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index.html
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<!DOCTYPE html>
<html lang="en">
<head>
<meta http-equiv="Content-Type" content="text/html; charset=UTF-8">
<meta charset="utf-8">
<meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0">
<style>
body {
font-family: Monospace;
background-color: #000000;
margin: 0px;
overflow: hidden;
}
#info {
color: #ffffff;
font-family: Monospace;
font-size: 13px;
text-align: center;
font-weight: bold;
position: absolute;
top: 0px;
width: 100%;
padding: 5px;
}
a {
color: #0040ff;
}
</style>
</head>
<body>
<script src="lib/dat.gui.js"></script>
<script src="js/ui.js"></script>
<script src="js/three.js"></script>
<script src="js/GPGPU.js"></script>
<script src="js/GeometryUtils.js"></script>
<script src="js/gpgpu/SimulationShader.js"></script>
<script src="lib/stats.min.js"></script>
<script src="lib/OrbitControls.js"></script>
<script src="js/leap-0.6.4.min.js"></script>
<script src="js/leap-plugins-0.1.6.1.js"></script>
<script src="js/leap.rigged-hand-0.1.3.min.js"></script>
<script src="helvetiker_bold.typeface.js"></script>
<!-- WebGL 1 shaders -->
<script id="vs-particles" type="x-shader/x-vertex">
uniform sampler2D map;
uniform float width;
uniform float height;
uniform float pointSize;
varying vec2 vUv;
varying vec4 vPosition;
varying vec3 vNormal;
vec3 calcNormal(vec3 p1,vec3 p2,vec3 p3)
{
vec3 nor;
vec3 e1 = p2-p1;
vec3 e2 = p3-p1;
nor.x = e1.y*e2.z-e1.z*e2.y;
nor.y = e1.z*e2.x-e1.x*e2.z;
nor.z = e1.x*e2.y-e1.y*e2.x;
nor = normalize(nor);
return nor;
}
void main() {
vUv = position.xy + vec2( 0.5 / width, 0.5 / height );
vec3 color = texture2D( map, vUv ).rgb;
vPosition = vec4(color,1.0);
vec3 up = texture2D( map, vUv + vec2(0.0,1.0/height) ).rgb;
vec3 down = texture2D( map, vUv + vec2(0.0,-1.0/height) ).rgb;
vec3 left = texture2D( map, vUv + vec2(-1.0/width) ).rgb;
vec3 right = texture2D( map, vUv + vec2(1.0/width)).rgb;
vNormal = vec3(0.0,0.0,0.0);
vec3 nor0 = calcNormal(color,up,right);
vec3 nor1 = calcNormal(color,right,down);
vec3 nor2 = calcNormal(color,down,left);
vec3 nor3 = calcNormal(color,right,up);
if( dot(nor0,nor1)<=0.0 ) nor1 = -nor1;
if( dot(nor0,nor2)<=0.0 ) nor2 = -nor2;
if( dot(nor0,nor3)<=0.0 ) nor3 = -nor3;
vNormal+= nor0 + nor1 +nor2 +nor3;
vec3 norStand;
/*
if(vUv.x<=0.5/width) norStand = vec3(0.0,0.0,0.0); //Left Edge
if(vUv.y<=0.5 / height) vNormal = vec3(0.0,0.0,0.0); //Top Edge
if(vUv.x>=1.0) vNormal = vec3(0.0,0.0,0.0); //Bottom Edge
if(vUv.y>=1.0) vNormal = vec3(0.0,0.0,0.0); //Right Edge
*/
if(vUv.x<=0.5 / width||vUv.y<=0.5 / height||vUv.x>=1.0-0.5/width||vUv.y>=1.0 - 0.5/width) vNormal = vec3(0.0,0.0,0.0); //TODO: boarder
vNormal = normalize(vNormal);
//gl_Normal = vNormal;
gl_PointSize = pointSize;
gl_Position = projectionMatrix * modelViewMatrix * vec4( color, 1.0 );
}
</script>
<script id="fs-particles" type="x-shader/x-fragment">
uniform sampler2D map;
uniform vec3 camPos;
varying vec2 vUv;
varying vec4 vPosition;
varying vec3 vNormal;
void main() {
float depth = smoothstep( 10.24, 1.0, gl_FragCoord.z / gl_FragCoord.w );
vec3 pos = vPosition.xyz;
vec3 viewDir = normalize(camPos - pos);
vec3 nor = vNormal;
if(dot(viewDir,nor)<=0.0) nor = -nor;
vec3 lightDir = vec3(1.0,1.0,1.0);//TODO:light direction
lightDir = normalize(lightDir);
vec3 reflDir = reflect(-lightDir,nor);
float lamb = max(dot(lightDir,nor),0.0);
float spec = 0.0;
float amb = 0.02;
vec3 col;
vec3 lightCol = vec3(0.3,0.3,0.7);
if(lamb>0.0)
{
