GPGPU Particles Ver2

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12,297 Kb
Views
38,456

How do I make an gpgpu particles ver2?

What is a gpgpu particles ver2? How do you make a gpgpu particles ver2? This script and codes were developed by Yoichi Kobayashi on 26 August 2022, Friday.

GPGPU Particles Ver2 Previews

GPGPU Particles Ver2 - Script Codes HTML Codes

<!DOCTYPE html>
<html >
<head> <meta charset="UTF-8"> <title>GPGPU Particles Ver2</title> <link rel="stylesheet" href="css/style.css">
</head>
<body>
<div class="p-summary"> <h1>GPGPU Particles</h1> <p><a href="http://ykob.github.io/sketch-threejs/sketch/particle.html" target="_blank">this source.</a></p>
</div>
<canvas class="p-canvas-webgl" id="canvas-webgl"></canvas>
<script id="vs-physics-renderer" type="x-shader/x-vertex"> varying vec2 vUv; void main(void) { vUv = uv; gl_Position = vec4(position, 1.0); }
</script>
<script id="fs-physics-renderer-velocity-init" type="x-shader/x-fragment"> uniform sampler2D velocity; varying vec2 vUv; void main(void) { gl_FragColor = texture2D(velocity, vUv); }
</script>
<script id="fs-physics-renderer-velocity" type="x-shader/x-fragment"> uniform sampler2D velocity; uniform sampler2D acceleration; uniform float time; varying vec2 vUv; vec3 polar(float radian1, float radian2, float radius) { return vec3( cos(radian1) * cos(radian2) * radius, sin(radian1) * radius, cos(radian1) * sin(radian2) * radius ); } void main(void) { vec3 v = texture2D(acceleration, vUv).xyz + texture2D(velocity, vUv).xyz; float vStep = step(1000.0, length(v)); gl_FragColor = vec4( v * (1.0 - vStep) + normalize(v + polar(time, -time, 1.0)) * 80.0 * vStep, 1.0 ); }
</script>
<script id="fs-physics-renderer-acceleration" type="x-shader/x-fragment"> uniform vec2 resolution; uniform sampler2D velocity; uniform sampler2D acceleration; uniform float time; uniform vec2 vTouchMove; varying vec2 vUv; // // GLSL textureless classic 3D noise "cnoise", // with an RSL-style periodic variant "pnoise". // Author: Stefan Gustavson ([email protected]) // Version: 2011-10-11 // // Many thanks to Ian McEwan of Ashima Arts for the // ideas for permutation and gradient selection. // // Copyright (c) 2011 Stefan Gustavson. All rights reserved. // Distributed under the MIT license. See LICENSE file. // https://github.com/ashima/webgl-noise // vec3 mod289(vec3 x) { return x - floor(x * (1.0 / 289.0)) * 289.0; } vec4 mod289(vec4 x) { return x - floor(x * (1.0 / 289.0)) * 289.0; } vec4 permute(vec4 x) { return mod289(((x*34.0)+1.0)*x); } vec4 taylorInvSqrt(vec4 r) { return 1.79284291400159 - 0.85373472095314 * r; } vec3 fade(vec3 t) { return t*t*t*(t*(t*6.0-15.0)+10.0); } // Classic Perlin noise float cnoise(vec3 P) { vec3 Pi0 = floor(P); // Integer part for indexing vec3 Pi1 = Pi0 + vec3(1.0); // Integer part + 1 Pi0 = mod289(Pi0); Pi1 = mod289(Pi1); vec3 Pf0 = fract(P); // Fractional part for interpolation vec3 Pf1 = Pf0 - vec3(1.0); // Fractional part - 1.0 vec4 ix = vec4(Pi0.x, Pi1.x, Pi0.x, Pi1.x); vec4 iy = vec4(Pi0.yy, Pi1.yy); vec4 iz0 = Pi0.zzzz; vec4 iz1 = Pi1.zzzz; vec4 ixy = permute(permute(ix) + iy); vec4 ixy0 = permute(ixy + iz0); vec4 ixy1 = permute(ixy + iz1); vec4 gx0 = ixy0 * (1.0 / 7.0); vec4 gy0 = fract(floor(gx0) * (1.0 / 7.0)) - 