three+webgl实现鼠标互动鸟群粒子动画效果代码

代码语言:html

所属分类:粒子

代码描述:three+webgl实现鼠标互动鸟群粒子动画效果代码

代码标签: three webgl 鼠标 互动 鸟群 粒子 动画

下面为部分代码预览,完整代码请点击下载或在bfwstudio webide中打开

<!DOCTYPE html>
<html lang="en" >

<head>
  <meta charset="UTF-8">

  
  
  
<style>
@import url("https://fonts.googleapis.com/css2?family=Asap&display=swap");
* {
  margin: 0;
  padding: 0;
  box-sizing: border-box;
}
html,
body {
  overscroll-behavior-x: none;
  overscroll-behavior-y: none;
}
body {
  font-family: "Asap", sans-serif;
  position: relative;
  width: 100vw;
  min-height: 100vh;
  text-align: center;
  overflow-x: hidden;
  color: white;
}

canvas {
  -moz-user-select: none;
  -webkit-user-select: none;
  -ms-user-select: none;
  user-select: none;
  position: fixed;
  width: 100vw;
  height: 100vh;
  top: 0;
  left: 0;
  z-index: 0;
}
main {
  position: relative;
}
section {
  position: relative;
  width: 100vw;
  min-height: 100vh;
  display: flex;
  align-items: center;
  justify-content: center;
}
</style>


  
</head>

<body translate="no">

<main>
  <section>
    <div>
      <h1>title</h1>
      <p>contents</p>
    </div>
  </section>
</main>
<script type="text/javascript" src="//repo.bfw.wiki/bfwrepo/js/es-module-shims.1.6.3.js"></script>
<script type="importmap">
  {
    "imports": {      
      "three": "//repo.bfw.wiki/bfwrepo/js/module/three/build/162/three.module.js",
      "three/addons/": "//repo.bfw.wiki/bfwrepo/js/module/three/examples/162/jsm/"
    }
  }
</script>

<!-- 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 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 = 7.0;//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 );

			}

		</script>

<script type="x-shader/x-vertex" id="birdVS">

  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;

        // change
				vColor = vec4( birdColor, 1.0 );
        //vColor = vec4( color, 1.0 );
       // vColor = color;
				gl_Position = projectionMatrix *  viewMatrix  * vec4( newPosition, 1.0 );
			}

		</script>

<!-- bird geometry shader -->
<script type="x-shader/x-fragment" id="birdFS">

  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. );
        
        // change
 gl_FragColor = vec4( vColor.rgb, 1.0 );
        //gl_FragColor = vec4( vColor.rgb, 1.0 );
			}

		</script>
  
      <script  type="module">

"use strict";
console.clear();

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

(function () {
  const param = {
    color1: "paleturquoise", //0xededed,
    color2: "royalblue", //0x434343,
    colorMode: "lerpGradient", // lerpGradient,variance,mix
    bgColor: "lightblue",
    separation: 20.0,
    alignment: 20.0,
    cohesion: 20.0,
    freedom: 0.75,
    numRatio: 0.3 // default:1 (num=WIDTH*WIDTH)
  };

  /* TEXTURE WIDTH FOR SIMULATION */
  const WIDTH = 32;
  const BIRDS = Math.round(WIDTH * WIDTH * param.numRatio);

  // Custom Geometry - using 3 triangles each. No UVs, no normals currently.
  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);

      // this.setAttribute( 'normal', new Float32Array( points * 3 ), 3 );

      let v = 0;

      function verts_push() {
        for (let i = 0; i < arguments.length; i++) {
          vertices.array[v++] = arguments[i];
        }
      }

  .........完整代码请登录后点击上方下载按钮下载查看

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