float specAngle = max(dot(reflDir,viewDir),0.0);
spec = pow(specAngle,4.0);
}
//gl_FragColor = vec4( (vec3(0.0, 0.03, 0.05) + (texture2D( map, vUv ).xyz * 0.25)), 1.0 );
gl_FragColor = vec4((lamb+spec+ amb)*lightCol ,1.0);
//gl_FragColor = vec4(nor ,1.0);
}
</script>
<!-- WebGL 2 shaders -->
<script id="vs-particles-2" type="x-shader/x-vertex">
uniform float pointSize;
varying vec3 vPosition;
void main() {
vPosition = position;
gl_PointSize = pointSize;
gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
}
</script>
<script id="fs-particles-2" type="x-shader/x-fragment">
varying vec3 vPosition;
void main() {
float depth = 1.0;//smoothstep( 10.24, 1.0, gl_FragCoord.z / gl_FragCoord.w );
gl_FragColor = vec4( (vec3(0.01, 0.02, 0.03) + (abs(vPosition) * 0.25)), depth );
//gl_FragColor = vec4( (vPosition), depth );
}
</script>
<script>
function getQueryString(name, defaultValue) {
var query = window.location.search.substring(1);
var vars = query.split("&");
for (var i = 0; i < vars.length; i++) {
var pair = vars[i].split("=");
if (pair[0] == name) {
return unescape(pair[1]);
}
}
return defaultValue;
}
function getQueryValue(name, defaultValue) {
var value = getQueryString(name, null);
if (value == null) {
return defaultValue;
}
return parseInt(value, 10);
}
var tempTex1, tempTex2;
var container, canvas, gl,stats;
var timer = 0;
var count = 0;
var cloth_w = 50;
var cloth_h = 50;
var cfg_ui;
var moved = false;
var geometry;
var scene, camera, light, camControl, renderer;
var vbo_pos, vbo_pos2;
var originGeometry, cube, mesh, material;
var roomMesh, sphereMesh;
var data, vtxIds, texture, points;
var pinPongData;
var roomMaterial;
var guiStep = false;
var fboParticles, rtTexturePos, rtTexturePos2, simulationShader;
var pointSize = getQueryValue('pointSize', 3.0);
var maxFingers = 42;
var fingers = [];
var fingertipSize = 0.18;
var handOffset = new THREE.Vector3(0, -2.5, 0.0);
var leapController = new Leap.Controller();
var isWebGL2 = false;
var raycaster = new THREE.Raycaster();
var mouse = new THREE.Vector2();
var usrControl = {
testDragMesh: null,
plane: null,
selection: null,
itrOffset: new THREE.Vector3(),
pinObjects: [],
uniformPins: [0.0, 0.0, 0.0, 0.0],
};
function onMouseMove(event) {
event.preventDefault();
// Get mouse position
var mouseX = (event.clientX / window.innerWidth) * 2 - 1;
var mouseY = -(event.clientY / window.innerHeight) * 2 + 1;
// Get 3D vector from 3D mouse position using 'unproject' function
var vector = new THREE.Vector3(mouseX, mouseY, 1);
vector.unproject(camera);
// Set the raycaster position
raycaster.set(camera.position, vector.sub(camera.position).normalize());
if (usrControl.selection) {
// Check the position where the plane is intersected
var intersects = raycaster.intersectObject(usrControl.plane);
// Reposition the object based on the intersection point with the plane
usrControl.selection.position.copy(intersects[0].point.sub(usrControl.itrOffset));
usrControl.uniformPins[0] = usrControl.selection.position.x;
usrControl.uniformPins[1] = usrControl.selection.position.y;
usrControl.uniformPins[2] = usrControl.selection.position.z;
usrControl.uniformPins[3] = 1.0;
} else {
// Update position of the plane if need
usrControl.uniformPins[3] = 0.0;
var intersects = raycaster.intersectObjects(usrControl.pinObjects);
if (intersects.length > 0) {
usrControl.plane.position.copy(intersects[0].object.position);
usrControl.plane.lookAt(camera.position);
}
if (!camControl.enabled) {
camControl = new THREE.OrbitControls(camera);//??!!
