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Finish GPUParticleSystem removal.

Mr.doob 6 years ago
parent
commit
687f161bab

+ 0 - 65
examples/jsm/objects/GPUParticleSystem.d.ts

@@ -1,65 +0,0 @@
-import {
-  BufferGeometry,
-  Object3D,
-  ShaderMaterial,
-  Texture,
-} from '../../../src/Three';
-
-
-export interface GPUParticleSystemOptions {
-  maxParticles?: number;
-  containerCount?: number;
-  particleNoiseTex?: Texture;
-  particleSpriteTex?: Texture;
-}
-
-export class GPUParticleSystem extends Object3D {
-  constructor( options: GPUParticleSystemOptions );
-
-  PARTICLE_COUNT: number;
-  PARTICLE_CONTAINERS: number;
-
-  PARTICLE_NOISE_TEXTURE: Texture;
-  PARTICLE_SPRITE_TEXTURE: Texture;
-
-  PARTICLES_PER_CONTAINER: number;
-  PARTICLE_CURSOR: number;
-  time: number;
-  particleContainers: number[];
-  rand: number[];
-
-  particleNoiseTex: Texture;
-  particleSpriteTex: Texture;
-
-  particleShaderMat: ShaderMaterial;
-
-  random(): number;
-  init(): void;
-  spawnParticle( option: object ): void;
-  update( time: number ): void;
-  dispose(): void;
-
-}
-
-export class GPUParticleContainer extends Object3D {
-  constructor( maxParticles: number, particleSystem: GPUParticleSystem );
-
-	PARTICLE_COUNT: number;
-	PARTICLE_CURSOR: number;
-	time: number;
-	offset: number;
-	count: number;
-	DPR: number;
-	GPUParticleSystem: GPUParticleSystem;
-	particleUpdate: number;
-
-  particleShaderGeo: BufferGeometry;
-
-  particleShaderMat: ShaderMaterial;
-
-  init(): void;
-  spawnParticle( option: object ): void;
-  update( time: number ): void;
-  dispose(): void;
-
-}

+ 0 - 517
examples/jsm/objects/GPUParticleSystem.js

@@ -1,517 +0,0 @@
-/*
- * GPU Particle System
- * @author flimshaw - Charlie Hoey - http://charliehoey.com
- *
- * A simple to use, general purpose GPU system. Particles are spawn-and-forget with
- * several options available, and do not require monitoring or cleanup after spawning.
- * Because the paths of all particles are completely deterministic once spawned, the scale
- * and direction of time is also variable.
- *
- * Currently uses a static wrapping perlin noise texture for turbulence, and a small png texture for
- * particles, but adding support for a particle texture atlas or changing to a different type of turbulence
- * would be a fairly light day's work.
- *
- * Shader and javascript packing code derrived from several Stack Overflow examples.
