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		<title>three.js webgl - gpgpu - protoplanet</title>
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		<div id="info">
			<a href="https://threejs.org" target="_blank" rel="noopener">three.js</a> - <span id="protoplanets"></span> webgl gpgpu debris
		</div>

		<!-- Fragment shader for protoplanet's position -->
		<script id="computeShaderPosition" type="x-shader/x-fragment">

			#define delta ( 1.0 / 60.0 )

			void main() {

				vec2 uv = gl_FragCoord.xy / resolution.xy;

				vec4 tmpPos = texture2D( texturePosition, uv );
				vec3 pos = tmpPos.xyz;

				vec4 tmpVel = texture2D( textureVelocity, uv );
				vec3 vel = tmpVel.xyz;
				float mass = tmpVel.w;

				if ( mass == 0.0 ) {
					vel = vec3( 0.0 );
				}

				// Dynamics
				pos += vel * delta;

				gl_FragColor = vec4( pos, 1.0 );

			}

		</script>

		<!-- Fragment shader for protoplanet's velocity -->
		<script id="computeShaderVelocity" type="x-shader/x-fragment">

			// For PI declaration:
			#include <common>

			#define delta ( 1.0 / 60.0 )

			uniform float gravityConstant;
			uniform float density;

			const float width = resolution.x;
			const float height = resolution.y;

			float radiusFromMass( float mass ) {
				// Calculate radius of a sphere from mass and density
				return pow( ( 3.0 / ( 4.0 * PI ) ) * mass / density, 1.0 / 3.0 );
			}

			void main()	{

				vec2 uv = gl_FragCoord.xy / resolution.xy;
				float idParticle = uv.y * resolution.x + uv.x;

				vec4 tmpPos = texture2D( texturePosition, uv );
				vec3 pos = tmpPos.xyz;

				vec4 tmpVel = texture2D( textureVelocity, uv );
				vec3 vel = tmpVel.xyz;
				float mass = tmpVel.w;

				if ( mass > 0.0 ) {

					float radius = radiusFromMass( mass );

					vec3 acceleration = vec3( 0.0 );

					// Gravity interaction
					for ( float y = 0.0; y < height; y++ ) {

						for ( float x = 0.0; x < width; x++ ) {

							vec2 secondParticleCoords = vec2( x + 0.5, y + 0.5 ) / resolution.xy;
							vec3 pos2 = texture2D( texturePosition, secondParticleCoords ).xyz;
							vec4 velTemp2 = texture2D( textureVelocity, secondParticleCoords );
							vec3 vel2 = velTemp2.xyz;
							float mass2 = velTemp2.w;

							float idParticle2 = secondParticleCoords.y * resolution.x + secondParticleCoords.x;

							if ( idParticle == idParticle2 ) {
								continue;
							}

							if ( mass2 == 0.0 ) {
								continue;
							}

							vec3 dPos = pos2 - pos;
							float distance = length( dPos );
							float radius2 = radiusFromMass( mass2 );

							if ( distance == 0.0 ) {
								continue;
							}

							// Checks collision

							if ( distance < radius + radius2 ) {

								if ( idParticle < idParticle2 ) {

									// This particle is aggregated by the other
									vel = ( vel * mass + vel2 * mass2 ) / ( mass + mass2 );
									mass += mass2;
									radius = radiusFromMass( mass );

								}
								else {

									// This particle dies
									mass = 0.0;
									radius = 0.0;
									vel = vec3( 0.0 );
									break;

								}

							}

							float distanceSq = distance * distance;

							float gravityField = gravityConstant * mass2 / distanceSq;

							gravityField = min( gravityField, 1000.0 );

							acceleration += gravityField * normalize( dPos );

						}

						if ( mass == 0.0 ) {
							break;
						}
					}

					// Dynamics
					vel += delta * acceleration;

				}

				gl_FragColor = vec4( vel, mass );

			}

		</script>

		<!-- Particles vertex shader -->
		<script type="x-shader/x-vertex" id="particleVertexShader">

