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520 lines
16 KiB
HTML
520 lines
16 KiB
HTML
2 months ago
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<!DOCTYPE html>
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<html lang="en">
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<head>
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<title>three.js webgpu - compute - 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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<link type="text/css" rel="stylesheet" href="main.css">
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<style>
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body {
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background-color: #fff;
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color: #444;
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}
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a {
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color:#08f;
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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="https://threejs.org" target="_blank" rel="noopener">three.js</a> - webgpu compute birds<br/>
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Move mouse to disturb birds.
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</div>
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<script type="importmap">
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{
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"imports": {
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"three": "../build/three.webgpu.js",
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"three/webgpu": "../build/three.webgpu.js",
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"three/tsl": "../build/three.tsl.js",
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"three/addons/": "./jsm/",
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"stats-gl": "https://cdn.jsdelivr.net/npm/stats-gl@3.6.0/dist/main.js"
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}
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}
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</script>
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<script type="module">
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import * as THREE from 'three';
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import { uniform, varying, vec4, add, sub, max, dot, sin, mat3, uint, negate, instancedArray, cameraProjectionMatrix, cameraViewMatrix, positionLocal, modelWorldMatrix, sqrt, attribute, property, float, Fn, If, cos, Loop, Continue, normalize, instanceIndex, length } from 'three/tsl';
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import { OrbitControls } from 'three/addons/controls/OrbitControls.js';
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import Stats from 'stats-gl';
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import { GUI } from 'three/addons/libs/lil-gui.module.min.js';
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let container, stats;
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let camera, scene, renderer;
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let last = performance.now();
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let pointer, raycaster;
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let computeVelocity, computePosition, effectController;
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const BIRDS = 16384;
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const SPEED_LIMIT = 9.0;
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const BOUNDS = 800, BOUNDS_HALF = BOUNDS / 2;
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// Custom Geometry - using 3 triangles each. No normals currently.
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class BirdGeometry extends THREE.BufferGeometry {
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constructor() {
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super();
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const trianglesPerBird = 3;
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const triangles = BIRDS * trianglesPerBird;
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const points = triangles * 3;
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const vertices = new THREE.BufferAttribute( new Float32Array( points * 3 ), 3 );
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const references = new THREE.BufferAttribute( new Uint32Array( points ), 1 );
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const birdVertex = new THREE.BufferAttribute( new Uint32Array( points ), 1 );
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this.setAttribute( 'position', vertices );
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this.setAttribute( 'reference', references );
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this.setAttribute( 'birdVertex', birdVertex );
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let v = 0;
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function verts_push() {
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for ( let 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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const wingsSpan = 20;
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for ( let 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, - 8, 10,
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0, 0, 30
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);
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// Wings
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verts_push(
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0, 0, - 15,
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- wingsSpan, 0, 5,
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0, 0, 15
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);
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verts_push(
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0, 0, 15,
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wingsSpan, 0, 5,
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0, 0, - 15
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);
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}
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for ( let v = 0; v < triangles * 3; v ++ ) {
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const triangleIndex = ~ ~ ( v / 3 );
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const birdIndex = ~ ~ ( triangleIndex / trianglesPerBird );
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references.array[ v ] = birdIndex;
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birdVertex.array[ v ] = v % 9;
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}
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this.scale( 0.2, 0.2, 0.2 );
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}
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}
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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( 50, window.innerWidth / window.innerHeight, 1, 5000 );
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camera.position.z = 1000;
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scene = new THREE.Scene();
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scene.fog = new THREE.Fog( 0xffffff, 700, 3000 );
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// Pointer
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pointer = new THREE.Vector2();
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raycaster = new THREE.Raycaster();
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// Sky
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const geometry = new THREE.IcosahedronGeometry( 1, 6 );
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const material = new THREE.MeshBasicNodeMaterial( {
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// Use vertex positions to create atmosphere colors
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colorNode: varying(
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vec4(
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sub( 0.25, positionLocal.y ),
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sub( - 0.25, positionLocal.y ),
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add( 1.5, positionLocal.y ),
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1.0
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)
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),
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side: THREE.BackSide
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} );
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const mesh = new THREE.Mesh( geometry, material );
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mesh.rotation.z = 0.75;
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mesh.scale.setScalar( 1200 );
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scene.add( mesh );
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//
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renderer = new THREE.WebGPURenderer( { antialias: true, forceWebGL: false } );
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renderer.setPixelRatio( window.devicePixelRatio );
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renderer.setSize( window.innerWidth, window.innerHeight );
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renderer.setAnimationLoop( animate );
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renderer.toneMapping = THREE.NeutralToneMapping;
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container.appendChild( renderer.domElement );
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const controls = new OrbitControls( camera );
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controls.connect( renderer.domElement );
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// Initialize position, velocity, and phase values
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const positionArray = new Float32Array( BIRDS * 3 );
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const velocityArray = new Float32Array( BIRDS * 3 );
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const phaseArray = new Float32Array( BIRDS );
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for ( let i = 0; i < BIRDS; i ++ ) {
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const posX = Math.random() * BOUNDS - BOUNDS_HALF;
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const posY = Math.random() * BOUNDS - BOUNDS_HALF;
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const posZ = Math.random() * BOUNDS - BOUNDS_HALF;
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positionArray[ i * 3 + 0 ] = posX;
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positionArray[ i * 3 + 1 ] = posY;
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positionArray[ i * 3 + 2 ] = posZ;
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const velX = Math.random() - 0.5;
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const velY = Math.random() - 0.5;
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const velZ = Math.random() - 0.5;
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velocityArray[ i * 3 + 0 ] = velX * 10;
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velocityArray[ i * 3 + 1 ] = velY * 10;
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velocityArray[ i * 3 + 2 ] = velZ * 10;
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phaseArray[ i ] = 1;
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}
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// Labels applied to storage nodes and uniform nodes are reflected within the shader output,
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// and are useful for debugging purposes.
