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@@ -40,6 +40,36 @@
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<script src="js/WebGL.js"></script>
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<script src="js/libs/stats.min.js"></script>
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+ <script type="x-shader/x-vertex" id="vertexshader">
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+
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+ attribute float scale;
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+
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+ void main() {
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+
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+ vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );
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+
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+ gl_PointSize = scale * ( 300.0 / - mvPosition.z );
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+
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+ gl_Position = projectionMatrix * mvPosition;
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+
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+ }
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+
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+ </script>
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+
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+ <script type="x-shader/x-fragment" id="fragmentshader">
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+
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+ uniform vec3 color;
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+
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+ void main() {
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+
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+ if ( length( gl_PointCoord - vec2( 0.5, 0.5 ) ) > 0.475 ) discard;
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+
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+ gl_FragColor = vec4( color, 1.0 );
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+
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+ }
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+
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+ </script>
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+
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<script>
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if ( WEBGL.isWebGLAvailable() === false ) {
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@@ -53,7 +83,7 @@
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var container, stats;
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var camera, scene, renderer;
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- var particles, particle, count = 0;
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+ var particles, count = 0;
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var mouseX = 0, mouseY = 0;
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@@ -73,30 +103,54 @@
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scene = new THREE.Scene();
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- particles = new Array();
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-
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- var material = new THREE.SpriteMaterial( {
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+ //
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- map: new THREE.TextureLoader().load( 'textures/sprites/circle.png' ),
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+ var numParticles = AMOUNTX * AMOUNTY;
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- } );
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+ var positions = new Float32Array( numParticles * 3 );
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+ var scales = new Float32Array( numParticles );
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- var i = 0;
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+ var i = 0, j = 0;
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for ( var ix = 0; ix < AMOUNTX; ix ++ ) {
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for ( var iy = 0; iy < AMOUNTY; iy ++ ) {
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- particle = particles[ i ++ ] = new THREE.Sprite( material );
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- particle.position.x = ix * SEPARATION - ( ( AMOUNTX * SEPARATION ) / 2 );
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- particle.position.z = iy * SEPARATION - ( ( AMOUNTY * SEPARATION ) / 2 );
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- scene.add( particle );
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+ positions[ i ] = ix * SEPARATION - ( ( AMOUNTX * SEPARATION ) / 2 ); // x
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+ positions[ i + 1 ] = 0; // y
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+ positions[ i + 2 ] = iy * SEPARATION - ( ( AMOUNTY * SEPARATION ) / 2 ); // z
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+
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+ scales[ j ] = 1;
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+
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+ i += 3;
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+ j ++;
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}
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}
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- renderer = new THREE.WebGLRenderer();
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+ var geometry = new THREE.BufferGeometry();
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+ geometry.addAttribute( 'position', new THREE.BufferAttribute( positions, 3 ) );
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+ geometry.addAttribute( 'scale', new THREE.BufferAttribute( scales, 1 ) );
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+
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+ var material = new THREE.ShaderMaterial( {
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+
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+ uniforms: {
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+ color: { value: new THREE.Color( 0xffffff ) },
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+ },
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+ vertexShader: document.getElementById( 'vertexshader' ).textContent,
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+ fragmentShader: document.getElementById( 'fragmentshader' ).textContent
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+
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+ } );
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+
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+ //
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+
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+ particles = new THREE.Points( geometry, material );
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+ scene.add( particles );
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+
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+ //
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+
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+ renderer = new THREE.WebGLRenderer( { antialias: true } );
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renderer.setPixelRatio( window.devicePixelRatio );
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renderer.setSize( window.innerWidth, window.innerHeight );
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container.appendChild( renderer.domElement );
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@@ -178,22 +232,31 @@
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camera.position.y += ( - mouseY - camera.position.y ) * .05;
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camera.lookAt( scene.position );
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- var i = 0;
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+ var positions = particles.geometry.attributes.position.array;
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+ var scales = particles.geometry.attributes.scale.array;
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+
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+ var i = 0, j = 0;
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for ( var ix = 0; ix < AMOUNTX; ix ++ ) {
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for ( var iy = 0; iy < AMOUNTY; iy ++ ) {
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- particle = particles[ i ++ ];
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- particle.position.y = ( Math.sin( ( ix + count ) * 0.3 ) * 50 ) +
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- ( Math.sin( ( iy + count ) * 0.5 ) * 50 );
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- particle.scale.x = particle.scale.y = ( Math.sin( ( ix + count ) * 0.3 ) + 1 ) * 4 +
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- ( Math.sin( ( iy + count ) * 0.5 ) + 1 ) * 4;
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+ positions[ i + 1 ] = ( Math.sin( ( ix + count ) * 0.3 ) * 50 ) +
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+ ( Math.sin( ( iy + count ) * 0.5 ) * 50 );
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+
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+ scales[ j ] = ( Math.sin( ( ix + count ) * 0.3 ) + 1 ) * 8 +
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+ ( Math.sin( ( iy + count ) * 0.5 ) + 1 ) * 8;
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+
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+ i += 3;
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+ j ++;
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}
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}
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+ particles.geometry.attributes.position.needsUpdate = true;
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+ particles.geometry.attributes.scale.needsUpdate = true;
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+
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renderer.render( scene, camera );
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count += 0.1;
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