//camControl.enabled = true;
}
}
}
function init() {
container = document.createElement('div');
stats = new Stats();
stats.domElement.style.position = 'absolute';
stats.domElement.style.left = '10px';
stats.domElement.style.top = '0px';
container.appendChild(stats.domElement);
document.body.appendChild(container);
canvas = document.createElement('canvas');
var tryGL2 = getQueryValue('webgl2', 1);
if (tryGL2) {
// Try creating a WebGL 2 context first
gl = canvas.getContext('webgl2', { antialias: false });
if (!gl) {
gl = canvas.getContext('experimental-webgl2', { antialias: false });
}
isWebGL2 = !!gl;
if (isWebGL2) {
console.log("I can haz flag, so WebGL 2 is yes!")
}
}
renderer = new THREE.WebGLRenderer({ canvas: canvas, context: gl });
renderer.setSize(window.innerWidth, window.innerHeight);
renderer.sortObjects = false;
container.appendChild(renderer.domElement);
scene = new THREE.Scene();
camera = new THREE.PerspectiveCamera(60, window.innerWidth / window.innerHeight, 1, 1024);
camera.position.y = 1.5;
camera.position.z = 4;
camera.lookAt(scene.position);
clock = new THREE.Clock();
camControl = new THREE.OrbitControls(camera, renderer.domElement);
scene.add(camera);
light = new THREE.DirectionalLight(0xffffff, 0.5);
light.position.set(0, 100, 0);
scene.add(light);
var backImage = THREE.ImageUtils.loadTexture("media/Back.png");
var ceilImage = THREE.ImageUtils.loadTexture("media/Ceiling.png");
var floorImage = THREE.ImageUtils.loadTexture("media/Floor.png");
var sideImage = THREE.ImageUtils.loadTexture("media/Side.png");
var roomMaterialArray = [
new THREE.MeshBasicMaterial({ map: sideImage, side: THREE.BackSide }),
new THREE.MeshBasicMaterial({ map: sideImage, side: THREE.BackSide }),
new THREE.MeshBasicMaterial({ map: ceilImage, side: THREE.BackSide }),
new THREE.MeshBasicMaterial({ map: floorImage, side: THREE.BackSide }),
new THREE.MeshBasicMaterial({ map: backImage, side: THREE.BackSide }),
new THREE.MeshBasicMaterial({ map: backImage, side: THREE.BackSide })
];
roomMaterial = new THREE.MeshFaceMaterial(roomMaterialArray);
var roomGeometry = new THREE.BoxGeometry(10.24, 6, 5.12);
roomMesh = new THREE.Mesh(roomGeometry, roomMaterial);
roomMesh.doubleSided = true;
scene.add(roomMesh);
// prepare text geometry
var textGeometry = new THREE.TextGeometry(isWebGL2 ? "WebGL 2 Cloth Simulation" : "WebGL Cloth Simulation", {
size: 0.4, // Font size
height: 0.05, // Font height (depth)
font: 'helvetiker', // Font family
weight: 'bold', // Font weight
style: 'normal', // Font style
curveSegments: 5, // Amount of curve segments
bevelThickness: 0.02, // Bevel thickness
bevelSize: 0.02, // Bevel size
bevelEnabled: true, // Enable/Disable the bevel
material: 0, // Main material
extrudeMaterial: 1 // Side (extrude) material
});
var materialFront = new THREE.MeshPhongMaterial({ map: texture, color: 0xffff00, emissive: 0x888888 });
var materialSide = new THREE.MeshPhongMaterial({ map: texture, color: 0xff00ff, emissive: 0x444444 });
var textMaterial = new THREE.MeshFaceMaterial([materialFront, materialSide]);
var textMesh = new THREE.Mesh(textGeometry, textMaterial);
textMesh.castShadow = true;
textMesh.position.set(-3.4, 1.6, -2.6);
//textMesh.rotation.x = -0.3;
scene.add(textMesh);
var sphereMaterial = new THREE.MeshLambertMaterial({ color: 0x00008B }); //TODO(fix): no cloth while using THREE's materails
var sphereGeom = new THREE.SphereGeometry(0.3, 100, 100);
sphereMesh = new THREE.Mesh(sphereGeom, roomMaterial);
sphereMesh.position.x = 0.5;