0.5; gx0 = fract(gx0); vec4 gz0 = vec4(0.5) - abs(gx0) - abs(gy0); vec4 sz0 = step(gz0, vec4(0.0)); gx0 -= sz0 * (step(0.0, gx0) - 0.5); gy0 -= sz0 * (step(0.0, gy0) - 0.5); vec4 gx1 = ixy1 * (1.0 / 7.0); vec4 gy1 = fract(floor(gx1) * (1.0 / 7.0)) - 0.5; gx1 = fract(gx1); vec4 gz1 = vec4(0.5) - abs(gx1) - abs(gy1); vec4 sz1 = step(gz1, vec4(0.0)); gx1 -= sz1 * (step(0.0, gx1) - 0.5); gy1 -= sz1 * (step(0.0, gy1) - 0.5); vec3 g000 = vec3(gx0.x,gy0.x,gz0.x); vec3 g100 = vec3(gx0.y,gy0.y,gz0.y); vec3 g010 = vec3(gx0.z,gy0.z,gz0.z); vec3 g110 = vec3(gx0.w,gy0.w,gz0.w); vec3 g001 = vec3(gx1.x,gy1.x,gz1.x); vec3 g101 = vec3(gx1.y,gy1.y,gz1.y); vec3 g011 = vec3(gx1.z,gy1.z,gz1.z); vec3 g111 = vec3(gx1.w,gy1.w,gz1.w); vec4 norm0 = taylorInvSqrt(vec4(dot(g000, g000), dot(g010, g010), dot(g100, g100), dot(g110, g110))); g000 *= norm0.x; g010 *= norm0.y; g100 *= norm0.z; g110 *= norm0.w; vec4 norm1 = taylorInvSqrt(vec4(dot(g001, g001), dot(g011, g011), dot(g101, g101), dot(g111, g111))); g001 *= norm1.x; g011 *= norm1.y; g101 *= norm1.z; g111 *= norm1.w; float n000 = dot(g000, Pf0); float n100 = dot(g100, vec3(Pf1.x, Pf0.yz)); float n010 = dot(g010, vec3(Pf0.x, Pf1.y, Pf0.z)); float n110 = dot(g110, vec3(Pf1.xy, Pf0.z)); float n001 = dot(g001, vec3(Pf0.xy, Pf1.z)); float n101 = dot(g101, vec3(Pf1.x, Pf0.y, Pf1.z)); float n011 = dot(g011, vec3(Pf0.x, Pf1.yz)); float n111 = dot(g111, Pf1); vec3 fade_xyz = fade(Pf0); vec4 n_z = mix(vec4(n000, n100, n010, n110), vec4(n001, n101, n011, n111), fade_xyz.z); vec2 n_yz = mix(n_z.xy, n_z.zw, fade_xyz.y); float n_xyz = mix(n_yz.x, n_yz.y, fade_xyz.x); return 2.2 * n_xyz; } #define PRECISION 0.000001 vec3 drag(vec3 a, float value) { return normalize(a * -1.0 + PRECISION) * length(a) * value; } void main(void) { vec3 v = texture2D(velocity, vUv).xyz; vec3 a = texture2D(acceleration, vUv).xyz; vec3 d = drag(a, 0.02); float fx = cnoise(vec3(time * 0.1, v.y / 500.0, v.z / 500.0)); float fy = cnoise(vec3(v.x / 500.0, time * 0.1, v.z / 500.0)); float fz = cnoise(vec3(v.x / 500.0, v.y / 500.0, time * 0.1)); vec3 f1 = vec3(fx, fy, fz) * 0.12; vec3 f2 = vec3(vTouchMove * 10.0, 0.0); gl_FragColor = vec4(a + f1 + f2 + d, 1.0); }
</script>
<script id="vs-points" type="x-shader/x-vertex"> attribute vec3 position; attribute vec2 uvVelocity; uniform mat4 modelViewMatrix; uniform mat4 projectionMatrix; uniform float time; uniform sampler2D acceleration; uniform sampler2D velocity; varying vec3 vAcceleration; void main() { vec3 a = texture2D(acceleration, uvVelocity).xyz; vec3 v = texture2D(velocity, uvVelocity).xyz; vec4 mvPosition = modelViewMatrix * vec4(v, 1.0); vAcceleration = a; gl_PointSize = 1.0 * (1200.0 / length(mvPosition.xyz)); gl_Position = projectionMatrix * mvPosition; }
</script>
<script id="fs-points" type="x-shader/x-fragment"> precision highp float; uniform float time; varying vec3 vAcceleration; vec3 convertHsvToRgb(vec3 c) { vec4 K = vec4(1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0); vec3 p = abs(fract(c.xxx + K.xyz) * 6.0 - K.www); return c.z * mix(K.xxx, clamp(p - K.xxx, 0.0, 1.0), c.y); } void main() { float start = smoothstep(time, 0.0, 1.0); vec3 n; n.xy = gl_PointCoord * 2.0 - 1.0; n.z = 1.0 - dot(n.xy, n.xy); if (n.z < 0.0) discard; float aLength = length(vAcceleration); vec3 color = convertHsvToRgb(vec3(aLength * 0.08 + time * 0.05, 0.5, 0.8)); gl_FragColor = vec4(color, 0.4 * start); }