- *
- */
-
-import {
-	AdditiveBlending,
-	BufferAttribute,
-	BufferGeometry,
-	Color,
-	Math as _Math,
-	Object3D,
-	Points,
-	RepeatWrapping,
-	ShaderMaterial,
-	TextureLoader,
-	Vector3
-} from "../../../build/three.module.js";
-
-var GPUParticleSystem = function ( options ) {
-
-	Object3D.apply( this, arguments );
-
-	options = options || {};
-
-	// parse options and use defaults
-
-	this.PARTICLE_COUNT = options.maxParticles || 1000000;
-	this.PARTICLE_CONTAINERS = options.containerCount || 1;
-
-	this.PARTICLE_NOISE_TEXTURE = options.particleNoiseTex || null;
-	this.PARTICLE_SPRITE_TEXTURE = options.particleSpriteTex || null;
-
-	this.PARTICLES_PER_CONTAINER = Math.ceil( this.PARTICLE_COUNT / this.PARTICLE_CONTAINERS );
-	this.PARTICLE_CURSOR = 0;
-	this.time = 0;
-	this.particleContainers = [];
-	this.rand = [];
-
-	// custom vertex and fragement shader
-
-	var GPUParticleShader = {
-
-		vertexShader: [
-
-			'uniform float uTime;',
-			'uniform float uScale;',
-			'uniform sampler2D tNoise;',
-
-			'attribute vec3 positionStart;',
-			'attribute float startTime;',
-			'attribute vec3 velocity;',
-			'attribute float turbulence;',
-			'attribute vec3 color;',
-			'attribute float size;',
-			'attribute float lifeTime;',
-
-			'varying vec4 vColor;',
-			'varying float lifeLeft;',
-
-			'void main() {',
-
-			// unpack things from our attributes'
-
-			'	vColor = vec4( color, 1.0 );',
-
-			// convert our velocity back into a value we can use'
-
-			'	vec3 newPosition;',
-			'	vec3 v;',
-
-			'	float timeElapsed = uTime - startTime;',
-
-			'	lifeLeft = 1.0 - ( timeElapsed / lifeTime );',
-
-			'	gl_PointSize = ( uScale * size ) * lifeLeft;',
-
-			'	v.x = ( velocity.x - 0.5 ) * 3.0;',
-			'	v.y = ( velocity.y - 0.5 ) * 3.0;',
-			'	v.z = ( velocity.z - 0.5 ) * 3.0;',
-
-			'	newPosition = positionStart + ( v * 10.0 ) * timeElapsed;',
-
-			'	vec3 noise = texture2D( tNoise, vec2( newPosition.x * 0.015 + ( uTime * 0.05 ), newPosition.y * 0.02 + ( uTime * 0.015 ) ) ).rgb;',
-			'	vec3 noiseVel = ( noise.rgb - 0.5 ) * 30.0;',
-
-			'	newPosition = mix( newPosition, newPosition + vec3( noiseVel * ( turbulence * 5.0 ) ), ( timeElapsed / lifeTime ) );',
-
-			'	if( v.y > 0. && v.y < .05 ) {',
-
-			'		lifeLeft = 0.0;',
-
-			'	}',
-
-			'	if( v.x < - 1.45 ) {',
-
-			'		lifeLeft = 0.0;',
-
-			'	}',
-
-			'	if( timeElapsed > 0.0 ) {',
-
-			'		gl_Position = projectionMatrix * modelViewMatrix * vec4( newPosition, 1.0 );',
-
-			'	} else {',
-
-			'		gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );',
-			'		lifeLeft = 0.0;',
-			'		gl_PointSize = 0.;',
-
-			'	}',
-
-			'}'
-
-		].join( '\n' ),
-
-		fragmentShader: [
-
-			'float scaleLinear( float value, vec2 valueDomain ) {',
-
-			'	return ( value - valueDomain.x ) / ( valueDomain.y - valueDomain.x );',
-
-			'}',
-
-			'float scaleLinear( float value, vec2 valueDomain, vec2 valueRange ) {',
-
-			'	return mix( valueRange.x, valueRange.y, scaleLinear( value, valueDomain ) );',
-
-			'}',
-
-			'varying vec4 vColor;',
-			'varying float lifeLeft;',
-
-			'uniform sampler2D tSprite;',
-
-			'void main() {',
-
-			'	float alpha = 0.;',
-
-			'	if( lifeLeft > 0.995 ) {',
-
-			'		alpha = scaleLinear( lifeLeft, vec2( 1.0, 0.995 ), vec2( 0.0, 1.0 ) );',
-