sphereMesh.position.y = 0.45;
sphereMesh.position.z = 0.4;
sphereMesh.visible = false;
scene.add(sphereMesh);
//Move plane
usrControl.plane = new THREE.Mesh(new THREE.PlaneBufferGeometry(500, 500, 8, 8), new THREE.MeshBasicMaterial({ color: 0xffffff }));
usrControl.plane.visible = false;
scene.add(usrControl.plane);
//https://www.script-tutorials.com/webgl-with-three-js-lesson-10/
var testDragGeo = new THREE.SphereGeometry(0.03, 10, 10);
var testDragMat = new THREE.MeshPhongMaterial({ color: 0xEE00EE });
//usrControl.testDragMesh = new THREE.Mesh(testDragGeo, testDragMat); //TODO(fix): no cloth while using THREE's materails
usrControl.testDragMesh = new THREE.Mesh(testDragGeo, roomMaterial);
usrControl.testDragMesh.position.x = 0.0;
usrControl.testDragMesh.position.y = 1.0;
scene.add(usrControl.testDragMesh);
usrControl.pinObjects.push(usrControl.testDragMesh);
//
if (!isWebGL2 && !renderer.context.getExtension('OES_texture_float')) {
alert('OES_texture_float is not :(');
}
// Start Creation of DataTexture
cloth_h = 50;
cloth_w = cloth_h;
data = new Float32Array(cloth_w * cloth_h * 4);
vtxIds = new Float32Array(cloth_w * cloth_h * 4);
for (var i = 0, t = 0, x = 0; x < cloth_w; x++) {
for (var y = 0; y < cloth_h; y++) {
data[i + 0] = x * 1.0 / cloth_w;
data[i + 1] = 1.0;
data[i + 2] = y * 1.0 / cloth_h;
data[i + 3] = 0.1;
vtxIds[i + 0] = t;
vtxIds[i + 1] = t;
vtxIds[i + 2] = t;
vtxIds[i + 3] = t;
i += 4;
t++;
}
}
if (isWebGL2) {
vbo_pos = new THREE.BufferGeometry();
vbo_pos.addAttribute('position', new THREE.BufferAttribute(data, 4));
vbo_pos.addAttribute('color', new THREE.BufferAttribute(data, 4));
vbo_pos.addAttribute('trytry', new THREE.BufferAttribute(vtxIds, 4));
vbo_pos2 = vbo_pos.clone();
material = new THREE.ShaderMaterial({
uniforms: {
"pointSize": { type: "f", value: pointSize }
},
attributes: {
"trytry": { type: "f", value: [] }
},
vertexShader: document.getElementById('vs-particles-2').textContent,
fragmentShader: document.getElementById('fs-particles-2').textContent,
blending: THREE.AdditiveBlending,
depthWrite: false,
depthTest: true,
transparent: true
});
gpgpu = new GPGPU2(renderer, cloth_w, cloth_h);
gpgpu.init(data);
simulationShader = new GPGPU2.SimulationShader2(renderer, cloth_w, cloth_h);
//WebGL 2 mesh
mesh = new THREE.PointCloud(vbo_pos, material);
} else {
//Try triangle:
//WebGL 1+
texture = new THREE.DataTexture(data, cloth_w, cloth_h, THREE.RGBAFormat, THREE.FloatType);
texture.minFilter = THREE.NearestFilter;
texture.magFilter = THREE.NearestFilter;
texture.needsUpdate = true;
// zz85 - fbo init
rtTexturePos = new THREE.WebGLRenderTarget(cloth_w, cloth_h, {
wrapS: THREE.RepeatWrapping,
wrapT: THREE.RepeatWrapping,
minFilter: THREE.NearestFilter,
magFilter: THREE.NearestFilter,
format: THREE.RGBAFormat,
type: THREE.FloatType,
stencilBuffer: false
});
rtTexturePos2 = rtTexturePos.clone();
gpgpu = new GPGPU(renderer);
simulationShader = new GPGPU.SimulationShader();
simulationShader.setOriginsTexture(texture);
geometry = new THREE.Geometry();
for (var i = 0, l = cloth_w * cloth_h; i < l; i++) {
var vertex = new THREE.Vector3();
vertex.x = (i % cloth_w) / cloth_w;
vertex.y = Math.floor(i / cloth_w) / cloth_h;
geometry.vertices.push(vertex);
}
for (var x = 0; x < cloth_w - 1; x++) {
for (var y = 0; y < cloth_h - 1; y++) {
var v0 = x + cloth_w * y;
var v1 = x + cloth_w * y + cloth_h;
//geometry.faces.push(new THREE.Face3(v1 + 1, v0, v1));
geometry.faces.push(new THREE.Face3(v1, v0 + 1, v0));
