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particles.js
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var GravityParticles = function( renderer, scene, size ) {
var gpuCompute;
var positionComputeModule, accelerationComputeModule;
var positionVisualisation;
this.pointSize = 0;
this.pointBrightness = 0;
this.pointColour = {};
this.pointLightness = 0;
this.mousePos = new THREE.Vector3(0,0,0);
this.followMouse = false;
var initialised = false;
var shaders = {};
var shaderFilenames = ['acceleration.frag', 'position.frag', 'points.vert', 'points.frag'];
this.initialise = function() {
$.when.apply($, loadFiles(shaders, shaderFilenames)).then(function() {
gpuCompute = new GPUCompute( renderer, size );
// set initial data ----------------------------------------------------------
var initialisePosition = function(data, size) {
var scale = 10.0;
for (var x = 0; x < size; x++) {
for (var y = 0; y < size; y++) {
offset = 4*(x+size*y);
data[offset]=(((x/(size-1)) - 0.5)*scale) + 0.005*(Math.random() - 0.5);
data[offset+1]=(((y/(size-1)) - 0.5)*scale) + 0.005*(Math.random() - 0.5);
data[offset+2]=(0.1*snoise2d(x/100, y/100)*scale) + 0.005*(Math.random() - 0.5);
data[offset+3]=(0.0);
}
}
}
// ---------------------------------------------------------------------------
// create compute modules
accelerationComputeModule = new gpuCompute.Module('calculateAcceleration', shaders['acceleration.frag'], function() {});
positionComputeModule = new gpuCompute.Module('calculatePosition', shaders['position.frag'], initialisePosition);
//contrainComputeModule = new gpuCompute.Module('constrain', shaders['constrain.frag'], initialisePosition);
// flag the modules for computation
gpuCompute.addToComputeQueue(accelerationComputeModule);
gpuCompute.addToComputeQueue(positionComputeModule);
//gpuCompute.addToComputeQueue(constrainComputeModule);
// define how the modules are linked
positionComputeModule.setInputModule('in_acceleration', accelerationComputeModule);
positionComputeModule.setInputModule('in_position', positionComputeModule, true);
accelerationComputeModule.setInputModule('in_acceleration', accelerationComputeModule);
accelerationComputeModule.setInputModule('in_position', positionComputeModule);
positionVisualisation = new gpuCompute.Visualisation(positionComputeModule, shaders['points.vert'], shaders['points.frag']);
scene.add(positionVisualisation.particles);
initialised = true;
});
}
this.render = function() {
if (!initialised) { return; }
positionVisualisation.setInput('in_pointSize', this.pointSize);
positionVisualisation.setInput('in_pointBrightness', this.pointBrightness);
positionVisualisation.setInput('in_pointIntensity', this.pointIntensity);
positionVisualisation.setInput('in_hue', this.pointColour.h)
positionVisualisation.setInput('in_saturation', this.pointColour.s)
positionVisualisation.setInput('in_lightness', this.pointColour.v)
if (!this.followMouse) {
this.mousePos = new THREE.Vector3(1.0*snoise2d(clock.getElapsedTime()/5.0, 0.0),1.0*snoise2d(0.0, clock.getElapsedTime()/5.0),0);
}
accelerationComputeModule.setInput('gravityPosition', this.mousePos);
positionComputeModule.setInput('delta', 1/60);
//positionVisualisation.particles.rotation.x += 0.002;
//positionVisualisation.particles.rotation.y += 0.002;
gpuCompute.compute();
positionVisualisation.update();
}
// for loading shaders
function loadFiles(files, filenames) {
var getFile = function(filename) {
return $.get(filename, function(file) {
files[filename] = file;
});
};
var d = []
for (var i in filenames) {
d.push(getFile(filenames[i]));
}
return d;
}
}