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@@ -1,4 +1,3 @@
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-
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/*
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* GPU Particle System
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* @author flimshaw - Charlie Hoey - http://charliehoey.com
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@@ -16,7 +15,7 @@
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*
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*/
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-THREE.GPUParticleSystem = function( options ) {
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+THREE.GPUParticleSystem = function(options) {
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var self = this;
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var options = options || {};
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@@ -24,7 +23,7 @@ THREE.GPUParticleSystem = function( options ) {
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// parse options and use defaults
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self.PARTICLE_COUNT = options.maxParticles || 1000000;
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self.PARTICLE_CONTAINERS = options.containerCount || 1;
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- self.PARTICLES_PER_CONTAINER = Math.ceil( self.PARTICLE_COUNT / self.PARTICLE_CONTAINERS );
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+ self.PARTICLES_PER_CONTAINER = Math.ceil(self.PARTICLE_COUNT / self.PARTICLE_CONTAINERS);
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self.PARTICLE_CURSOR = 0;
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self.time = 0;
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@@ -32,7 +31,7 @@ THREE.GPUParticleSystem = function( options ) {
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// Custom vertex and fragement shader
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var GPUParticleShader = {
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- vertexShader: [
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+ vertexShader: [
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'precision highp float;',
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'const vec4 bitSh = vec4(256. * 256. * 256., 256. * 256., 256., 1.);',
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@@ -43,57 +42,57 @@ THREE.GPUParticleSystem = function( options ) {
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'#define FLOAT_MIN 1.17549435e-38',
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'lowp vec4 encode_float(highp float v) {',
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- 'highp float av = abs(v);',
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-
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- '//Handle special cases',
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- 'if(av < FLOAT_MIN) {',
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- 'return vec4(0.0, 0.0, 0.0, 0.0);',
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- '} else if(v > FLOAT_MAX) {',
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- 'return vec4(127.0, 128.0, 0.0, 0.0) / 255.0;',
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- '} else if(v < -FLOAT_MAX) {',
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- 'return vec4(255.0, 128.0, 0.0, 0.0) / 255.0;',
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- '}',
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-
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- 'highp vec4 c = vec4(0,0,0,0);',
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-
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- '//Compute exponent and mantissa',
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- 'highp float e = floor(log2(av));',
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- 'highp float m = av * pow(2.0, -e) - 1.0;',
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-
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- //Unpack mantissa
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- 'c[1] = floor(128.0 * m);',
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- 'm -= c[1] / 128.0;',
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- 'c[2] = floor(32768.0 * m);',
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- 'm -= c[2] / 32768.0;',
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- 'c[3] = floor(8388608.0 * m);',
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-
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- '//Unpack exponent',
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- 'highp float ebias = e + 127.0;',
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- 'c[0] = floor(ebias / 2.0);',
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- 'ebias -= c[0] * 2.0;',
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- 'c[1] += floor(ebias) * 128.0;',
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-
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- '//Unpack sign bit',
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- 'c[0] += 128.0 * step(0.0, -v);',
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-
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- '//Scale back to range',
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- 'return c / 255.0;',
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+ 'highp float av = abs(v);',
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+
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+ '//Handle special cases',
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+ 'if(av < FLOAT_MIN) {',
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+ 'return vec4(0.0, 0.0, 0.0, 0.0);',
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+ '} else if(v > FLOAT_MAX) {',
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+ 'return vec4(127.0, 128.0, 0.0, 0.0) / 255.0;',
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+ '} else if(v < -FLOAT_MAX) {',
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+ 'return vec4(255.0, 128.0, 0.0, 0.0) / 255.0;',
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+ '}',
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+
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+ 'highp vec4 c = vec4(0,0,0,0);',
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+
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+ '//Compute exponent and mantissa',
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+ 'highp float e = floor(log2(av));',
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+ 'highp float m = av * pow(2.0, -e) - 1.0;',
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+
