Birds
How do I make an birds?
Rendering variation for the three.js flocking example.A kind of direction-dependent billboarding, which we developed and used first for the bird rendering of our dance theatre play, Silhouette Cinema.. What is a birds? How do you make a birds? This script and codes were developed by XORXOR on 27 January 2023, Friday.
Birds - Script Codes HTML Codes
<!DOCTYPE html>
<html >
<head> <meta charset="UTF-8"> <title>Birds</title> <link rel="stylesheet" href="css/style.css">
</head>
<body> <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> <script src='https://s3-us-west-2.amazonaws.com/s.cdpn.io/896175/three.min.js'></script>
<script src='https://s3-us-west-2.amazonaws.com/s.cdpn.io/896175/GPUComputationRenderer.js'></script> <script src="js/index.js"></script>
</body>
</html>
Birds - Script Codes CSS Codes
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; }
Birds - Script Codes JS Codes
/* 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 ); }
Developer | XORXOR |
Username | xorxor_hu |
Uploaded | January 27, 2023 |
Rating | 4.5 |
Size | 5,934 Kb |
Views | 4,048 |
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