-			'	} else {',
-
-			'		alpha = lifeLeft * 0.75;',
-
-			'	}',
-
-			'	vec4 tex = texture2D( tSprite, gl_PointCoord );',
-			'	gl_FragColor = vec4( vColor.rgb * tex.a, alpha * tex.a );',
-
-			'}'
-
-		].join( '\n' )
-
-	};
-
-	// preload a million random numbers
-
-	var i;
-
-	for ( i = 1e5; i > 0; i -- ) {
-
-		this.rand.push( Math.random() - 0.5 );
-
-	}
-
-	this.random = function () {
-
-		return ++ i >= this.rand.length ? this.rand[ i = 1 ] : this.rand[ i ];
-
-	};
-
-	var textureLoader = new TextureLoader();
-
-	this.particleNoiseTex = this.PARTICLE_NOISE_TEXTURE || textureLoader.load( 'textures/perlin-512.png' );
-	this.particleNoiseTex.wrapS = this.particleNoiseTex.wrapT = RepeatWrapping;
-
-	this.particleSpriteTex = this.PARTICLE_SPRITE_TEXTURE || textureLoader.load( 'textures/particle2.png' );
-	this.particleSpriteTex.wrapS = this.particleSpriteTex.wrapT = RepeatWrapping;
-
-	this.particleShaderMat = new ShaderMaterial( {
-		transparent: true,
-		depthWrite: false,
-		uniforms: {
-			'uTime': {
-				value: 0.0
-			},
-			'uScale': {
-				value: 1.0
-			},
-			'tNoise': {
-				value: this.particleNoiseTex
-			},
-			'tSprite': {
-				value: this.particleSpriteTex
-			}
-		},
-		blending: AdditiveBlending,
-		vertexShader: GPUParticleShader.vertexShader,
-		fragmentShader: GPUParticleShader.fragmentShader
-	} );
-
-	// define defaults for all values
-
-	this.particleShaderMat.defaultAttributeValues.particlePositionsStartTime = [ 0, 0, 0, 0 ];
-	this.particleShaderMat.defaultAttributeValues.particleVelColSizeLife = [ 0, 0, 0, 0 ];
-
-	this.init = function () {
-
-		for ( var i = 0; i < this.PARTICLE_CONTAINERS; i ++ ) {
-
-			var c = new GPUParticleContainer( this.PARTICLES_PER_CONTAINER, this );
-			this.particleContainers.push( c );
-			this.add( c );
-
-		}
-
-	};
-
-	this.spawnParticle = function ( options ) {
-
-		this.PARTICLE_CURSOR ++;
-
-		if ( this.PARTICLE_CURSOR >= this.PARTICLE_COUNT ) {
-
-			this.PARTICLE_CURSOR = 1;
-
-		}
-
-		var currentContainer = this.particleContainers[ Math.floor( this.PARTICLE_CURSOR / this.PARTICLES_PER_CONTAINER ) ];
-
-		currentContainer.spawnParticle( options );
-
-	};
-
-	this.update = function ( time ) {
-
-		for ( var i = 0; i < this.PARTICLE_CONTAINERS; i ++ ) {
-
-			this.particleContainers[ i ].update( time );
-
-		}
-
-	};
-
-	this.dispose = function () {
-
-		this.particleShaderMat.dispose();
-		this.particleNoiseTex.dispose();
-		this.particleSpriteTex.dispose();
-
-		for ( var i = 0; i < this.PARTICLE_CONTAINERS; i ++ ) {
-
-			this.particleContainers[ i ].dispose();
-
-		}
-
-	};
-
-	this.init();
-
-};
-
-GPUParticleSystem.prototype = Object.create( Object3D.prototype );
-GPUParticleSystem.prototype.constructor = GPUParticleSystem;
-
-
-// Subclass for particle containers, allows for very large arrays to be spread out
-
-var GPUParticleContainer = function ( maxParticles, particleSystem ) {
-
-	Object3D.apply( this, arguments );
-
-	this.PARTICLE_COUNT = maxParticles || 100000;
-	this.PARTICLE_CURSOR = 0;
-	this.time = 0;
-	this.offset = 0;
-	this.count = 0;
-	this.DPR = window.devicePixelRatio;
-	this.GPUParticleSystem = particleSystem;
-	this.particleUpdate = false;
-
-	// geometry
-
-	this.particleShaderGeo = new BufferGeometry();
-