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+ //Unpack mantissa
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+ 'c[1] = floor(128.0 * m);',
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+ 'm -= c[1] / 128.0;',
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+ 'c[2] = floor(32768.0 * m);',
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+ 'm -= c[2] / 32768.0;',
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+ 'c[3] = floor(8388608.0 * m);',
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+
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+ '//Unpack exponent',
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+ 'highp float ebias = e + 127.0;',
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+ 'c[0] = floor(ebias / 2.0);',
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+ 'ebias -= c[0] * 2.0;',
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+ 'c[1] += floor(ebias) * 128.0;',
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+
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+ '//Unpack sign bit',
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+ 'c[0] += 128.0 * step(0.0, -v);',
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+
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+ '//Scale back to range',
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+ 'return c / 255.0;',
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'}',
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'vec4 pack(const in float depth)',
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'{',
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- 'const vec4 bit_shift = vec4(256.0*256.0*256.0, 256.0*256.0, 256.0, 1.0);',
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- 'const vec4 bit_mask = vec4(0.0, 1.0/256.0, 1.0/256.0, 1.0/256.0);',
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- 'vec4 res = fract(depth * bit_shift);',
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- 'res -= res.xxyz * bit_mask;',
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- 'return res;',
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+ 'const vec4 bit_shift = vec4(256.0*256.0*256.0, 256.0*256.0, 256.0, 1.0);',
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+ 'const vec4 bit_mask = vec4(0.0, 1.0/256.0, 1.0/256.0, 1.0/256.0);',
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+ 'vec4 res = fract(depth * bit_shift);',
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+ 'res -= res.xxyz * bit_mask;',
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+ 'return res;',
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'}',
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'float unpack(const in vec4 rgba_depth)',
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'{',
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- 'const vec4 bit_shift = vec4(1.0/(256.0*256.0*256.0), 1.0/(256.0*256.0), 1.0/256.0, 1.0);',
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- 'float depth = dot(rgba_depth, bit_shift);',
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- 'return depth;',
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+ 'const vec4 bit_shift = vec4(1.0/(256.0*256.0*256.0), 1.0/(256.0*256.0), 1.0/256.0, 1.0);',
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+ 'float depth = dot(rgba_depth, bit_shift);',
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+ 'return depth;',
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'}',
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'uniform float uTime;',
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@@ -108,95 +107,95 @@ THREE.GPUParticleSystem = function( options ) {
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'void main() {',
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- '// unpack things from our attributes',
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- 'vColor = encode_float( particleVelColSizeLife.y );',
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+ '// unpack things from our attributes',
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+ 'vColor = encode_float( particleVelColSizeLife.y );',
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- '// convert our velocity back into a value we can use',
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- 'vec4 velTurb = encode_float( particleVelColSizeLife.x );',
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- 'vec3 velocity = vec3( velTurb.xyz );',
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- 'float turbulence = velTurb.w;',
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+ '// convert our velocity back into a value we can use',
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+ 'vec4 velTurb = encode_float( particleVelColSizeLife.x );',
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+ 'vec3 velocity = vec3( velTurb.xyz );',
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+ 'float turbulence = velTurb.w;',
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- 'vec3 newPosition;',
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+ 'vec3 newPosition;',
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- 'float timeElapsed = uTime - particlePositionsStartTime.a;',
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+ 'float timeElapsed = uTime - particlePositionsStartTime.a;',
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- 'lifeLeft = 1. - (timeElapsed / particleVelColSizeLife.w);',
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+ 'lifeLeft = 1. - (timeElapsed / particleVelColSizeLife.w);',
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- 'gl_PointSize = ( uScale * particleVelColSizeLife.z ) * lifeLeft;',
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+ 'gl_PointSize = ( uScale * particleVelColSizeLife.z ) * lifeLeft;',
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- 'velocity.x = ( velocity.x - .5 ) * 3.;',
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- 'velocity.y = ( velocity.y - .5 ) * 3.;',
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- 'velocity.z = ( velocity.z - .5 ) * 3.;',
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+ 'velocity.x = ( velocity.x - .5 ) * 3.;',
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+ 'velocity.y = ( velocity.y - .5 ) * 3.;',
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+ 'velocity.z = ( velocity.z - .5 ) * 3.;',
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- 'newPosition = particlePositionsStartTime.xyz + ( velocity * 10. ) * ( uTime - particlePositionsStartTime.a );',
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+ 'newPosition = particlePositionsStartTime.xyz + ( velocity * 10. ) * ( uTime - particlePositionsStartTime.a );',