			// For PI declaration:
			#include <common>

			uniform sampler2D texturePosition;
			uniform sampler2D textureVelocity;

			uniform float cameraConstant;
			uniform float density;

			varying vec4 vColor;

			float radiusFromMass( float mass ) {
				// Calculate radius of a sphere from mass and density
				return pow( ( 3.0 / ( 4.0 * PI ) ) * mass / density, 1.0 / 3.0 );
			}


			void main() {


				vec4 posTemp = texture2D( texturePosition, uv );
				vec3 pos = posTemp.xyz;

				vec4 velTemp = texture2D( textureVelocity, uv );
				vec3 vel = velTemp.xyz;
				float mass = velTemp.w;

				vColor = vec4( 1.0, mass / 250.0, 0.0, 1.0 );

				vec4 mvPosition = modelViewMatrix * vec4( pos, 1.0 );

				// Calculate radius of a sphere from mass and density
				//float radius = pow( ( 3.0 / ( 4.0 * PI ) ) * mass / density, 1.0 / 3.0 );
				float radius = radiusFromMass( mass );

				// Apparent size in pixels
				if ( mass == 0.0 ) {
					gl_PointSize = 0.0;
				}
				else {
					gl_PointSize = radius * cameraConstant / ( - mvPosition.z );
				}

				gl_Position = projectionMatrix * mvPosition;

			}

		</script>

		<!-- Particles fragment shader -->
		<script type="x-shader/x-fragment" id="particleFragmentShader">

			varying vec4 vColor;

			void main() {

				if ( vColor.y == 0.0 ) discard;

				float f = length( gl_PointCoord - vec2( 0.5, 0.5 ) );
				if ( f > 0.5 ) {
					discard;
				}
				gl_FragColor = vColor;

			}

		</script>

		<!-- Import maps polyfill -->
		<!-- Remove this when import maps will be widely supported -->
		<script async src="https://unpkg.com/es-module-shims@1.8.0/dist/es-module-shims.js"></script>

		<script type="importmap">
			{
				"imports": {
					"three": "../build/three.module.js",
					"three/addons/": "./jsm/"
				}
			}
		</script>

		<script type="module">

			import * as THREE from 'three';

			import Stats from 'three/addons/libs/stats.module.js';
			import { GUI } from 'three/addons/libs/lil-gui.module.min.js';

			import { OrbitControls } from 'three/addons/controls/OrbitControls.js';
			import { GPUComputationRenderer } from 'three/addons/misc/GPUComputationRenderer.js';

			// Texture width for simulation (each texel is a debris particle)
			const WIDTH = 64;

			let container, stats;
			let camera, scene, renderer, geometry;

			const PARTICLES = WIDTH * WIDTH;

			let gpuCompute;
			let velocityVariable;
			let positionVariable;
			let velocityUniforms;
			let particleUniforms;
			let effectController;

			init();
			animate();

			function init() {

				container = document.createElement( 'div' );
				document.body.appendChild( container );

				camera = new THREE.PerspectiveCamera( 75, window.innerWidth / window.innerHeight, 5, 15000 );
				camera.position.y = 120;
				camera.position.z = 400;

				scene = new THREE.Scene();

				renderer = new THREE.WebGLRenderer();
				renderer.setPixelRatio( window.devicePixelRatio );
				renderer.setSize( window.innerWidth, window.innerHeight );
				container.appendChild( renderer.domElement );

				const controls = new OrbitControls( camera, renderer.domElement );
				controls.minDistance = 100;
				controls.maxDistance = 1000;

				effectController = {
					// Can be changed dynamically
					gravityConstant: 100.0,
					density: 0.45,

					// Must restart simulation
					radius: 300,
					height: 8,
					exponent: 0.4,
					maxMass: 15.0,
					velocity: 70,
					velocityExponent: 0.2,
					randVelocity: 0.001
				};

				initComputeRenderer();

				stats = new Stats();
				container.appendChild( stats.dom );

				window.addEventListener( 'resize', onWindowResize );

				initGUI();

				initProtoplanets();

				dynamicValuesChanger();