-	this.particleShaderGeo.addAttribute( 'position', new BufferAttribute( new Float32Array( this.PARTICLE_COUNT * 3 ), 3 ).setDynamic( true ) );
-	this.particleShaderGeo.addAttribute( 'positionStart', new BufferAttribute( new Float32Array( this.PARTICLE_COUNT * 3 ), 3 ).setDynamic( true ) );
-	this.particleShaderGeo.addAttribute( 'startTime', new BufferAttribute( new Float32Array( this.PARTICLE_COUNT ), 1 ).setDynamic( true ) );
-	this.particleShaderGeo.addAttribute( 'velocity', new BufferAttribute( new Float32Array( this.PARTICLE_COUNT * 3 ), 3 ).setDynamic( true ) );
-	this.particleShaderGeo.addAttribute( 'turbulence', new BufferAttribute( new Float32Array( this.PARTICLE_COUNT ), 1 ).setDynamic( true ) );
-	this.particleShaderGeo.addAttribute( 'color', new BufferAttribute( new Float32Array( this.PARTICLE_COUNT * 3 ), 3 ).setDynamic( true ) );
-	this.particleShaderGeo.addAttribute( 'size', new BufferAttribute( new Float32Array( this.PARTICLE_COUNT ), 1 ).setDynamic( true ) );
-	this.particleShaderGeo.addAttribute( 'lifeTime', new BufferAttribute( new Float32Array( this.PARTICLE_COUNT ), 1 ).setDynamic( true ) );
-
-	// material
-
-	this.particleShaderMat = this.GPUParticleSystem.particleShaderMat;
-
-	var position = new Vector3();
-	var velocity = new Vector3();
-	var color = new Color();
-
-	this.spawnParticle = function ( options ) {
-
-		var positionStartAttribute = this.particleShaderGeo.getAttribute( 'positionStart' );
-		var startTimeAttribute = this.particleShaderGeo.getAttribute( 'startTime' );
-		var velocityAttribute = this.particleShaderGeo.getAttribute( 'velocity' );
-		var turbulenceAttribute = this.particleShaderGeo.getAttribute( 'turbulence' );
-		var colorAttribute = this.particleShaderGeo.getAttribute( 'color' );
-		var sizeAttribute = this.particleShaderGeo.getAttribute( 'size' );
-		var lifeTimeAttribute = this.particleShaderGeo.getAttribute( 'lifeTime' );
-
-		options = options || {};
-
-		// setup reasonable default values for all arguments
-
-		position = options.position !== undefined ? position.copy( options.position ) : position.set( 0, 0, 0 );
-		velocity = options.velocity !== undefined ? velocity.copy( options.velocity ) : velocity.set( 0, 0, 0 );
-		color = options.color !== undefined ? color.set( options.color ) : color.set( 0xffffff );
-
-		var positionRandomness = options.positionRandomness !== undefined ? options.positionRandomness : 0;
-		var velocityRandomness = options.velocityRandomness !== undefined ? options.velocityRandomness : 0;
-		var colorRandomness = options.colorRandomness !== undefined ? options.colorRandomness : 1;
-		var turbulence = options.turbulence !== undefined ? options.turbulence : 1;
-		var lifetime = options.lifetime !== undefined ? options.lifetime : 5;
-		var size = options.size !== undefined ? options.size : 10;
-		var sizeRandomness = options.sizeRandomness !== undefined ? options.sizeRandomness : 0;
-		var smoothPosition = options.smoothPosition !== undefined ? options.smoothPosition : false;
-
-		if ( this.DPR !== undefined ) size *= this.DPR;
-
-		var i = this.PARTICLE_CURSOR;
-
-		// position
-
-		positionStartAttribute.array[ i * 3 + 0 ] = position.x + ( particleSystem.random() * positionRandomness );