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- 'vec3 noise = texture2D( tNoise, vec2( newPosition.x * .015 + (uTime * .05), newPosition.y * .02 + (uTime * .015) )).rgb;',
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- 'vec3 noiseVel = ( noise.rgb - .5 ) * 30.;',
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+ 'vec3 noise = texture2D( tNoise, vec2( newPosition.x * .015 + (uTime * .05), newPosition.y * .02 + (uTime * .015) )).rgb;',
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+ 'vec3 noiseVel = ( noise.rgb - .5 ) * 30.;',
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- 'newPosition = mix(newPosition, newPosition + vec3(noiseVel * ( turbulence * 5. ) ), (timeElapsed / particleVelColSizeLife.a) );',
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+ 'newPosition = mix(newPosition, newPosition + vec3(noiseVel * ( turbulence * 5. ) ), (timeElapsed / particleVelColSizeLife.a) );',
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- 'if( velocity.y > 0. && velocity.y < .05 ) {',
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- 'lifeLeft = 0.;',
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- '}',
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+ 'if( velocity.y > 0. && velocity.y < .05 ) {',
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+ 'lifeLeft = 0.;',
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+ '}',
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- 'if( velocity.x < -1.45 ) {',
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- 'lifeLeft = 0.;',
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- '}',
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+ 'if( velocity.x < -1.45 ) {',
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+ 'lifeLeft = 0.;',
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+ '}',
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- 'if( timeElapsed > 0. ) {',
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- 'gl_Position = projectionMatrix * modelViewMatrix * vec4( newPosition, 1.0 );',
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- '} else {',
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- 'gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );',
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- 'lifeLeft = 0.;',
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- 'gl_PointSize = 0.;',
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- '}',
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+ 'if( timeElapsed > 0. ) {',
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+ 'gl_Position = projectionMatrix * modelViewMatrix * vec4( newPosition, 1.0 );',
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+ '} else {',
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+ 'gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );',
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+ 'lifeLeft = 0.;',
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+ 'gl_PointSize = 0.;',
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+ '}',
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'}'
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- ].join("\n"),
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+ ].join("\n"),
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- fragmentShader: [
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+ fragmentShader: [
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- 'float scaleLinear(float value, vec2 valueDomain) {',
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- 'return (value - valueDomain.x) / (valueDomain.y - valueDomain.x);',
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- '}',
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+ 'float scaleLinear(float value, vec2 valueDomain) {',
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+ 'return (value - valueDomain.x) / (valueDomain.y - valueDomain.x);',
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+ '}',
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- 'float scaleLinear(float value, vec2 valueDomain, vec2 valueRange) {',
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- 'return mix(valueRange.x, valueRange.y, scaleLinear(value, valueDomain));',
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- '}',
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+ 'float scaleLinear(float value, vec2 valueDomain, vec2 valueRange) {',
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+ 'return mix(valueRange.x, valueRange.y, scaleLinear(value, valueDomain));',
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+ '}',
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- 'varying vec4 vColor;',
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- 'varying float lifeLeft;',
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+ 'varying vec4 vColor;',
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+ 'varying float lifeLeft;',
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- 'uniform sampler2D tSprite;',
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+ 'uniform sampler2D tSprite;',
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- 'void main() {',
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+ 'void main() {',
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- 'float alpha = 0.;',
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+ 'float alpha = 0.;',
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- 'if( lifeLeft > .995 ) {',
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- 'alpha = scaleLinear( lifeLeft, vec2(1., .995), vec2(0., 1.));//mix( 0., 1., ( lifeLeft - .95 ) * 100. ) * .75;',
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- '} else {',
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- 'alpha = lifeLeft * .75;',
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- '}',
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+ 'if( lifeLeft > .995 ) {',
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+ 'alpha = scaleLinear( lifeLeft, vec2(1., .995), vec2(0., 1.));//mix( 0., 1., ( lifeLeft - .95 ) * 100. ) * .75;',
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+ '} else {',
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+ 'alpha = lifeLeft * .75;',
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+ '}',
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- 'vec4 tex = texture2D( tSprite, gl_PointCoord );',
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+ 'vec4 tex = texture2D( tSprite, gl_PointCoord );',
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- 'gl_FragColor = vec4( vColor.rgb * tex.a, alpha * tex.a );',
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- '}'
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+ 'gl_FragColor = vec4( vColor.rgb * tex.a, alpha * tex.a );',