geometry.faces.push(new THREE.Face3(v1, v1 + 1, v0 + 1));
//TODO: Other side
geometry.faces.push(new THREE.Face3(v0 + 1, v1, v0));
geometry.faces.push(new THREE.Face3(v1 + 1, v1, v0 + 1));
}
}
material = new THREE.ShaderMaterial({
uniforms: {
"map": { type: "t", value: texture },
"width": { type: "f", value: cloth_w },
"height": { type: "f", value: cloth_h },
"pointSize": { type: "f", value: pointSize },
"camPos": { type: "v3", value: camera.position }
},
vertexShader: document.getElementById('vs-particles').textContent,
fragmentShader: document.getElementById('fs-particles').textContent,
blending: THREE.AdditiveBlending,
//depthWrite: false,
//depthTest: true,
//transparent: true
});
//WebGl 1 Mesh
//mesh = new THREE.Mesh(geometry, material);
mesh = new THREE.PointCloud(geometry, material);
}
scene.add(mesh);
window.addEventListener('start-simulation', onStartSimulation);
window.addEventListener('step-simulation', onStepSimulation);
window.addEventListener('mousemove', onMouseMove, false);
window.addEventListener('mousedown', onMouseDown, false);
window.addEventListener('mouseup', onMouseUp, false);
}
function onMouseDown(event) {
moved = false;
var mouseX = (event.clientX / window.innerWidth) * 2 - 1;
var mouseY = -(event.clientY / window.innerHeight) * 2 + 1;
var vector = new THREE.Vector3(mouseX, mouseY, 1);
vector.unproject(camera);
raycaster.set(camera.position, vector.sub(camera.position).normalize());
var intersects = raycaster.intersectObjects(usrControl.pinObjects);
if (intersects.length > 0) {
camControl.enabled = false;
usrControl.selection = intersects[0].object;
var intersects = raycaster.intersectObject(usrControl.plane);
usrControl.itrOffset.copy(intersects[0].point).sub(usrControl.plane.position);
}
}
function onMouseUp(event) {
usrControl.selection = null;
//camControl.enabled = true;
}
function onStartSimulation(event) {
//TODO: cfg_ui.setPause(false);
usrControl.testDragMesh.position.x = 0.0;
usrControl.testDragMesh.position.y = 1.0;
usrControl.testDragMesh.position.z = 0.0;
cloth_h = cfg_ui.getClothDim();
cloth_w = cloth_h;
var mass = cfg_ui.getParticleMass();
data = new Float32Array(cloth_w * cloth_h * 4);
vtxIds = new Float32Array(cloth_w * cloth_h * 4);
for (var i = 0, t = 0, x = 0; x < cloth_w; x++) {
for (var y = 0; y < cloth_h; y++) {
data[i + 0] = x * 1.0 / cloth_w;
data[i + 1] = 1.0;
data[i + 2] = y * 1.0 / cloth_h;
data[i + 3] = 0.1;
vtxIds[i + 0] = t;
vtxIds[i + 1] = t;
vtxIds[i + 2] = t;
vtxIds[i + 3] = t;
i += 4;
t++;
}
}
if (isWebGL2) {
vbo_pos = new THREE.BufferGeometry();
vbo_pos.addAttribute('position', new THREE.BufferAttribute(data, 4));
vbo_pos.addAttribute('color', new THREE.BufferAttribute(data, 4));
vbo_pos.addAttribute('trytry', new THREE.BufferAttribute(vtxIds, 4));
vbo_pos2 = vbo_pos.clone();
material = new THREE.ShaderMaterial({
uniforms: {
"pointSize": { type: "f", value: pointSize }
},
attributes: {
"trytry": { type: "f", value: [] }
},
vertexShader: document.getElementById('vs-particles-2').textContent,
fragmentShader: document.getElementById('fs-particles-2').textContent,
blending: THREE.AdditiveBlending,
depthWrite: false,
depthTest: true,
transparent: true
});
gpgpu = new GPGPU2(renderer, cloth_w, cloth_h);
gpgpu.init(data);
simulationShader = new GPGPU2.SimulationShader2(renderer, cloth_w, cloth_h);
//mesh = new THREE.PointCloud(vbo_pos, material);
} else {
//WebGL 1+
texture = new THREE.DataTexture(data, cloth_w, cloth_h, THREE.RGBAFormat, THREE.FloatType);