-		positionStartAttribute.array[ i * 3 + 1 ] = position.y + ( particleSystem.random() * positionRandomness );
-		positionStartAttribute.array[ i * 3 + 2 ] = position.z + ( particleSystem.random() * positionRandomness );
-
-		if ( smoothPosition === true ) {
-
-			positionStartAttribute.array[ i * 3 + 0 ] += - ( velocity.x * particleSystem.random() );
-			positionStartAttribute.array[ i * 3 + 1 ] += - ( velocity.y * particleSystem.random() );
-			positionStartAttribute.array[ i * 3 + 2 ] += - ( velocity.z * particleSystem.random() );
-
-		}
-
-		// velocity
-
-		var maxVel = 2;
-
-		var velX = velocity.x + particleSystem.random() * velocityRandomness;
-		var velY = velocity.y + particleSystem.random() * velocityRandomness;
-		var velZ = velocity.z + particleSystem.random() * velocityRandomness;
-
-		velX = _Math.clamp( ( velX - ( - maxVel ) ) / ( maxVel - ( - maxVel ) ), 0, 1 );
-		velY = _Math.clamp( ( velY - ( - maxVel ) ) / ( maxVel - ( - maxVel ) ), 0, 1 );
-		velZ = _Math.clamp( ( velZ - ( - maxVel ) ) / ( maxVel - ( - maxVel ) ), 0, 1 );
-
-		velocityAttribute.array[ i * 3 + 0 ] = velX;
-		velocityAttribute.array[ i * 3 + 1 ] = velY;
-		velocityAttribute.array[ i * 3 + 2 ] = velZ;
-
-		// color
-
-		color.r = _Math.clamp( color.r + particleSystem.random() * colorRandomness, 0, 1 );
-		color.g = _Math.clamp( color.g + particleSystem.random() * colorRandomness, 0, 1 );
-		color.b = _Math.clamp( color.b + particleSystem.random() * colorRandomness, 0, 1 );
-
-		colorAttribute.array[ i * 3 + 0 ] = color.r;
-		colorAttribute.array[ i * 3 + 1 ] = color.g;
-		colorAttribute.array[ i * 3 + 2 ] = color.b;
-
-		// turbulence, size, lifetime and starttime
-
-		turbulenceAttribute.array[ i ] = turbulence;
-		sizeAttribute.array[ i ] = size + particleSystem.random() * sizeRandomness;
-		lifeTimeAttribute.array[ i ] = lifetime;
-		startTimeAttribute.array[ i ] = this.time + particleSystem.random() * 2e-2;
-
-		// offset
-
-		if ( this.offset === 0 ) {
-
-			this.offset = this.PARTICLE_CURSOR;
-
-		}
-
-		// counter and cursor
-
-		this.count ++;
-		this.PARTICLE_CURSOR ++;
-
-		if ( this.PARTICLE_CURSOR >= this.PARTICLE_COUNT ) {
-
-			this.PARTICLE_CURSOR = 0;
-
-		}
-
-		this.particleUpdate = true;
-
-	};
-
-	this.init = function () {
-
-		this.particleSystem = new Points( this.particleShaderGeo, this.particleShaderMat );
-		this.particleSystem.frustumCulled = false;
-		this.add( this.particleSystem );
-
-	};
-
-	this.update = function ( time ) {
-
-		this.time = time;
-		this.particleShaderMat.uniforms.uTime.value = time;
-
-		this.geometryUpdate();
-
-	};
-
-	this.geometryUpdate = function () {
-
-		if ( this.particleUpdate === true ) {
-
-			this.particleUpdate = false;
-
-			var positionStartAttribute = this.particleShaderGeo.getAttribute( 'positionStart' );
-			var startTimeAttribute = this.particleShaderGeo.getAttribute( 'startTime' );
-			var velocityAttribute = this.particleShaderGeo.getAttribute( 'velocity' );
-			var turbulenceAttribute = this.particleShaderGeo.getAttribute( 'turbulence' );
-			var colorAttribute = this.particleShaderGeo.getAttribute( 'color' );
-			var sizeAttribute = this.particleShaderGeo.getAttribute( 'size' );
-			var lifeTimeAttribute = this.particleShaderGeo.getAttribute( 'lifeTime' );
-
-			if ( this.offset + this.count < this.PARTICLE_COUNT ) {