</script> <script src='https://cdnjs.cloudflare.com/ajax/libs/three.js/84/three.min.js'></script> <script src="js/index.js"></script>
</body>
</html>

GPGPU Particles Ver2 - Script Codes CSS Codes

@import url("https://fonts.googleapis.com/css?family=Homenaje");
.p-canvas-webgl { position: fixed; z-index: 1; top: 0; left: 0;
}
.p-summary { position: absolute; top: 5%; left: 5%; z-index: 2; color: #fff; font-family: 'Homenaje', sans-serif;
}
.p-summary h1 { font-weight: 400; letter-spacing: 0.2em;
}
.p-summary p { letter-spacing: 0.2em;
}
.p-summary a { color: #fff;
}

GPGPU Particles Ver2 - Script Codes JS Codes

'use strict';
function _classCallCheck(instance, Constructor) { if (!(instance instanceof Constructor)) { throw new TypeError("Cannot call a class as a function"); } }
var PhysicsRenderer = function () { function PhysicsRenderer(aVertexShader, aFragmentShader, vVertexShader, vFragmentShader) { _classCallCheck(this, PhysicsRenderer); this.length = 0; this.aScene = new THREE.Scene(); this.vScene = new THREE.Scene(); this.camera = new THREE.PerspectiveCamera(45, 1, 1, 1000); this.option = { type: THREE.FloatType, minFilter: THREE.LinearFilter, magFilter: THREE.NearestFilter }; this.acceleration = [new THREE.WebGLRenderTarget(length, length, this.option), new THREE.WebGLRenderTarget(length, length, this.option)]; this.velocity = [new THREE.WebGLRenderTarget(length, length, this.option), new THREE.WebGLRenderTarget(length, length, this.option)]; this.aUniforms = { resolution: { type: 'v2', value: new THREE.Vector2(window.innerWidth, window.innerHeight) }, velocity: { type: 't', value: null }, acceleration: { type: 't', value: null }, time: { type: 'f', value: 0 } }; this.vUniforms = { resolution: { type: 'v2', value: new THREE.Vector2(window.innerWidth, window.innerHeight) }, velocity: { type: 't', value: null }, acceleration: { type: 't', value: null }, time: { type: 'f', value: 0 } }; this.accelerationMesh = this.createMesh(this.aUniforms, aVertexShader, aFragmentShader); this.velocityMesh = this.createMesh(this.vUniforms, vVertexShader, vFragmentShader); this.uvs = []; this.targetIndex = 0; } PhysicsRenderer.prototype.init = function init(renderer, velocityArrayBase) { this.length = Math.ceil(Math.sqrt(velocityArrayBase.length / 3)); var velocityArray = []; for (var i = 0; i < Math.pow(this.length, 2) * 3; i += 3) { if (velocityArrayBase[i] != undefined) { velocityArray[i + 0] = velocityArrayBase[i + 0]; velocityArray[i + 1] = velocityArrayBase[i + 1]; velocityArray[i + 2] = velocityArrayBase[i + 2]; this.uvs[i / 3 * 2 + 0] = i / 3 % this.length / (this.length - 1); this.uvs[i / 3 * 2 + 1] = Math.floor(i / 3 / this.length) / (this.length - 1); } else { velocityArray[i + 0] = 0; velocityArray[i + 1] = 0; velocityArray[i + 2] = 0; } } var velocityInitTex = new THREE.DataTexture(new Float32Array(velocityArray), this.length, this.length, THREE.RGBFormat, THREE.FloatType); velocityInitTex.needsUpdate = true; var velocityInitMesh = new THREE.Mesh(new THREE.PlaneBufferGeometry(2, 2), new THREE.ShaderMaterial({ uniforms: { velocity: { type: 't', value: velocityInitTex } }, vertexShader: document.getElementById('vs-physics-renderer').textContent, fragmentShader: document.getElementById('fs-physics-renderer-velocity-init').textContent })); for (var i = 0; i < 2; i++) { this.acceleration[i].setSize(this.length, this.length); this.velocity[i].setSize(this.length, this.length); } this.vScene.add(this.camera); this.vScene.add(velocityInitMesh); renderer.render(this.vScene, this.camera, this.velocity[0]); renderer.render(this.vScene, this.camera, this.velocity[1]); this.vScene.remove(velocityInitMesh); this.vScene.add(this.velocityMesh); this.aScene.add(this.accelerationMesh); }; PhysicsRenderer.prototype.createMesh = function createMesh(uniforms, vs, fs) { return new THREE.Mesh(new THREE.PlaneBufferGeometry(2, 2), new THREE.ShaderMaterial({ uniforms: uniforms, vertexShader: vs, fragmentShader: fs })); }; PhysicsRenderer.prototype.render = function render(renderer, time) { var prevIndex = Math.abs(this.targetIndex - 1); var nextIndex = this.targetIndex; this.aUniforms.acceleration.value = this.acceleration[prevIndex].texture; this.aUniforms.velocity.value = this.velocity[nextIndex].texture; renderer.render(this.aScene, this.camera, this.acceleration[nextIndex]); this.vUniforms.acceleration.value = this.acceleration[nextIndex].texture; this.vUniforms.velocity.value = this.velocity[nextIndex].texture; renderer.render(this.vScene, this.camera, this.velocity[prevIndex]); this.targetIndex = prevIndex; this.aUniforms.time.value += time; this.vUniforms.time.value += time; }; PhysicsRenderer.prototype.getBufferAttributeUv = function getBufferAttributeUv() { return new THREE.BufferAttribute(new Float32Array(this.uvs), 2); }; PhysicsRenderer.prototype.getCurrentVelocity = function getCurrentVelocity() { return this.velocity[Math.abs(this.targetIndex - 1)].texture; }; PhysicsRenderer.prototype.getCurrentAcceleration = function getCurrentAcceleration() { return this.acceleration[Math.abs(this.targetIndex - 1)].texture; }; PhysicsRenderer.prototype.mergeAUniforms = function mergeAUniforms(obj) { this.aUniforms = Object.assign(this.aUniforms, obj); }; PhysicsRenderer.prototype.mergeVUniforms = function mergeVUniforms(obj) { this.vUniforms = Object.assign(this.vUniforms, obj); }; PhysicsRenderer.prototype.resize = function resize(length) { this.length = length; this.velocity[0].setSize(length, length); this.velocity[1].setSize(length, length); this.acceleration[0].setSize(length, length); this.acceleration[1].setSize(length, length); }; return PhysicsRenderer;
}();
var Points = function () { function Points() { _classCallCheck(this, Points); this.uniforms = { time: { type: 'f', value: 0 }, velocity: { type: 't', value: null }, acceleration: { type: 't', value: null } }; this.physicsRenderer = null; this.vectorTouchMove = new THREE.Vector2(0, 0); this.vectorTouchMoveDiff = new THREE.Vector2(0, 0); this.obj = null; } Points.prototype.init = function init(renderer) { this.obj = this.createObj(renderer); }; Points.prototype.createObj = function createObj(renderer) { var detail = window.innerWidth > 768 ? 