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+ '}'
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- ].join("\n")
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+ ].join("\n")
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};
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// preload a million random numbers
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self.rand = [];
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- for(var i=1e5; i > 0; i--) {
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- self.rand.push( Math.random() - .5 );
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+ for (var i = 1e5; i > 0; i--) {
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+ self.rand.push(Math.random() - .5);
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}
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self.random = function() {
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- return ++i >= self.rand.length ? self.rand[i=1] : self.rand[i];
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+ return ++i >= self.rand.length ? self.rand[i = 1] : self.rand[i];
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}
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self.particleNoiseTex = THREE.ImageUtils.loadTexture("textures/perlin-512.png");
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@@ -205,23 +204,41 @@ THREE.GPUParticleSystem = function( options ) {
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self.particleSpriteTex = THREE.ImageUtils.loadTexture("textures/particle2.png");
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self.particleSpriteTex.wrapS = self.particleSpriteTex.wrapT = THREE.RepeatWrapping;
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- self.particleShaderMat = new THREE.ShaderMaterial( {
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+ self.particleShaderMat = new THREE.ShaderMaterial({
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transparent: true,
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depthWrite: false,
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- uniforms: {
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- "uTime": { type: "f", value: 0.0 },
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- "uScale": { type: "f", value: 1.0 },
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- "tNoise": { type: "t", value: self.particleNoiseTex },
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- "tSprite": { type: "t", value: self.particleSpriteTex }
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- },
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+ uniforms: {
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+ "uTime": {
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+ type: "f",
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+ value: 0.0
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+ },
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+ "uScale": {
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+ type: "f",
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+ value: 1.0
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+ },
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+ "tNoise": {
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+ type: "t",
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+ value: self.particleNoiseTex
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+ },
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+ "tSprite": {
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+ type: "t",
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+ value: self.particleSpriteTex
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+ }
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+ },
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attributes: {
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- "particlePositionsStartTime": { type: "v4", value: [] },
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- "particleVelColSizeLife": { type: "v4", value: [] }
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+ "particlePositionsStartTime": {
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+ type: "v4",
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+ value: []
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+ },
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+ "particleVelColSizeLife": {
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+ type: "v4",
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+ value: []
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+ }
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},
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blending: THREE.AdditiveBlending,
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- vertexShader: GPUParticleShader.vertexShader,
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- fragmentShader: GPUParticleShader.fragmentShader
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- } );
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+ vertexShader: GPUParticleShader.vertexShader,
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+ fragmentShader: GPUParticleShader.fragmentShader
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+ });
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// define defaults for all values
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self.particleShaderMat.defaultAttributeValues.particlePositionsStartTime = [0, 0, 0, 0];
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@@ -231,37 +248,37 @@ THREE.GPUParticleSystem = function( options ) {
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// extend Object3D
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- THREE.Object3D.apply(this, arguments);
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+ THREE.Object3D.apply(this, arguments);
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this.init = function() {
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- for( var i = 0; i < self.PARTICLE_CONTAINERS; i++ ) {
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+ for (var i = 0; i < self.PARTICLE_CONTAINERS; i++) {
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- var c = new THREE.GPUParticleContainer( self.PARTICLES_PER_CONTAINER, self );
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- self.particleContainers.push( c );
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- self.add( c );
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+ var c = new THREE.GPUParticleContainer(self.PARTICLES_PER_CONTAINER, self);
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+ self.particleContainers.push(c);
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+ self.add(c);
