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@@ -2,7 +2,7 @@
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* GPU Particle System
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* @author flimshaw - Charlie Hoey - http://charliehoey.com
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*
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- * A simple to use, general purpose GPU system. Particles are spawn-and-forget with
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+ * A simple to use, general purpose GPU system. Particles are spawn-and-forget with
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* several options available, and do not require monitoring or cleanup after spawning.
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* Because the paths of all particles are completely deterministic once spawned, the scale
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* and direction of time is also variable.
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@@ -17,265 +17,261 @@
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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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+ var self = this;
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+ var options = 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.PARTICLE_CURSOR = 0;
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- self.time = 0;
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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.PARTICLE_CURSOR = 0;
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+ self.time = 0;
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- // Custom vertex and fragement shader
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- var GPUParticleShader = {
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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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- 'const vec4 bitMsk = vec4(0.,vec3(1./256.0));',
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- 'const vec4 bitShifts = vec4(1.) / bitSh;',
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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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+ 'const vec4 bitMsk = vec4(0.,vec3(1./256.0));',
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+ 'const vec4 bitShifts = vec4(1.) / bitSh;',
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- '#define FLOAT_MAX 1.70141184e38',
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- '#define FLOAT_MIN 1.17549435e-38',
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+ '#define FLOAT_MAX 1.70141184e38',
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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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+ 'lowp vec4 encode_float(highp float v) {',
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+ 'highp float av = abs(v);',
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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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+ '//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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- 'highp vec4 c = vec4(0,0,0,0);',
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+ 'highp vec4 c = vec4(0,0,0,0);',
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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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+ '//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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- //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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+ //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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- '//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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+ '//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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- '//Unpack sign bit',
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- 'c[0] += 128.0 * step(0.0, -v);',
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+ '//Unpack sign bit',
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+ 'c[0] += 128.0 * step(0.0, -v);',
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- '//Scale back to range',
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- 'return c / 255.0;',
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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 = mod(depth*bit_shift*vec4(255), vec4(256))/vec4(255);',
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- 'res -= res.xxyz * bit_mask;',
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- 'return res;',
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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 = mod(depth*bit_shift*vec4(255), vec4(256))/vec4(255);',
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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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- '}',
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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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+ '}',
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- 'uniform float uTime;',
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- 'uniform float uScale;',
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- 'uniform sampler2D tNoise;',
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+ 'uniform float uTime;',
