-
Notifications
You must be signed in to change notification settings - Fork 2
/
index.html
509 lines (501 loc) · 18.1 KB
/
index.html
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
<!DOCTYPE html>
<html lang="en">
<head>
<meta charset="UTF-8">
<meta http-equiv="x-ua-compatible" content="ie=edge">
<meta name="viewport" content="width=device-width, initial-scale=1, maximum-scale=1">
<meta name="Keywords" content="McChen,前端,博客,学习,前端开发,McChen博客,McChen前端,frontend,blog,nodejs,javascript,css,html" />
<meta name="description" content="博客主页-McChen开发过程中的项目、效果、博文沉淀!">
<title>McChen - Home</title>
<link rel="icon" href="favicon.ico">
<link rel="stylesheet" href="index.css"/>
</head>
<body class="flex flex-middle flex-center">
<div class="content">
<div class="avatar">
<img src="avatar.jpg" alt="">
</div>
<h1 class="name">McChen</h1>
<p class="bio">No pain, no gains!</p>
<div class="light"></div>
<ul class="nav flex flex-middle flex-center">
<li class="flex flex-middle">
<a class="flex" target="_blank" rel="noreferrer noopener" href="https://github.com/ChenJiaH" title="Github">
<i class="iconfont icon-github"></i>
</a>
</li>
<li class="flex flex-middle">
<a class="flex" target="_blank" rel="noreferrer noopener" href="https://www.zhihu.com/people/McChen93/activities" title="知乎">
<i class="iconfont icon-zhihu"></i>
</a>
</li>
<li class="flex flex-middle">
<a class="flex" target="_blank" rel="noreferrer noopener" href="https://juejin.im/user/593e6c1c61ff4b006c9e0749" title="掘金">
<i class="iconfont icon-juejin"></i>
</a>
</li>
<li class="flex flex-middle">
<a class="flex" target="_blank" rel="noreferrer noopener" href="https://segmentfault.com/u/mcchen" title="Segmentfault">
<i class="iconfont icon-sf"></i>
</a>
</li>
<li class="flex flex-middle">
<a class="flex" target="_blank" rel="noreferrer noopener" href="https://www.yuque.com/mcchen" title="语雀">
<i class="iconfont icon-yuque"></i>
</a>
</li>
<li class="flex flex-middle">
<a class="flex" rel="noreferrer noopener" href="javascript:;" title="微信">
<i class="iconfont icon-wechat"></i>
<div class="wechat-img">
<img src="official-account.jpg" alt="">
</div>
</a>
</li>
</ul>
<a class="button button--nanuk" href="https://chenjiahao.xyz/blog">
<span>E</span>
<span>N</span>
<span>T</span>
<span>E</span>
<span>R</span>
</a>
</div>
<div class="footer flex flex-middle flex-center">
<a target="_blank" rel="noopener noreferrer" href="https://beian.miit.gov.cn/">京ICP备19008130号-2</a>
</div>
<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 = 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 = ( 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;
vColor = vec4( birdColor, 1.0 );
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. );
}
</script>
<script type="module">
import * as THREE from './js/three.module.js';
import { GPUComputationRenderer } from './js/GPUComputationRenderer.js';
/* TEXTURE WIDTH FOR SIMULATION */
var WIDTH = 32;
var BIRDS = WIDTH * WIDTH;
// Custom Geometry - using 3 triangles each. No UVs, no normals currently.