7 : 6; var geometry = new THREE.OctahedronBufferGeometry(400, detail); var verticesBase = geometry.attributes.position.array; var vertices = []; for (var i = 0; i < verticesBase.length; i += 3) { vertices[i + 0] = verticesBase[i + 0] + (Math.random() * 2 - 1) * 400; vertices[i + 1] = verticesBase[i + 1] + (Math.random() * 2 - 1) * 400; vertices[i + 2] = verticesBase[i + 2] + (Math.random() * 2 - 1) * 400; } this.physicsRenderer = new PhysicsRenderer(document.getElementById('vs-physics-renderer').textContent, document.getElementById('fs-physics-renderer-acceleration').textContent, document.getElementById('vs-physics-renderer').textContent, document.getElementById('fs-physics-renderer-velocity').textContent); this.physicsRenderer.init(renderer, vertices); this.physicsRenderer.mergeAUniforms({ vTouchMove: { type: 'v2', value: this.vectorTouchMoveDiff } }); this.uniforms.velocity.value = this.physicsRenderer.getCurrentVelocity(); this.uniforms.acceleration.value = this.physicsRenderer.getCurrentAcceleration(); geometry.addAttribute('uvVelocity', this.physicsRenderer.getBufferAttributeUv()); return new THREE.Points(geometry, new THREE.RawShaderMaterial({ uniforms: this.uniforms, vertexShader: document.getElementById('vs-points').textContent, fragmentShader: document.getElementById('fs-points').textContent, transparent: true, depthWrite: false, blending: THREE.AdditiveBlending })); }; Points.prototype.render = function render(renderer, time) { this.physicsRenderer.render(renderer, time); this.uniforms.time.value += time; }; Points.prototype.touchStart = function touchStart(v) { this.vectorTouchMove.copy(v); }; Points.prototype.touchMove = function touchMove(v) { this.vectorTouchMoveDiff.set(v.x - this.vectorTouchMove.x, v.y - this.vectorTouchMove.y); this.vectorTouchMove.copy(v); }; Points.prototype.touchEnd = function touchEnd() { this.vectorTouchMove.set(0, 0); this.vectorTouchMoveDiff.set(0, 0); }; return Points;
}();
var ConsoleSignature = function () { function ConsoleSignature() { _classCallCheck(this, ConsoleSignature); this.message = 'created by yoichi kobayashi'; this.url = 'http://www.tplh.net'; this.show(); } ConsoleSignature.prototype.show = function show() { if (navigator.userAgent.toLowerCase().indexOf('chrome') > -1) { var args = ['\n%c ' + this.message + ' %c%c ' + this.url + ' \n\n', 'color: #fff; background: #222; padding:3px 0;', 'padding:3px 1px;', 'color: #fff; background: #47c; padding:3px 0;']; console.log.apply(console, args); } else if (window.console) { console.log(this.message + ' ' + this.url); } }; return ConsoleSignature;
}();
var normalizeVector2 = function normalizeVector2(vector) { vector.x = vector.x / window.innerWidth * 2 - 1; vector.y = -(vector.y / window.innerHeight) * 2 + 1;
};
var debounce = function debounce(callback, duration) { var timer; return function (event) { clearTimeout(timer); timer = setTimeout(function () { callback(event); }, duration); };
};
var canvas = document.getElementById('canvas-webgl');
var renderer = new THREE.WebGLRenderer({ antialias: false, canvas: canvas
});
var scene = new THREE.Scene();
var camera = new THREE.PerspectiveCamera(45, window.innerWidth / window.innerHeight, 1, 10000);
var clock = new THREE.Clock();
var vectorTouchStart = new THREE.Vector2();
var vectorTouchMove = new THREE.Vector2();
var vectorTouchEnd = new THREE.Vector2();
var isDrag = false;
var consoleSignature = new ConsoleSignature();
//
// process for this sketch.