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}
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}
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- this.spawnParticle = function( options ) {
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+ this.spawnParticle = function(options) {
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self.PARTICLE_CURSOR++;
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- if( self.PARTICLE_CURSOR >= self.PARTICLE_COUNT ) {
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+ if (self.PARTICLE_CURSOR >= self.PARTICLE_COUNT) {
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self.PARTICLE_CURSOR = 1;
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}
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- var currentContainer = self.particleContainers[ Math.floor( self.PARTICLE_CURSOR / self.PARTICLES_PER_CONTAINER ) ];
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+ var currentContainer = self.particleContainers[Math.floor(self.PARTICLE_CURSOR / self.PARTICLES_PER_CONTAINER)];
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- currentContainer.spawnParticle( options );
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+ currentContainer.spawnParticle(options);
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}
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- this.update = function( time ) {
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- for( var i = 0; i < self.PARTICLE_CONTAINERS; i++ ) {
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+ this.update = function(time) {
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+ for (var i = 0; i < self.PARTICLE_CONTAINERS; i++) {
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- self.particleContainers[i].update( time );
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+ self.particleContainers[i].update(time);
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}
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};
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@@ -275,7 +292,7 @@ THREE.GPUParticleSystem.prototype.constructor = THREE.GPUParticleSystem;
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// Subclass for particle containers, allows for very large arrays to be spread out
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-THREE.GPUParticleContainer = function( maxParticles, particleSystem ) {
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+THREE.GPUParticleContainer = function(maxParticles, particleSystem) {
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var self = this;
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self.PARTICLE_COUNT = maxParticles || 100000;
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@@ -284,10 +301,10 @@ THREE.GPUParticleContainer = function( maxParticles, particleSystem ) {
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self.DPR = window.devicePixelRatio;
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self.GPUParticleSystem = particleSystem;
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- var particlesPerArray = Math.floor( self.PARTICLE_COUNT / self.MAX_ATTRIBUTES );
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+ var particlesPerArray = Math.floor(self.PARTICLE_COUNT / self.MAX_ATTRIBUTES);
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// extend Object3D
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- THREE.Object3D.apply(this, arguments);
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+ THREE.Object3D.apply(this, arguments);
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// construct a couple small arrays used for packing variables into floats etc
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var UINT8_VIEW = new Uint8Array(4)
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@@ -302,12 +319,12 @@ THREE.GPUParticleContainer = function( maxParticles, particleSystem ) {
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}
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function componentToHex(c) {
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- var hex = c.toString(16);
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- return hex.length == 1 ? "0" + hex : hex;
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+ var hex = c.toString(16);
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+ return hex.length == 1 ? "0" + hex : hex;
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}
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function rgbToHex(r, g, b) {
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- return "#" + componentToHex(r) + componentToHex(g) + componentToHex(b);
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+ return "#" + componentToHex(r) + componentToHex(g) + componentToHex(b);
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}
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function hexToRgb(hex) {
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@@ -315,11 +332,11 @@ THREE.GPUParticleContainer = function( maxParticles, particleSystem ) {
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var g = (hex & 0x00FF00) >> 8;
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var b = hex & 0x0000FF;
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- if( r > 0 ) r--;
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- if( g > 0 ) g--;
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- if( b > 0 ) b--;
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+ if (r > 0) r--;
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+ if (g > 0) g--;
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+ if (b > 0) b--;
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- return [r,g,b];
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+ return [r, g, b];
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};
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self.particles = [];
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@@ -333,61 +350,60 @@ THREE.GPUParticleContainer = function( maxParticles, particleSystem ) {
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self.particleShaderGeo = new THREE.BufferGeometry();
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// new hyper compressed attributes
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- self.particleVertices = new Float32Array( self.PARTICLE_COUNT * 3 ); // position
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- self.particlePositionsStartTime = new Float32Array( self.PARTICLE_COUNT * 4 ); // position
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- self.particleVelColSizeLife = new Float32Array( self.PARTICLE_COUNT * 4 );
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-