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+ 'uniform float uScale;',
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+ 'uniform sampler2D tNoise;',
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- 'attribute vec4 particlePositionsStartTime;',
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- 'attribute vec4 particleVelColSizeLife;',
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+ 'attribute vec4 particlePositionsStartTime;',
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+ 'attribute vec4 particleVelColSizeLife;',
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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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- 'void main() {',
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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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-
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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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+ 'newPosition = mix(newPosition, newPosition + vec3(noiseVel * ( turbulence * 5. ) ), (timeElapsed / particleVelColSizeLife.a) );',
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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.y > 0. && velocity.y < .05 ) {',
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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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- '}'
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+ 'if( velocity.x < -1.45 ) {',
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+ 'lifeLeft = 0.;',
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+ '}',
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- ].join("\n"),
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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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- fragmentShader: [
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+ ].join("\n"),
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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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+ fragmentShader: [
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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) {',
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+ 'return (value - valueDomain.x) / (valueDomain.y - valueDomain.x);',
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+ '}',
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- 'varying vec4 vColor;',
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- 'varying float lifeLeft;',
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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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- 'uniform sampler2D tSprite;',
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+ 'varying vec4 vColor;',
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+ 'varying float lifeLeft;',
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- 'void main() {',
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+ 'uniform sampler2D tSprite;',
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- 'float alpha = 0.;',
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+ 'void main() {',
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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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+ 'float alpha = 0.;',
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- 'vec4 tex = texture2D( tSprite, gl_PointCoord );',
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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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- 'gl_FragColor = vec4( vColor.rgb * tex.a, alpha * tex.a );',
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- '}'
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+ 'vec4 tex = texture2D( tSprite, gl_PointCoord );',
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- ].join("\n")
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+ 'gl_FragColor = vec4( vColor.rgb * tex.a, alpha * tex.a );',
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+ '}'
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- };
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+ ].join("\n")
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- // preload a million random numbers
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- self.rand = [];
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+ };
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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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+ // preload a million random numbers
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+ self.rand = [];
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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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- }
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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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- var textureLoader = new THREE.TextureLoader();
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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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+ }
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- self.particleNoiseTex = textureLoader.load("textures/perlin-512.png");
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- self.particleNoiseTex.wrapS = self.particleNoiseTex.wrapT = THREE.RepeatWrapping;