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const positionStorage = instancedArray( positionArray, 'vec3' ).label( 'positionStorage' );
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const velocityStorage = instancedArray( velocityArray, 'vec3' ).label( 'velocityStorage' );
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const phaseStorage = instancedArray( phaseArray, 'float' ).label( 'phaseStorage' );
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// The Pixel Buffer Object (PBO) is required to get the GPU computed data in the WebGL2 fallback.
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positionStorage.setPBO( true );
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velocityStorage.setPBO( true );
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phaseStorage.setPBO( true );
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// Define Uniforms. Uniforms only need to be defined once rather than per shader.
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effectController = {
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separation: uniform( 15.0 ).label( 'separation' ),
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alignment: uniform( 20.0 ).label( 'alignment' ),
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cohesion: uniform( 20.0 ).label( 'cohesion' ),
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freedom: uniform( 0.75 ).label( 'freedom' ),
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now: uniform( 0.0 ),
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deltaTime: uniform( 0.0 ).label( 'deltaTime' ),
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rayOrigin: uniform( new THREE.Vector3() ).label( 'rayOrigin' ),
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rayDirection: uniform( new THREE.Vector3() ).label( 'rayDirection' )
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};
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// Create geometry
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const birdGeometry = new BirdGeometry();
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const birdMaterial = new THREE.NodeMaterial();
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// Animate bird mesh within vertex shader, then apply position offset to vertices.
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const birdVertexTSL = Fn( () => {
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const reference = attribute( 'reference' );
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const birdVertex = attribute( 'birdVertex' );
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const position = positionLocal.toVar();
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const newPhase = phaseStorage.element( reference ).toVar();
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const newVelocity = normalize( velocityStorage.element( reference ) ).toVar();
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If( birdVertex.equal( 4 ).or( birdVertex.equal( 7 ) ), () => {
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// flap wings
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position.y = sin( newPhase ).mul( 5.0 );
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} );
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const newPosition = modelWorldMatrix.mul( position );
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newVelocity.z.mulAssign( - 1.0 );
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const xz = length( newVelocity.xz );
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const xyz = float( 1.0 );
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const x = sqrt( ( newVelocity.y.mul( newVelocity.y ) ).oneMinus() );
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const cosry = newVelocity.x.div( xz ).toVar();
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const sinry = newVelocity.z.div( xz ).toVar();
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const cosrz = x.div( xyz );
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const sinrz = newVelocity.y.div( xyz ).toVar();
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// Nodes must be negated with negate(). Using '-', their values will resolve to NaN.
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const maty = mat3(
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cosry, 0, negate( sinry ),
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0, 1, 0,
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sinry, 0, cosry
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);
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const matz = mat3(
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cosrz, sinrz, 0,
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negate( sinrz ), cosrz, 0,
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0, 0, 1
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);
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const finalVert = maty.mul( matz ).mul( newPosition );
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finalVert.addAssign( positionStorage.element( reference ) );
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return cameraProjectionMatrix.mul( cameraViewMatrix ).mul( finalVert );
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} );
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birdMaterial.vertexNode = birdVertexTSL();
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birdMaterial.side = THREE.DoubleSide;
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const birdMesh = new THREE.Mesh( birdGeometry, birdMaterial );
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birdMesh.rotation.y = Math.PI / 2;
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birdMesh.matrixAutoUpdate = false;
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birdMesh.frustumCulled = false;
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birdMesh.updateMatrix();
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// Define GPU Compute shaders.
