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webgl_gpgpu_birds

对应 three.js 示例地址

仅需关注 init 函数的内容,其他部分都是示例小程序所使用的描述配置。

js
import * as THREE from "three";
import { GPUComputationRenderer } from "three/examples/jsm/misc/GPUComputationRenderer.js";

/** @type {import("@minisheeep/mp-three-examples").OfficialExampleInfo} */
const exampleInfo = {
  name: "webgl_gpgpu_birds",
  useLoaders: [],
  info: [
    [
      { tag: "a", link: "https://threejs.org", content: "three.js" },
      { tag: "text", content: "- webgl gpgpu birds" }
    ],
    [{ tag: "text", content: "Move mouse to disturb birds." }]
  ],
  init: ({ window, canvas, GUI, Stats, needToDispose, useFrame }) => {
    const WIDTH = 32;
    const BIRDS = WIDTH * WIDTH;
    class BirdGeometry extends THREE.BufferGeometry {
      constructor() {
        super();
        const trianglesPerBird = 3;
        const triangles = BIRDS * trianglesPerBird;
        const points = triangles * 3;
        const vertices = new THREE.BufferAttribute(new Float32Array(points * 3), 3);
        const birdColors = new THREE.BufferAttribute(new Float32Array(points * 3), 3);
        const references = new THREE.BufferAttribute(new Float32Array(points * 2), 2);
        const birdVertex = new THREE.BufferAttribute(new Float32Array(points), 1);
        this.setAttribute("position", vertices);
        this.setAttribute("birdColor", birdColors);
        this.setAttribute("reference", references);
        this.setAttribute("birdVertex", birdVertex);
        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++) {
          verts_push(0, -0, -20, 0, 4, -20, 0, 0, 30);
          verts_push(0, 0, -15, -20, 0, 0, 0, 0, 15);
          verts_push(0, 0, 15, wingsSpan, 0, 0, 0, 0, -15);
        }
        for (let v2 = 0; v2 < triangles * 3; v2++) {
          const triangleIndex = ~~(v2 / 3);
          const birdIndex = ~~(triangleIndex / trianglesPerBird);
          const x = birdIndex % WIDTH / WIDTH;
          const y = ~~(birdIndex / WIDTH) / WIDTH;
          const c = new THREE.Color(6710886 + ~~(v2 / 9) / BIRDS * 6710886);
          birdColors.array[v2 * 3 + 0] = c.r;
          birdColors.array[v2 * 3 + 1] = c.g;
          birdColors.array[v2 * 3 + 2] = c.b;
          references.array[v2 * 2] = x;
          references.array[v2 * 2 + 1] = y;
          birdVertex.array[v2] = v2 % 9;
        }
        this.scale(0.2, 0.2, 0.2);
      }
    }
    let 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 = Date.now();
    let gpuCompute;
    let velocityVariable;
    let positionVariable;
    let positionUniforms;
    let velocityUniforms;
    let birdUniforms;
    init();
    function init() {
      camera = new THREE.PerspectiveCamera(75, window.innerWidth / window.innerHeight, 1, 3e3);
      camera.position.z = 350;
      scene = new THREE.Scene();
      scene.background = new THREE.Color(16777215);
      scene.fog = new THREE.Fog(16777215, 100, 1e3);
      renderer = new THREE.WebGLRenderer({ canvas });
      renderer.setPixelRatio(window.devicePixelRatio);
      renderer.setSize(window.innerWidth, window.innerHeight);
      renderer.setAnimationLoop(animate);
      initComputeRenderer();
      stats = new Stats(renderer);
      canvas.addEventListener("pointermove", onPointerMove);
      window.addEventListener("resize", onWindowResize);
      const gui = new GUI();
      const effectController = {
        separation: 20,
        alignment: 20,
        cohesion: 20,
        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, 100, 1).onChange(valuesChanger);
      gui.add(effectController, "alignment", 0, 100, 1e-3).onChange(valuesChanger);
      gui.add(effectController, "cohesion", 0, 100, 0.025).onChange(valuesChanger);
      gui.close();
      initBirds();
      needToDispose(renderer, scene);
    }
    function initComputeRenderer() {
      gpuCompute = new GPUComputationRenderer(WIDTH, WIDTH, renderer);
      const dtPosition = gpuCompute.createTexture();
      const dtVelocity = gpuCompute.createTexture();
      fillPositionTexture(dtPosition);
      fillVelocityTexture(dtVelocity);
      velocityVariable = gpuCompute.addVariable(
        "textureVelocity",
        `

			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 );

			}

		`,
        dtVelocity
      );
      positionVariable = gpuCompute.addVariable(
        "texturePosition",
        `

			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 );

			}

		`,
        dtPosition
      );
      gpuCompute.setVariableDependencies(velocityVariable, [positionVariable, velocityVariable]);
      gpuCompute.setVariableDependencies(positionVariable, [positionVariable, velocityVariable]);
      positionUniforms = positionVariable.material.uniforms;
      velocityUniforms = velocityVariable.material.uniforms;
      positionUniforms["time"] = { value: 0 };
      positionUniforms["delta"] = { value: 0 };
      velocityUniforms["time"] = { value: 1 };
      velocityUniforms["delta"] = { value: 0 };
      velocityUniforms["testing"] = { value: 1 };
      velocityUniforms["separationDistance"] = { value: 1 };
      velocityUniforms["alignmentDistance"] = { value: 1 };
      velocityUniforms["cohesionDistance"] = { value: 1 };
      velocityUniforms["freedomFactor"] = { value: 1 };
      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;
      const error = gpuCompute.init();
      if (error !== null) {
        console.error(error);
      }
    }
    function initBirds() {
      const geometry = new BirdGeometry();
      birdUniforms = {
        color: { value: new THREE.Color(16720384) },
        texturePosition: { value: null },
        textureVelocity: { value: null },
        time: { value: 1 },
        delta: { value: 0 }
      };
      const material = new THREE.ShaderMaterial({
        uniforms: birdUniforms,
        vertexShader: `