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- for ( var i = 0; i < self.PARTICLE_COUNT; i++ )
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- {
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- self.particlePositionsStartTime[ i*4 + 0 ] = 100; //x
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- self.particlePositionsStartTime[ i*4 + 1 ] = 0; //y
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- self.particlePositionsStartTime[ i*4 + 2 ] = 0.0; //z
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- self.particlePositionsStartTime[ i*4 + 3 ] = 0.0; //startTime
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-
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- self.particleVertices[ i*3 + 0 ] = 0; //x
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- self.particleVertices[ i*3 + 1 ] = 0; //y
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- self.particleVertices[ i*3 + 2 ] = 0.0; //z
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-
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- self.particleVelColSizeLife[ i*4 + 0 ] = decodeFloat(128,128,0,0); //vel
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- self.particleVelColSizeLife[ i*4 + 1 ] = decodeFloat(0,254,0,254); //color
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- self.particleVelColSizeLife[ i*4 + 2 ] = 1.0; //size
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- self.particleVelColSizeLife[ i*4 + 3 ] = 0.0; //lifespan
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+ self.particleVertices = new Float32Array(self.PARTICLE_COUNT * 3); // position
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+ self.particlePositionsStartTime = new Float32Array(self.PARTICLE_COUNT * 4); // position
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+ self.particleVelColSizeLife = new Float32Array(self.PARTICLE_COUNT * 4);
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+
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+ for (var i = 0; i < self.PARTICLE_COUNT; i++) {
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+ self.particlePositionsStartTime[i * 4 + 0] = 100; //x
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+ self.particlePositionsStartTime[i * 4 + 1] = 0; //y
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+ self.particlePositionsStartTime[i * 4 + 2] = 0.0; //z
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+ self.particlePositionsStartTime[i * 4 + 3] = 0.0; //startTime
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+
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+ self.particleVertices[i * 3 + 0] = 0; //x
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+ self.particleVertices[i * 3 + 1] = 0; //y
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+ self.particleVertices[i * 3 + 2] = 0.0; //z
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+
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+ self.particleVelColSizeLife[i * 4 + 0] = decodeFloat(128, 128, 0, 0); //vel
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+ self.particleVelColSizeLife[i * 4 + 1] = decodeFloat(0, 254, 0, 254); //color
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+ self.particleVelColSizeLife[i * 4 + 2] = 1.0; //size
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+ self.particleVelColSizeLife[i * 4 + 3] = 0.0; //lifespan
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}
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- self.particleShaderGeo.addAttribute( 'position', new THREE.BufferAttribute( self.particleVertices, 3 ) );
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- self.particleShaderGeo.addAttribute( 'particlePositionsStartTime', new THREE.DynamicBufferAttribute( self.particlePositionsStartTime, 4 ) );
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- self.particleShaderGeo.addAttribute( 'particleVelColSizeLife', new THREE.DynamicBufferAttribute( self.particleVelColSizeLife, 4 ) );
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+ self.particleShaderGeo.addAttribute('position', new THREE.BufferAttribute(self.particleVertices, 3));
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+ self.particleShaderGeo.addAttribute('particlePositionsStartTime', new THREE.DynamicBufferAttribute(self.particlePositionsStartTime, 4));
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+ self.particleShaderGeo.addAttribute('particleVelColSizeLife', new THREE.DynamicBufferAttribute(self.particleVelColSizeLife, 4));
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- self.posStart = self.particleShaderGeo.getAttribute( 'particlePositionsStartTime' )
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- self.velCol = self.particleShaderGeo.getAttribute( 'particleVelColSizeLife' );
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+ self.posStart = self.particleShaderGeo.getAttribute('particlePositionsStartTime')
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+ self.velCol = self.particleShaderGeo.getAttribute('particleVelColSizeLife');
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self.particleShaderMat = self.GPUParticleSystem.particleShaderMat;
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this.init = function() {
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- self.particleSystem = new THREE.PointCloud( self.particleShaderGeo, self.particleShaderMat );
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|
- self.particleSystem.frustumCulled = false;
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|
- this.add( self.particleSystem ) ;
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|
+ self.particleSystem = new THREE.PointCloud(self.particleShaderGeo, self.particleShaderMat);
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|
+ self.particleSystem.frustumCulled = false;
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|
+ this.add(self.particleSystem);
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|
};
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|
- var options = {}
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|
- , position = new THREE.Vector3()
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|
- , velocity = new THREE.Vector3()
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- , positionRandomness = 0.
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- , velocityRandomness = 0.
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- , color = 0xffffff
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- , colorRandomness = 0.
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- , turbulence = 0.
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- , lifetime = 0.
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- , size = 0.
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|
|
- , sizeRandomness = 0.