//
var points = new Points();
points.init(renderer);
//
// common process
//
var resizeWindow = function resizeWindow() { canvas.width = window.innerWidth; canvas.height = window.innerHeight; camera.aspect = window.innerWidth / window.innerHeight; camera.updateProjectionMatrix(); renderer.setSize(window.innerWidth, window.innerHeight);
};
var render = function render() { var time = clock.getDelta(); points.render(renderer, time); renderer.render(scene, camera);
};
var renderLoop = function renderLoop() { render(); requestAnimationFrame(renderLoop);
};
var touchStart = function touchStart(isTouched) { isDrag = true; points.touchStart(vectorTouchStart);
};
var touchMove = function touchMove(isTouched) { if (isDrag) points.touchMove(vectorTouchMove);
};
var touchEnd = function touchEnd(isTouched) { isDrag = false; points.touchEnd();
};
var mouseOut = function mouseOut() { isDrag = false; points.touchEnd();
};
var on = function on() { window.addEventListener('resize', debounce(function () { resizeWindow(); }), 1000); canvas.addEventListener('mousedown', function (event) { event.preventDefault(); vectorTouchStart.set(event.clientX, event.clientY); normalizeVector2(vectorTouchStart); touchStart(false); }); canvas.addEventListener('mousemove', function (event) { event.preventDefault(); vectorTouchMove.set(event.clientX, event.clientY); normalizeVector2(vectorTouchMove); touchMove(false); }); canvas.addEventListener('mouseup', function (event) { event.preventDefault(); vectorTouchEnd.set(event.clientX, event.clientY); normalizeVector2(vectorTouchEnd); touchEnd(false); }); canvas.addEventListener('touchstart', function (event) { event.preventDefault(); vectorTouchStart.set(event.touches[0].clientX, event.touches[0].clientY); normalizeVector2(vectorTouchStart); touchStart(event.touches[0].clientX, event.touches[0].clientY, true); }); canvas.addEventListener('touchmove', function (event) { event.preventDefault(); vectorTouchMove.set(event.touches[0].clientX, event.touches[0].clientY); normalizeVector2(vectorTouchMove); touchMove(true); }); canvas.addEventListener('touchend', function (event) { event.preventDefault(); normalizeVector2(vectorTouchEnd); vectorTouchEnd.set(event.changedTouches[0].clientX, event.changedTouches[0].clientY); touchEnd(true); }); window.addEventListener('mouseout', function () { event.preventDefault(); vectorTouchEnd.set(0, 0); mouseOut(); });
};
var init = function init() { renderer.setSize(window.innerWidth, window.innerHeight); renderer.setClearColor(0x111111, 1.0); camera.position.set(0, 0, 1000); camera.lookAt(new THREE.Vector3()); scene.add(points.obj); on(); resizeWindow(); renderLoop();
};
init();
GPGPU Particles Ver2 - Script Codes
GPGPU Particles Ver2 - Script Codes
Home Page Home
Developer Yoichi Kobayashi
Username ykob
Uploaded August 26, 2022
Rating 4.5
Size 12,297 Kb
Views 38,456
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Yoichi Kobayashi (ykob) Script Codes
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