-
-				positionStartAttribute.updateRange.offset = this.offset * positionStartAttribute.itemSize;
-				startTimeAttribute.updateRange.offset = this.offset * startTimeAttribute.itemSize;
-				velocityAttribute.updateRange.offset = this.offset * velocityAttribute.itemSize;
-				turbulenceAttribute.updateRange.offset = this.offset * turbulenceAttribute.itemSize;
-				colorAttribute.updateRange.offset = this.offset * colorAttribute.itemSize;
-				sizeAttribute.updateRange.offset = this.offset * sizeAttribute.itemSize;
-				lifeTimeAttribute.updateRange.offset = this.offset * lifeTimeAttribute.itemSize;
-
-				positionStartAttribute.updateRange.count = this.count * positionStartAttribute.itemSize;
-				startTimeAttribute.updateRange.count = this.count * startTimeAttribute.itemSize;
-				velocityAttribute.updateRange.count = this.count * velocityAttribute.itemSize;
-				turbulenceAttribute.updateRange.count = this.count * turbulenceAttribute.itemSize;
-				colorAttribute.updateRange.count = this.count * colorAttribute.itemSize;
-				sizeAttribute.updateRange.count = this.count * sizeAttribute.itemSize;
-				lifeTimeAttribute.updateRange.count = this.count * lifeTimeAttribute.itemSize;
-
-			} else {
-
-				positionStartAttribute.updateRange.offset = 0;
-				startTimeAttribute.updateRange.offset = 0;
-				velocityAttribute.updateRange.offset = 0;
-				turbulenceAttribute.updateRange.offset = 0;
-				colorAttribute.updateRange.offset = 0;
-				sizeAttribute.updateRange.offset = 0;
-				lifeTimeAttribute.updateRange.offset = 0;
-
-				// Use -1 to update the entire buffer, see #11476
-				positionStartAttribute.updateRange.count = - 1;
-				startTimeAttribute.updateRange.count = - 1;
-				velocityAttribute.updateRange.count = - 1;
-				turbulenceAttribute.updateRange.count = - 1;
-				colorAttribute.updateRange.count = - 1;
-				sizeAttribute.updateRange.count = - 1;
-				lifeTimeAttribute.updateRange.count = - 1;
-
-			}
-
-			positionStartAttribute.needsUpdate = true;
-			startTimeAttribute.needsUpdate = true;
-			velocityAttribute.needsUpdate = true;
-			turbulenceAttribute.needsUpdate = true;
-			colorAttribute.needsUpdate = true;
-			sizeAttribute.needsUpdate = true;
-			lifeTimeAttribute.needsUpdate = true;
-
-			this.offset = 0;
-			this.count = 0;
-
-		}
-
-	};
-
-	this.dispose = function () {
-
-		this.particleShaderGeo.dispose();
-
-	};
-
-	this.init();
-
-};
-
-GPUParticleContainer.prototype = Object.create( Object3D.prototype );
-GPUParticleContainer.prototype.constructor = GPUParticleContainer;
-
-export { GPUParticleSystem, GPUParticleContainer };

BIN
examples/textures/particle2.png


BIN
examples/textures/perlin-512.png


+ 0 - 1
utils/modularize.js

@@ -140,7 +140,6 @@ var files = [
 	{ path: 'modifiers/TessellateModifier.js', dependencies: [], ignoreList: [] },
 
 	{ path: 'objects/Fire.js', dependencies: [], ignoreList: [] },
-	{ path: 'objects/GPUParticleSystem.js', dependencies: [], ignoreList: [] },
 	{ path: 'objects/Lensflare.js', dependencies: [], ignoreList: [] },
 	{ path: 'objects/LightningStorm.js', dependencies: [ { name: 'LightningStrike', path: 'geometries/LightningStrike.js' } ], ignoreList: [] },
 	{ path: 'objects/MarchingCubes.js', dependencies: [], ignoreList: [] },