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// Shaders are computationally identical to their GLSL counterparts outside of texture destructuring.
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computeVelocity = Fn( () => {
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// Define consts
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const PI = float( 3.141592653589793 );
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const PI_2 = PI.mul( 2.0 );
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const limit = property( 'float', 'limit' ).assign( SPEED_LIMIT );
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// Destructure uniforms
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const { alignment, separation, cohesion, deltaTime, rayOrigin, rayDirection } = effectController;
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const zoneRadius = separation.add( alignment ).add( cohesion ).toConst();
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const separationThresh = separation.div( zoneRadius ).toConst();
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const alignmentThresh = ( separation.add( alignment ) ).div( zoneRadius ).toConst();
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const zoneRadiusSq = zoneRadius.mul( zoneRadius ).toConst();
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// Cache current bird's position and velocity outside the loop
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const birdIndex = instanceIndex.toConst( 'birdIndex' );
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const position = positionStorage.element( birdIndex ).toVar();
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const velocity = velocityStorage.element( birdIndex ).toVar();
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// Add influence of pointer position to velocity using cached position
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const directionToRay = rayOrigin.sub( position ).toConst();
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const projectionLength = dot( directionToRay, rayDirection ).toConst();
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const closestPoint = rayOrigin.sub( rayDirection.mul( projectionLength ) ).toConst();
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const directionToClosestPoint = closestPoint.sub( position ).toConst();
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const distanceToClosestPoint = length( directionToClosestPoint ).toConst();
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const distanceToClosestPointSq = distanceToClosestPoint.mul( distanceToClosestPoint ).toConst();
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const rayRadius = float( 150.0 ).toConst();
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const rayRadiusSq = rayRadius.mul( rayRadius ).toConst();
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If( distanceToClosestPointSq.lessThan( rayRadiusSq ), () => {
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const velocityAdjust = ( distanceToClosestPointSq.div( rayRadiusSq ).sub( 1.0 ) ).mul( deltaTime ).mul( 100.0 );
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velocity.addAssign( normalize( directionToClosestPoint ).mul( velocityAdjust ) );
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limit.addAssign( 5.0 );
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} );
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// Attract flocks to center
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const dirToCenter = position.toVar();
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dirToCenter.y.mulAssign( 2.5 );
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velocity.subAssign( normalize( dirToCenter ).mul( deltaTime ).mul( 5.0 ) );
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Loop( { start: uint( 0 ), end: uint( BIRDS ), type: 'uint', condition: '<' }, ( { i } ) => {
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If( i.equal( birdIndex ), () => {
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Continue();
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} );
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// Cache bird's position and velocity
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const birdPosition = positionStorage.element( i );
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const dirToBird = birdPosition.sub( position );
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const distToBird = length( dirToBird );
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If( distToBird.lessThan( 0.0001 ), () => {
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Continue();
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} );
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const distToBirdSq = distToBird.mul( distToBird );
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// Don't apply any changes to velocity if changes if the bird is outsize the zone's radius.
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If( distToBirdSq.greaterThan( zoneRadiusSq ), () => {
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Continue();
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} );
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// Determine which threshold the bird is flying within and adjust its velocity accordingly
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const percent = distToBirdSq.div( zoneRadiusSq );
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If( percent.lessThan( separationThresh ), () => {
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// Separation - Move apart for comfort
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const velocityAdjust = ( separationThresh.div( percent ).sub( 1.0 ) ).mul( deltaTime );
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velocity.subAssign( normalize( dirToBird ).mul( velocityAdjust ) );