			}

			function initComputeRenderer() {

				gpuCompute = new GPUComputationRenderer( WIDTH, WIDTH, renderer );

				if ( renderer.capabilities.isWebGL2 === false ) {

					gpuCompute.setDataType( THREE.HalfFloatType );

				}

				const dtPosition = gpuCompute.createTexture();
				const dtVelocity = gpuCompute.createTexture();

				fillTextures( dtPosition, dtVelocity );

				velocityVariable = gpuCompute.addVariable( 'textureVelocity', document.getElementById( 'computeShaderVelocity' ).textContent, dtVelocity );
				positionVariable = gpuCompute.addVariable( 'texturePosition', document.getElementById( 'computeShaderPosition' ).textContent, dtPosition );

				gpuCompute.setVariableDependencies( velocityVariable, [ positionVariable, velocityVariable ] );
				gpuCompute.setVariableDependencies( positionVariable, [ positionVariable, velocityVariable ] );

				velocityUniforms = velocityVariable.material.uniforms;

				velocityUniforms[ 'gravityConstant' ] = { value: 0.0 };
				velocityUniforms[ 'density' ] = { value: 0.0 };

				const error = gpuCompute.init();

				if ( error !== null ) {

					console.error( error );

				}

			}

			function restartSimulation() {

				const dtPosition = gpuCompute.createTexture();
				const dtVelocity = gpuCompute.createTexture();

				fillTextures( dtPosition, dtVelocity );

				gpuCompute.renderTexture( dtPosition, positionVariable.renderTargets[ 0 ] );
				gpuCompute.renderTexture( dtPosition, positionVariable.renderTargets[ 1 ] );
				gpuCompute.renderTexture( dtVelocity, velocityVariable.renderTargets[ 0 ] );
				gpuCompute.renderTexture( dtVelocity, velocityVariable.renderTargets[ 1 ] );

			}

			function initProtoplanets() {

				geometry = new THREE.BufferGeometry();

				const positions = new Float32Array( PARTICLES * 3 );
				let p = 0;

				for ( let i = 0; i < PARTICLES; i ++ ) {

					positions[ p ++ ] = ( Math.random() * 2 - 1 ) * effectController.radius;
					positions[ p ++ ] = 0; //( Math.random() * 2 - 1 ) * effectController.radius;
					positions[ p ++ ] = ( Math.random() * 2 - 1 ) * effectController.radius;

				}

				const uvs = new Float32Array( PARTICLES * 2 );
				p = 0;

				for ( let j = 0; j < WIDTH; j ++ ) {

					for ( let i = 0; i < WIDTH; i ++ ) {

						uvs[ p ++ ] = i / ( WIDTH - 1 );
						uvs[ p ++ ] = j / ( WIDTH - 1 );

					}

				}

				geometry.setAttribute( 'position', new THREE.BufferAttribute( positions, 3 ) );
				geometry.setAttribute( 'uv', new THREE.BufferAttribute( uvs, 2 ) );

				particleUniforms = {
					'texturePosition': { value: null },
					'textureVelocity': { value: null },
					'cameraConstant': { value: getCameraConstant( camera ) },
					'density': { value: 0.0 }
				};

				// THREE.ShaderMaterial
				const material = new THREE.ShaderMaterial( {
					uniforms: particleUniforms,
					vertexShader: document.getElementById( 'particleVertexShader' ).textContent,
					fragmentShader: document.getElementById( 'particleFragmentShader' ).textContent
				} );

				material.extensions.drawBuffers = true;

				const particles = new THREE.Points( geometry, material );
				particles.matrixAutoUpdate = false;
				particles.updateMatrix();

				scene.add( particles );