var BirdGeometry = function () {
var triangles = BIRDS * 3;
var points = triangles * 3;
THREE.BufferGeometry.call( this );
var vertices = new THREE.BufferAttribute( new Float32Array( points * 3 ), 3 );
var birdColors = new THREE.BufferAttribute( new Float32Array( points * 3 ), 3 );
var references = new THREE.BufferAttribute( new Float32Array( points * 2 ), 2 );
var birdVertex = new THREE.BufferAttribute( new Float32Array( points ), 1 );
this.addAttribute( 'position', vertices );
this.addAttribute( 'birdColor', birdColors );
this.addAttribute( 'reference', references );
this.addAttribute( 'birdVertex', birdVertex );
// this.addAttribute( 'normal', new Float32Array( points * 3 ), 3 );
var v = 0;
function verts_push() {
for ( var i = 0; i < arguments.length; i ++ ) {
vertices.array[ v ++ ] = arguments[ i ];
}
}
var wingsSpan = 20;
for ( var f = 0; f < BIRDS; f ++ ) {
// Body
verts_push(
0, - 0, - 20,
0, 4, - 20,
0, 0, 30
);
// Left Wing
verts_push(
0, 0, - 15,
- wingsSpan, 0, 0,
0, 0, 15
);
// Right Wing
verts_push(
0, 0, 15,
wingsSpan, 0, 0,
0, 0, - 15
);
}
for ( var v = 0; v < triangles * 3; v ++ ) {
var i = ~ ~ ( v / 3 );
var x = ( i % WIDTH ) / WIDTH;
var y = ~ ~ ( i / WIDTH ) / WIDTH;
var c = new THREE.Color(
0x444444 +
~ ~ ( v / 9 ) / BIRDS * 0x666666
);
birdColors.array[ v * 3 + 0 ] = c.r;
birdColors.array[ v * 3 + 1 ] = c.g;
birdColors.array[ v * 3 + 2 ] = c.b;
references.array[ v * 2 ] = x;
references.array[ v * 2 + 1 ] = y;
birdVertex.array[ v ] = v % 9;
}
this.scale( 0.2, 0.2, 0.2 );
};
BirdGeometry.prototype = Object.create( THREE.BufferGeometry.prototype );
var container;
var camera, scene, renderer;
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;
if (!/Android|webOS|iPhone|iPod|BlackBerry/i.test(navigator.userAgent)) {
init();
animate();
} else {
document.getElementsByClassName('content')[0].style.backgroundColor = 'transparent'
}
function init() {
container = document.createElement( 'div' );
document.body.appendChild( container );
camera = new THREE.PerspectiveCamera( 75, window.innerWidth / window.innerHeight, 1, 3000 );
camera.position.z = 350;
scene = new THREE.Scene();
scene.background = new THREE.Color( 0xffffff );
scene.fog = new THREE.Fog( 0xffffff, 100, 1000 );
renderer = new THREE.WebGLRenderer();
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 gui = new GUI();
var effectController = {
separation: 20.0,
alignment: 20.0,
cohesion: 20.0,
freedom: 0.75
};
var 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", 0.0, 100.0, 1.0 ).onChange( valuesChanger );
// gui.add( effectController, "alignment", 0.0, 100, 0.001 ).onChange( valuesChanger );
// gui.add( effectController, "cohesion", 0.0, 100, 0.025 ).onChange( valuesChanger );
// gui.close();
initBirds();
}
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[ "separationDistance" ] = { 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 BirdGeometry();
// For Vertex and Fragment
birdUniforms = {
"color": { value: new THREE.Color( 0xff2200 ) },
"texturePosition": { value: null },
"textureVelocity": { value: null },
"time": { value: 1.0 },
"delta": { value: 0.0 }
};
// THREE.ShaderMaterial
var material = new THREE.ShaderMaterial( {
uniforms: birdUniforms,
vertexShader: document.getElementById( 'birdVS' ).textContent,
fragmentShader: document.getElementById( 'birdFS' ).textContent,
side: THREE.DoubleSide
} );
var birdMesh = new THREE.Mesh( geometry, material );
birdMesh.rotation.y = Math.PI / 2;
birdMesh.matrixAutoUpdate = false;
birdMesh.updateMatrix();
scene.add( birdMesh );
}
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 );
}
</script>
<script>
var _hmt = _hmt || [];
(function() {
var hm = document.createElement("script");
hm.src = "https://hm.baidu.com/hm.js?8a5223fa8a504f8ba61f5ef7bba573e8";
var s = document.getElementsByTagName("script")[0];
s.parentNode.insertBefore(hm, s);
})();
</script>
</body>
</html>