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|
|
- , i;
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|
|
+ var options = {},
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|
|
+ position = new THREE.Vector3(),
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|
|
+ velocity = new THREE.Vector3(),
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|
|
+ positionRandomness = 0.,
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|
|
+ velocityRandomness = 0.,
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|
|
+ color = 0xffffff,
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|
|
+ colorRandomness = 0.,
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|
|
+ turbulence = 0.,
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|
|
+ lifetime = 0.,
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|
|
+ size = 0.,
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|
|
+ sizeRandomness = 0.,
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|
|
+ i;
|
|
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|
|
|
var maxVel = 2;
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|
|
var maxSource = 250;
|
|
|
this.offset = 0;
|
|
|
this.count = 0;
|
|
|
|
|
|
- this.spawnParticle = function( options ) {
|
|
|
+ this.spawnParticle = function(options) {
|
|
|
|
|
|
options = options || {};
|
|
|
|
|
@@ -402,50 +418,50 @@ THREE.GPUParticleContainer = function( maxParticles, particleSystem ) {
|
|
|
lifetime = options.lifetime !== undefined ? options.lifetime : 5.0;
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|
|
size = options.size !== undefined ? options.size : 10;
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|
|
sizeRandomness = options.sizeRandomness !== undefined ? options.sizeRandomness : 0.0,
|
|
|
- smoothPosition = options.smoothPosition !== undefined ? options.smoothPosition : false;
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|
|
+ smoothPosition = options.smoothPosition !== undefined ? options.smoothPosition : false;
|
|
|
|
|
|
- if( self.DPR !== undefined ) size *= self.DPR;
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|
|
+ if (self.DPR !== undefined) size *= self.DPR;
|
|
|
|
|
|
i = self.PARTICLE_CURSOR;
|
|
|
|
|
|
- self.posStart.array[ i*4 + 0 ] = position.x + ( ( particleSystem.random() ) * positionRandomness );// - ( velocity.x * particleSystem.random() ); //x
|
|
|
- self.posStart.array[ i*4 + 1 ] = position.y + ( ( particleSystem.random() ) * positionRandomness );// - ( velocity.y * particleSystem.random() ); //y
|
|
|
- self.posStart.array[ i*4 + 2 ] = position.z + ( ( particleSystem.random() ) * positionRandomness );// - ( velocity.z * particleSystem.random() ); //z
|
|
|
- self.posStart.array[ i*4 + 3 ] = self.time + ( particleSystem.random() * 2e-2 ); //startTime
|
|
|
+ self.posStart.array[i * 4 + 0] = position.x + ((particleSystem.random()) * positionRandomness); // - ( velocity.x * particleSystem.random() ); //x
|
|
|
+ self.posStart.array[i * 4 + 1] = position.y + ((particleSystem.random()) * positionRandomness); // - ( velocity.y * particleSystem.random() ); //y
|
|
|
+ self.posStart.array[i * 4 + 2] = position.z + ((particleSystem.random()) * positionRandomness); // - ( velocity.z * particleSystem.random() ); //z
|
|
|
+ self.posStart.array[i * 4 + 3] = self.time + (particleSystem.random() * 2e-2); //startTime
|
|
|
|
|
|
- if( smoothPosition === true ) {
|
|
|
- self.posStart.array[ i*4 + 0 ] += - ( velocity.x * particleSystem.random() ); //x
|
|
|
- self.posStart.array[ i*4 + 1 ] += - ( velocity.y * particleSystem.random() ); //y
|
|
|
- self.posStart.array[ i*4 + 2 ] += - ( velocity.z * particleSystem.random() ); //z
|
|
|
+ if (smoothPosition === true) {
|
|
|
+ self.posStart.array[i * 4 + 0] += -(velocity.x * particleSystem.random()); //x
|
|
|
+ self.posStart.array[i * 4 + 1] += -(velocity.y * particleSystem.random()); //y
|
|
|
+ self.posStart.array[i * 4 + 2] += -(velocity.z * particleSystem.random()); //z
|
|
|
}
|
|
|
|
|
|
- var velX = velocity.x + ( particleSystem.random() ) * velocityRandomness;
|
|
|
- var velY = velocity.y + ( particleSystem.random() ) * velocityRandomness;
|
|
|
- var velZ = velocity.z + ( particleSystem.random() ) * velocityRandomness;
|
|
|
+ var velX = velocity.x + (particleSystem.random()) * velocityRandomness;
|
|
|
+ var velY = velocity.y + (particleSystem.random()) * velocityRandomness;
|
|
|
+ var velZ = velocity.z + (particleSystem.random()) * velocityRandomness;
|
|
|
|
|
|
// convert turbulence rating to something we can pack into a vec4
|
|
|
- var turbulence = Math.floor( turbulence * 254 );
|
|
|
+ var turbulence = Math.floor(turbulence * 254);
|
|
|
|
|
|
// clamp our value to between 0. and 1.