			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 );
			}

		`,
        fragmentShader: `

			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. );

			}

		`,
        side: THREE.DoubleSide
      });
      const birdMesh = new THREE.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() {
      render();
      stats.update();
    }
    function render() {
      const now = Date.now();
      let delta = (now - last) / 1e3;
      if (delta > 1) delta = 1;
      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 = 1e4;
      mouseY = 1e4;
      gpuCompute.compute();
      birdUniforms["texturePosition"].value = gpuCompute.getCurrentRenderTarget(positionVariable).texture;
      birdUniforms["textureVelocity"].value = gpuCompute.getCurrentRenderTarget(velocityVariable).texture;
      renderer.render(scene, camera);
    }
  }
};
export {
  exampleInfo as default
};
ts
import { Loader, TypedArray } from 'three';
/**
 * 官网示例的多端使用封装把版本
 * */
export interface OfficialExampleInfo extends MiniProgramMeta {
  /*** 示例名称(保持和官网一致)*/
  name: string;
  /** main */
  init: (context: LoadContext) => void;
}

export interface LoadContext {
  //为了减少官方代码的改动,实际上等同于 canvas
  window: EventTarget & { innerWidth: number; innerHeight: number; devicePixelRatio: number };
  /** HTMLCanvasElement */
  canvas: any;
  /** https://www.npmjs.com/package/lil-gui */
  GUI: any;
  /**
   * https://www.npmjs.com/package/stats.js
   * 也可以使用其他受支持的版本
   * */
  Stats: any;
  /** 收集需要 dispose 的对象(官方示例没有处理这部分)*/
  needToDispose: (...objs: any[]) => void | ((fromFn: () => any[]) => void);

  /**基于 raq 的通用封装 */
  useFrame(animateFunc: (/** ms */ delta: number) => void): { cancel: () => void };

  /** 显示加载模态框 */
  requestLoading(text?: string): Promise<void>;

  /** 隐藏加载模态框*/
  cancelLoading(): void;

  /** 保存文件的通用封装*/
  saveFile(
    fileName: string,
    data: ArrayBuffer | TypedArray | DataView | string
  ): Promise<string | null>;

  /** 示例使用 DracoDecoder 时的资源路径 */
  DecoderPath: {
    GLTF: string;
    STANDARD: string;
  };

  /** 为资源路径拼上 CDN 前缀 */
  withCDNPrefix(path: string): string;

  /**
   * 在小程序中应使用 import { VideoTexture } from '@minisheep/three-platform-adapter/override/jsm/textures/VideoTexture.js';
   * 正常情况(web) 可直接使用 THREE.VideoTexture
   * */
  getVideoTexture(videoOptions: VideoOptions): Promise<[{ isVideoTexture: true }, video: any]>;

  /**
   * 在小程序中应使用 import { CameraTexture } from '@minisheep/three-platform-adapter/override/jsm/textures/CameraTexture.js';
   * 正常情况(web) 可参考示例 webgl_materials_video_webcam
   * */
  getCameraTexture(): { isVideoTexture: true };

  /** 用于动态修改 info 中的占位符*/
  bindInfoText(template: `$${string}$`, initValue?: string): { value: string };

  /** 分屏控件对应的事件回调 */
  onSlideStart(handle: () => void): void;
  /** 分屏控件对应的事件回调 */
  onSlideEnd(handle: () => void): void;
  /** 分屏控件对应的事件回调 */
  onSlideChange(handle: (offset: number, boxSize: number) => void): void;
}

export type VideoOptions = {
  src: string;
  /** 相当于 HTMLVideoElement 的 naturalWidth (小程序中获取不到)*/
  width: number;
  /** 相当于 HTMLVideoElement 的 naturalHeight (小程序中获取不到)*/
  height: number;
  loop?: boolean;
  autoplay?: boolean;
  muted?: boolean;
};

/** 示例小程序中使用的一些配置 */
export interface MiniProgramMeta {
  /** 用于统计加载相关信息 */
  useLoaders: Loader[];
  /** 通用 info */
  info: TagItem[][];
  /** 特殊 info */
  infoPanel?: {
    left?: [string, string][];
    right?: [string, string][];
  };
  /** 分屏控件配置 */
  needSlider?: {
    /** 方向 */
    direction?: 'horizontal' | 'vertical';
    /** 初始偏移 0-100 */
    initPosition?: number;
  };
  /** 操作摇杆控件 */
  needArrowControls?: boolean;
  /** 默认需要的画布类型 */
  canvasType?: '2d' | 'webgl' | 'webgl2';
  /** 为保持效果一致所需要的画布样式 */
  canvasStyle?: {
    bgColor?: string;
    width?: number | string;
    height?: number | string;
  };
  /** 部分示例需要在加载前进行一些提示 */
  initAfterConfirm?: {
    /**
     * 提示类型
     * @default 'default'
     * */
    type?: 'warning' | 'default';
    text: string[];
  };
}

export interface BaseTag<T extends string> {
  tag: T;
  content: string;
}

export interface ATag extends BaseTag<'a'> {
  link: string;
}

export type TextTag = BaseTag<'text'>;

export type TagItem = TextTag | ATag;