main() {
vec2 uv = 0.9 * vec2( 1.0 / 11.0 ) * ( gl_PointCoord - 0.5 ) * vUVRot + vUV;
int id = int( vFrameId );
vec4 col;
if ( id == 0 ) { col = texture2D( texturesBird[ 0 ], uv ); }
else if ( id == 1 ) { col = texture2D( texturesBird[ 1 ], uv ); }
else if ( id == 2 ) { col = texture2D( texturesBird[ 2 ], uv ); }
else if ( id == 3 ) { col = texture2D( texturesBird[ 3 ], uv ); }
else if ( id == 4 ) { col = texture2D( texturesBird[ 4 ], uv ); }
else if ( id == 5 ) { col = texture2D( texturesBird[ 5 ], uv ); }
else if ( id == 6 ) { col = texture2D( texturesBird[ 6 ], uv ); }
else if ( id == 7 ) { col = texture2D( texturesBird[ 7 ], uv ); }
else if ( id == 8 ) { col = texture2D( texturesBird[ 8 ], uv ); }
gl_FragColor = col;
}
</script>
</html>
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;
}
/* TEXTURE WIDTH FOR SIMULATION */
var WIDTH = 32;
var BIRDS = WIDTH * WIDTH;
var container;
var camera, scene, renderer, geometry, i, h, color;
var mouseX = 0, mouseY = 0;
var windowHalfX = window.innerWidth / 2;
var windowHalfY = window.innerHeight / 2;
var BOUNDS = 800, BOUNDS_HALF = BOUNDS / 2;
var last = performance.now();
var gpuCompute;
var velocityVariable;
var positionVariable;
var positionUniforms;
var velocityUniforms;
var birdUniforms;
var birdTextures = [];
init();
function init() {
container = document.createElement( 'div' );
document.body.appendChild( container );
loader = new THREE.TextureLoader();
birdTextures[ 0 ] = loader.load( 'https://s3-us-west-2.amazonaws.com/s.cdpn.io/896175/crow-00.png' );
birdTextures[ 1 ] = loader.load( 'https://s3-us-west-2.amazonaws.com/s.cdpn.io/896175/crow-01.png' );
birdTextures[ 2 ] = loader.load( 'https://s3-us-west-2.amazonaws.com/s.cdpn.io/896175/crow-02.png' );
birdTextures[ 3 ] = loader.load( 'https://s3-us-west-2.amazonaws.com/s.cdpn.io/896175/crow-03.png' );
birdTextures[ 4 ] = loader.load( 'https://s3-us-west-2.amazonaws.com/s.cdpn.io/896175/crow-04.png' );
birdTextures[ 5 ] = loader.load( 'https://s3-us-west-2.amazonaws.com/s.cdpn.io/896175/crow-05.png' );
birdTextures[ 6 ] = loader.load( 'https://s3-us-west-2.amazonaws.com/s.cdpn.io/896175/crow-06.png' );
birdTextures[ 7 ] = loader.load( 'https://s3-us-west-2.amazonaws.com/s.cdpn.io/896175/crow-07.png' );
birdTextures[ 8 ] = loader.load( 'https://s3-us-west-2.amazonaws.com/s.cdpn.io/896175/crow-08.png' );
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 );
initComputeRenderer();
document.addEventListener( 'mousemove', onDocumentMouseMove, false );
document.addEventListener( 'touchstart', onDocumentTouchStart, false );
document.addEventListener( 'touchmove', onDocumentTouchMove, false );
//
window.addEventListener( 'resize', onWindowResize, false );
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();
initBirds();
animate();
}
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.BufferGeometry();
var positions = new Float32Array( BIRDS * 3 );
var references = new THREE.BufferAttribute( new Float32Array( BIRDS * 2 ), 2 );
var frameIds = new THREE.BufferAttribute( new Float32Array( BIRDS ), 1 );
geometry.addAttribute( 'position', new THREE.BufferAttribute( positions, 3 ) );
geometry.addAttribute( 'reference', references );
geometry.addAttribute( 'frameId', frameIds );
for( var i = 0; i < BIRDS; i++ ) {
var x = (i % WIDTH) / WIDTH;
var y = ~~(i / WIDTH) / WIDTH;
references.array[ i * 2 ] = x;
references.array[ i * 2 + 1 ] = y;
frameIds.array[ i ] = Math.random() * 9.0;
}
// For Vertex and Fragment
birdUniforms = {
texturesBird: { value: birdTextures },
color: { value: new THREE.Color( 0xff2200 ) },
texturePosition: { value: null },
textureVelocity: { value: null },
time: { value: 1.0 },
delta: { value: 0.0 }
};
var shaderMaterial = new THREE.ShaderMaterial( {
uniforms: birdUniforms,
vertexShader: document.getElementById( 'birdVS' ).textContent,
fragmentShader: document.getElementById( 'birdFS' ).textContent,
depthTest: false,
transparent: true
});
var particles = new THREE.Points( geometry, shaderMaterial );
scene.add( particles );
}
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();
}
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 );
}
Also see: Tab Triggers