texture.minFilter = THREE.NearestFilter;
texture.magFilter = THREE.NearestFilter;
texture.needsUpdate = true;
rtTexturePos = new THREE.WebGLRenderTarget(cloth_w, cloth_h, {
wrapS: THREE.RepeatWrapping,
wrapT: THREE.RepeatWrapping,
minFilter: THREE.NearestFilter,
magFilter: THREE.NearestFilter,
format: THREE.RGBAFormat,
type: THREE.FloatType,
stencilBuffer: false
});
rtTexturePos2 = rtTexturePos.clone();
gpgpu = new GPGPU(renderer);
simulationShader = new GPGPU.SimulationShader();
simulationShader.setOriginsTexture(texture);
simulationShader.setClothDim(cloth_w);
geometry = new THREE.Geometry();
for (var i = 0, l = cloth_w * cloth_h; i < l; i++) {
var vertex = new THREE.Vector3();
vertex.x = (i % cloth_w) / cloth_w;
vertex.y = Math.floor(i / cloth_w) / cloth_h;
geometry.vertices.push(vertex);
}
//TODO: faces
for (var x = 0; x < cloth_w - 1; x++) {
for (var y = 0; y < cloth_h - 1; y++) {
var v0 = x + cloth_w * y;
var v1 = x + cloth_w * y + cloth_h;
//geometry.faces.push(new THREE.Face3(v1 + 1, v0, v1));
geometry.faces.push(new THREE.Face3(v1, v0 + 1, v0));
geometry.faces.push(new THREE.Face3(v1, v1 + 1, v0 + 1));
//TODO: Other side
geometry.faces.push(new THREE.Face3(v0 + 1, v1, v0));
geometry.faces.push(new THREE.Face3(v1 + 1, v1, v0 + 1));
}
}
material = new THREE.ShaderMaterial({
uniforms: {
"map": { type: "t", value: rtTexturePos },
"width": { type: "f", value: cloth_w },
"height": { type: "f", value: cloth_h },
"pointSize": { type: "f", value: pointSize },
"camPos": { type: "v3", value: camera.position }
},
vertexShader: document.getElementById('vs-particles').textContent,
fragmentShader: document.getElementById('fs-particles').textContent,
blending: THREE.AdditiveBlending,
//depthWrite: false,
//depthTest: true,
//transparent: true
});
count = 0;
//mesh.material = material;
scene.remove(mesh);
//scene.add(mesh);
//mesh = new THREE.Mesh(geometry, material);
if (cfg_ui.getRenderMode() == 0 )
mesh = new THREE.PointCloud(geometry, material);
else if (cfg_ui.getRenderMode() == 1 ) {
mesh = new THREE.Mesh(geometry, material);
}
}
}
function onStepSimulation(event) {
cfg_ui.setPause(true);
guiStep = true;
}
function onWindowResize() {
camera.aspect = window.innerWidth / window.innerHeight;
camera.updateProjectionMatrix();
renderer.setSize(window.innerWidth, window.innerHeight);
}
window.addEventListener('resize', onWindowResize, false);
function render() {
requestAnimationFrame(render);
stats.begin();
sphereMesh.visible = (cfg_ui.getRigid() == 0);
if ((!cfg_ui.getPause()) || guiStep) {
var ii = cfg_ui.getSpeedUp();
while(ii>0){
ii--;
simulationShader.setTimer(cfg_ui.getTimeStep());
if (count > 20 && !isWebGL2) simulationShader.setStart(0);
timer += 1;
// Ugly hack to make the particle mesh always draw last
scene.remove(mesh); scene.add(mesh);
if (isWebGL2) {
if (count % 2 === 0) {
gpgpu.pass(simulationShader, vbo_pos2, vbo_pos, cfg_ui, usrControl);
mesh.geometry = vbo_pos2;
} else {
gpgpu.pass(simulationShader, vbo_pos, vbo_pos2, cfg_ui, usrControl);
mesh.geometry = vbo_pos;
}
} else {
simulationShader.setPositionsTexture(rtTexturePos);
if (count < 15)
gpgpu.initVel(simulationShader);
gpgpu.pass(simulationShader, rtTexturePos2, cfg_ui, usrControl);
material.uniforms.map.value = rtTexturePos;
var a = rtTexturePos;
rtTexturePos = rtTexturePos2;
rtTexturePos2 = a;
}
count++;
guiStep = !guiStep;
}
}
camControl.update();
renderer.render(scene, camera);
stats.end();
}
cfg_ui = new UI_cfg();
cfg_ui.init();
init();
render();
</script>
</body>
</html>