			}

			function fillTextures( texturePosition, textureVelocity ) {

				const posArray = texturePosition.image.data;
				const velArray = textureVelocity.image.data;

				const radius = effectController.radius;
				const height = effectController.height;
				const exponent = effectController.exponent;
				const maxMass = effectController.maxMass * 1024 / PARTICLES;
				const maxVel = effectController.velocity;
				const velExponent = effectController.velocityExponent;
				const randVel = effectController.randVelocity;

				for ( let k = 0, kl = posArray.length; k < kl; k += 4 ) {

					// Position
					let x, z, rr;

					do {

						x = ( Math.random() * 2 - 1 );
						z = ( Math.random() * 2 - 1 );
						rr = x * x + z * z;

					} while ( rr > 1 );

					rr = Math.sqrt( rr );

					const rExp = radius * Math.pow( rr, exponent );

					// Velocity
					const vel = maxVel * Math.pow( rr, velExponent );

					const vx = vel * z + ( Math.random() * 2 - 1 ) * randVel;
					const vy = ( Math.random() * 2 - 1 ) * randVel * 0.05;
					const vz = - vel * x + ( Math.random() * 2 - 1 ) * randVel;

					x *= rExp;
					z *= rExp;
					const y = ( Math.random() * 2 - 1 ) * height;

					const mass = Math.random() * maxMass + 1;

					// Fill in texture values
					posArray[ k + 0 ] = x;
					posArray[ k + 1 ] = y;
					posArray[ k + 2 ] = z;
					posArray[ k + 3 ] = 1;

					velArray[ k + 0 ] = vx;
					velArray[ k + 1 ] = vy;
					velArray[ k + 2 ] = vz;
					velArray[ k + 3 ] = mass;

				}

			}

			function onWindowResize() {

				camera.aspect = window.innerWidth / window.innerHeight;
				camera.updateProjectionMatrix();

				renderer.setSize( window.innerWidth, window.innerHeight );

				particleUniforms[ 'cameraConstant' ].value = getCameraConstant( camera );

			}

			function dynamicValuesChanger() {

				velocityUniforms[ 'gravityConstant' ].value = effectController.gravityConstant;
				velocityUniforms[ 'density' ].value = effectController.density;
				particleUniforms[ 'density' ].value = effectController.density;

			}

			function initGUI() {

				const gui = new GUI( { width: 280 } );

				const folder1 = gui.addFolder( 'Dynamic parameters' );

				folder1.add( effectController, 'gravityConstant', 0.0, 1000.0, 0.05 ).onChange( dynamicValuesChanger );
				folder1.add( effectController, 'density', 0.0, 10.0, 0.001 ).onChange( dynamicValuesChanger );

				const folder2 = gui.addFolder( 'Static parameters' );

				folder2.add( effectController, 'radius', 10.0, 1000.0, 1.0 );
				folder2.add( effectController, 'height', 0.0, 50.0, 0.01 );
				folder2.add( effectController, 'exponent', 0.0, 2.0, 0.001 );
				folder2.add( effectController, 'maxMass', 1.0, 50.0, 0.1 );
				folder2.add( effectController, 'velocity', 0.0, 150.0, 0.1 );
				folder2.add( effectController, 'velocityExponent', 0.0, 1.0, 0.01 );
				folder2.add( effectController, 'randVelocity', 0.0, 50.0, 0.1 );

				const buttonRestart = {
					restartSimulation: function () {

						restartSimulation();

					}
				};

				folder2.add( buttonRestart, 'restartSimulation' );

				folder1.open();
				folder2.open();

			}

			function getCameraConstant( camera ) {

				return window.innerHeight / ( Math.tan( THREE.MathUtils.DEG2RAD * 0.5 * camera.fov ) / camera.zoom );

			}


			function animate() {

				requestAnimationFrame( animate );

				render();
				stats.update();

			}

			function render() {

				gpuCompute.compute();

				particleUniforms[ 'texturePosition' ].value = gpuCompute.getCurrentRenderTarget( positionVariable ).texture;
				particleUniforms[ 'textureVelocity' ].value = gpuCompute.getCurrentRenderTarget( velocityVariable ).texture;

				renderer.render( scene, camera );

			}

		</script>
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