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} ).ElseIf( percent.lessThan( alignmentThresh ), () => {
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// Alignment - fly the same direction
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const threshDelta = alignmentThresh.sub( separationThresh );
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const adjustedPercent = ( percent.sub( separationThresh ) ).div( threshDelta );
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const birdVelocity = velocityStorage.element( i );
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const cosRange = cos( adjustedPercent.mul( PI_2 ) );
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const cosRangeAdjust = float( 0.5 ).sub( cosRange.mul( 0.5 ) ).add( 0.5 );
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const velocityAdjust = cosRangeAdjust.mul( deltaTime );
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velocity.addAssign( normalize( birdVelocity ).mul( velocityAdjust ) );
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} ).Else( () => {
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// Attraction / Cohesion - move closer
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const threshDelta = alignmentThresh.oneMinus();
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const adjustedPercent = threshDelta.equal( 0.0 ).select( 1.0, ( percent.sub( alignmentThresh ) ).div( threshDelta ) );
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const cosRange = cos( adjustedPercent.mul( PI_2 ) );
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const adj1 = cosRange.mul( - 0.5 );
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const adj2 = adj1.add( 0.5 );
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const adj3 = float( 0.5 ).sub( adj2 );
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const velocityAdjust = adj3.mul( deltaTime );
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velocity.addAssign( normalize( dirToBird ).mul( velocityAdjust ) );
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} );
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} );
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If( length( velocity ).greaterThan( limit ), () => {
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velocity.assign( normalize( velocity ).mul( limit ) );
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} );
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// Write back the final velocity to storage
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velocityStorage.element( birdIndex ).assign( velocity );
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} )().compute( BIRDS );
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computePosition = Fn( () => {
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const { deltaTime } = effectController;
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positionStorage.element( instanceIndex ).addAssign( velocityStorage.element( instanceIndex ).mul( deltaTime ).mul( 15.0 ) );
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const velocity = velocityStorage.element( instanceIndex );
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const phase = phaseStorage.element( instanceIndex );
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const modValue = phase.add( deltaTime ).add( length( velocity.xz ).mul( deltaTime ).mul( 3.0 ) ).add( max( velocity.y, 0.0 ).mul( deltaTime ).mul( 6.0 ) );
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phaseStorage.element( instanceIndex ).assign( modValue.mod( 62.83 ) );
|
||
|
|
||
|
} )().compute( BIRDS );
|
||
|
|
||
|
scene.add( birdMesh );
|
||
|
|
||
|
stats = new Stats( {
|
||
|
precision: 3,
|
||
|
horizontal: false,
|
||
|
trackGPU: true,
|
||
|
trackCPT: true
|
||
|
} );
|
||
|
stats.init( renderer );
|
||
|
container.appendChild( stats.dom );
|
||
|
|
||
|
container.style.touchAction = 'none';
|
||
|
container.addEventListener( 'pointermove', onPointerMove );
|
||
|
|
||
|
window.addEventListener( 'resize', onWindowResize );
|
||
|
|
||
|
const gui = new GUI();
|
||
|
|
||
|
gui.add( effectController.separation, 'value', 0.0, 100.0, 1.0 ).name( 'Separation' );
|
||
|
gui.add( effectController.alignment, 'value', 0.0, 100, 0.001 ).name( 'Alignment ' );
|
||
|
gui.add( effectController.cohesion, 'value', 0.0, 100, 0.025 ).name( 'Cohesion' );
|
||
|
gui.close();
|
||
|
|
||
|
}
|
||
|
|
||
|
function onWindowResize() {
|
||
|
|
||
|
camera.aspect = window.innerWidth / window.innerHeight;
|
||
|
camera.updateProjectionMatrix();
|
||
|
|
||
|
renderer.setSize( window.innerWidth, window.innerHeight );
|
||
|
|
||
|
}
|
||
|
|
||
|
function onPointerMove( event ) {
|
||
|
|
||
|
if ( event.isPrimary === false ) return;
|
||
|
|
||
|
pointer.x = ( event.clientX / window.innerWidth ) * 2.0 - 1.0;
|
||
|
pointer.y = 1.0 - ( event.clientY / window.innerHeight ) * 2.0;
|
||
|
|
||
|
}
|
||
|
|
||
|
function animate() {
|
||
|
|
||
|
render();
|
||
|
renderer.resolveTimestampsAsync();
|
||
|
stats.update();
|
||
|
|
||
|
}
|
||
|
|
||
|
function render() {
|
||
|
|
||
|
const now = performance.now();
|
||
|
let deltaTime = ( now - last ) / 1000;
|
||
|
|
||
|
if ( deltaTime > 1 ) deltaTime = 1; // safety cap on large deltas
|
||
|
last = now;
|
||
|
|
||
|
raycaster.setFromCamera( pointer, camera );
|
||
|
|
||
|
effectController.now.value = now;
|
||
|
effectController.deltaTime.value = deltaTime;
|
||
|
effectController.rayOrigin.value.copy( raycaster.ray.origin );
|
||
|
effectController.rayDirection.value.copy( raycaster.ray.direction );
|
||
|
|
||
|
renderer.compute( computeVelocity );
|
||
|
renderer.compute( computePosition );
|
||
|
renderer.resolveTimestampsAsync( THREE.TimestampQuery.COMPUTE );
|
||
|
renderer.render( scene, camera );
|
||
|
|
||
|
// Move pointer away so we only affect birds when moving the mouse
|
||
|
pointer.y = 10;
|
||
|
|
||
|
}
|
||
|
|
||
|
init();
|
||
|
|
||
|
</script>
|
||
|
</body>
|
||
|
</html>
|