|
|
|
- velX = Math.floor( maxSource * ( ( velX - -maxVel ) / ( maxVel - -maxVel ) ) );
|
|
|
- velY = Math.floor( maxSource * ( ( velY - -maxVel ) / ( maxVel - -maxVel ) ) );
|
|
|
- velZ = Math.floor( maxSource * ( ( velZ - -maxVel ) / ( maxVel - -maxVel ) ) );
|
|
|
+ velX = Math.floor(maxSource * ((velX - -maxVel) / (maxVel - -maxVel)));
|
|
|
+ velY = Math.floor(maxSource * ((velY - -maxVel) / (maxVel - -maxVel)));
|
|
|
+ velZ = Math.floor(maxSource * ((velZ - -maxVel) / (maxVel - -maxVel)));
|
|
|
|
|
|
- self.velCol.array[ i*4 + 0 ] = decodeFloat( velX, velY, velZ, turbulence ); //vel
|
|
|
+ self.velCol.array[i * 4 + 0] = decodeFloat(velX, velY, velZ, turbulence); //vel
|
|
|
|
|
|
- var rgb = hexToRgb( color );
|
|
|
+ var rgb = hexToRgb(color);
|
|
|
|
|
|
- for( var c = 0; c < rgb.length; c++) {
|
|
|
- rgb[c] = Math.floor( rgb[c] + ( ( particleSystem.random() ) * colorRandomness ) * 254 );
|
|
|
- if( rgb[c] > 254 ) rgb[c] = 254;
|
|
|
- if( rgb[c] < 0 ) rgb[c] = 0;
|
|
|
+ for (var c = 0; c < rgb.length; c++) {
|
|
|
+ rgb[c] = Math.floor(rgb[c] + ((particleSystem.random()) * colorRandomness) * 254);
|
|
|
+ if (rgb[c] > 254) rgb[c] = 254;
|
|
|
+ if (rgb[c] < 0) rgb[c] = 0;
|
|
|
}
|
|
|
|
|
|
- self.velCol.array[ i*4 + 1 ] = decodeFloat( rgb[0], rgb[1], rgb[2], 254 );//color
|
|
|
- self.velCol.array[ i*4 + 2 ] = size + ( particleSystem.random() ) * sizeRandomness; //size
|
|
|
- self.velCol.array[ i*4 + 3 ] = lifetime; //lifespan
|
|
|
+ self.velCol.array[i * 4 + 1] = decodeFloat(rgb[0], rgb[1], rgb[2], 254); //color
|
|
|
+ self.velCol.array[i * 4 + 2] = size + (particleSystem.random()) * sizeRandomness; //size
|
|
|
+ self.velCol.array[i * 4 + 3] = lifetime; //lifespan
|
|
|
|
|
|
- if( this.offset == 0 ) {
|
|
|
+ if (this.offset == 0) {
|
|
|
this.offset = self.PARTICLE_CURSOR;
|
|
|
}
|
|
|
|
|
@@ -453,15 +469,15 @@ THREE.GPUParticleContainer = function( maxParticles, particleSystem ) {
|
|
|
|
|
|
self.PARTICLE_CURSOR++;
|
|
|
|
|
|
- if( self.PARTICLE_CURSOR >= self.PARTICLE_COUNT ) {
|
|
|
+ if (self.PARTICLE_CURSOR >= self.PARTICLE_COUNT) {
|
|
|
self.PARTICLE_CURSOR = 0;
|
|
|
}
|
|
|
|
|
|
self.particleUpdate = true;
|
|
|
|
|
|
- }
|
|
|
+ }
|
|
|
|
|
|
- this.update = function( time ) {
|
|
|
+ this.update = function(time) {
|
|
|
|
|
|
self.time = time;
|
|
|
self.particleShaderMat.uniforms['uTime'].value = time;
|
|
@@ -471,16 +487,16 @@ THREE.GPUParticleContainer = function( maxParticles, particleSystem ) {
|
|
|
};
|
|
|
|
|
|
this.geometryUpdate = function() {
|
|
|
- if( self.particleUpdate == true ) {
|
|
|
+ if (self.particleUpdate == true) {
|
|
|
self.particleUpdate = false;
|
|
|
|
|
|
// if we can get away with a partial buffer update, do so
|
|
|
- if( self.offset + self.count < self.PARTICLE_COUNT ) {
|
|
|
+ if (self.offset + self.count < self.PARTICLE_COUNT) {
|
|
|
self.posStart.updateRange.offset = self.velCol.updateRange.offset = self.offset * 4;
|
|
|
self.posStart.updateRange.count = self.velCol.updateRange.count = self.count * 4;
|
|
|
} else {
|
|
|
self.posStart.updateRange.offset = 0;
|
|
|
- self.posStart.updateRange.count = self.velCol.updateRange.count = ( self.PARTICLE_COUNT * 4 );
|
|
|
+ self.posStart.updateRange.count = self.velCol.updateRange.count = (self.PARTICLE_COUNT * 4);
|
|
|
}
|
|
|
|
|
|
self.posStart.needsUpdate = true;
|