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+ var textureLoader = new THREE.TextureLoader();
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- self.particleSpriteTex = textureLoader.load("textures/particle2.png");
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- self.particleSpriteTex.wrapS = self.particleSpriteTex.wrapT = THREE.RepeatWrapping;
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+ self.particleNoiseTex = textureLoader.load("textures/perlin-512.png");
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+ self.particleNoiseTex.wrapS = self.particleNoiseTex.wrapT = THREE.RepeatWrapping;
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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": {
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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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- 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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+ self.particleSpriteTex = textureLoader.load("textures/particle2.png");
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+ self.particleSpriteTex.wrapS = self.particleSpriteTex.wrapT = THREE.RepeatWrapping;
|
|
|
|
|
|
- // define defaults for all values
|
|
|
- self.particleShaderMat.defaultAttributeValues.particlePositionsStartTime = [0, 0, 0, 0];
|
|
|
- self.particleShaderMat.defaultAttributeValues.particleVelColSizeLife = [0, 0, 0, 0];
|
|
|
+ self.particleShaderMat = new THREE.ShaderMaterial({
|
|
|
+ transparent: true,
|
|
|
+ depthWrite: false,
|
|
|
+ uniforms: {
|
|
|
+ "uTime": {
|
|
|
+ value: 0.0
|
|
|
+ },
|
|
|
+ "uScale": {
|
|
|
+ value: 1.0
|
|
|
+ },
|
|
|
+ "tNoise": {
|
|
|
+ value: self.particleNoiseTex
|
|
|
+ },
|
|
|
+ "tSprite": {
|
|
|
+ value: self.particleSpriteTex
|
|
|
+ }
|
|
|
+ },
|
|
|
+ blending: THREE.AdditiveBlending,
|
|
|
+ vertexShader: GPUParticleShader.vertexShader,
|
|
|
+ fragmentShader: GPUParticleShader.fragmentShader
|
|
|
+ });
|
|
|
|
|
|
- self.particleContainers = [];
|
|
|
+ // define defaults for all values
|
|
|
+ self.particleShaderMat.defaultAttributeValues.particlePositionsStartTime = [0, 0, 0, 0];
|
|
|
+ self.particleShaderMat.defaultAttributeValues.particleVelColSizeLife = [0, 0, 0, 0];
|
|
|
|
|
|
+ self.particleContainers = [];
|
|
|
|
|
|
- // extend Object3D
|
|
|
- THREE.Object3D.apply(this, arguments);
|
|
|
|
|
|
- this.init = function() {
|
|
|
+ // extend Object3D
|
|
|
+ THREE.Object3D.apply(this, arguments);
|
|
|
|
|
|
- for (var i = 0; i < self.PARTICLE_CONTAINERS; i++) {
|
|
|
+ this.init = function() {
|
|
|
|
|
|
- var c = new THREE.GPUParticleContainer(self.PARTICLES_PER_CONTAINER, self);
|
|
|
- self.particleContainers.push(c);
|
|
|
- self.add(c);
|
|
|
+ for (var i = 0; i < self.PARTICLE_CONTAINERS; i++) {
|
|
|
|
|
|
- }
|
|
|
+ var c = new THREE.GPUParticleContainer(self.PARTICLES_PER_CONTAINER, self);
|
|
|
+ self.particleContainers.push(c);
|
|
|
+ self.add(c);
|
|
|
|
|
|
- }
|
|
|
+ }
|
|
|
|
|
|
- this.spawnParticle = function(options) {
|
|
|
+ }
|
|
|
|
|
|
- self.PARTICLE_CURSOR++;
|
|
|
- if (self.PARTICLE_CURSOR >= self.PARTICLE_COUNT) {
|
|
|
- self.PARTICLE_CURSOR = 1;
|
|
|
- }
|
|
|
+ this.spawnParticle = function(options) {
|
|
|
|
|
|
- var currentContainer = self.particleContainers[Math.floor(self.PARTICLE_CURSOR / self.PARTICLES_PER_CONTAINER)];
|
|
|
+ self.PARTICLE_CURSOR++;
|
|
|
+ if (self.PARTICLE_CURSOR >= self.PARTICLE_COUNT) {
|
|
|
+ self.PARTICLE_CURSOR = 1;
|
|
|
+ }
|
|
|
|
|
|
- currentContainer.spawnParticle(options);
|
|
|
+ var currentContainer = self.particleContainers[Math.floor(self.PARTICLE_CURSOR / self.PARTICLES_PER_CONTAINER)];
|
|
|
|
|
|
- }
|
|
|
+ currentContainer.spawnParticle(options);
|
|
|
|
|
|
- this.update = function(time) {
|
|
|
- for (var i = 0; i < self.PARTICLE_CONTAINERS; i++) {
|
|
|
+ }
|
|
|
|
|
|
- self.particleContainers[i].update(time);
|
|
|
+ this.update = function(time) {
|
|
|
+ for (var i = 0; i < self.PARTICLE_CONTAINERS; i++) {
|
|
|
|
|
|
- }
|
|
|
- };
|
|
|
+ self.particleContainers[i].update(time);
|
|
|
|
|
|
- this.init();
|
|
|
+ }
|
|
|
+ };
|
|
|
+
|
|
|
+ this.init();
|
|
|
|
|
|
}
|
|
|
|
|
@@ -286,220 +282,220 @@ THREE.GPUParticleSystem.prototype.constructor = THREE.GPUParticleSystem;
|
|
|
// Subclass for particle containers, allows for very large arrays to be spread out
|
|
|
THREE.GPUParticleContainer = function(maxParticles, particleSystem) {
|
|
|
|
|
|
- var self = this;
|
|
|
- self.PARTICLE_COUNT = maxParticles || 100000;
|
|
|
- self.PARTICLE_CURSOR = 0;
|
|
|
- self.time = 0;
|
|
|
- self.DPR = window.devicePixelRatio;
|
|
|
- self.GPUParticleSystem = particleSystem;
|
|
|
-
|
|
|
- var particlesPerArray = Math.floor(self.PARTICLE_COUNT / self.MAX_ATTRIBUTES);
|
|
|
-
|
|
|
- // extend Object3D
|
|
|
- THREE.Object3D.apply(this, arguments);
|
|
|
-
|
|
|
- // construct a couple small arrays used for packing variables into floats etc
|
|
|
- var UINT8_VIEW = new Uint8Array(4)
|
|
|
- var FLOAT_VIEW = new Float32Array(UINT8_VIEW.buffer)
|
|
|
-
|
|
|
- function decodeFloat(x, y, z, w) {
|
|
|
- UINT8_VIEW[0] = Math.floor(w)
|
|
|
- UINT8_VIEW[1] = Math.floor(z)
|
|
|
- UINT8_VIEW[2] = Math.floor(y)
|
|
|
- UINT8_VIEW[3] = Math.floor(x)
|
|
|
- return FLOAT_VIEW[0]
|
|
|
- }
|
|
|
-
|
|
|
- function componentToHex(c) {
|
|
|
- var hex = c.toString(16);
|
|
|
- return hex.length == 1 ? "0" + hex : hex;
|
|
|
- }
|
|
|
-
|
|
|
- function rgbToHex(r, g, b) {
|
|
|
- return "#" + componentToHex(r) + componentToHex(g) + componentToHex(b);
|
|
|
- }
|
|
|
-
|
|
|
- function hexToRgb(hex) {
|
|
|
- var r = hex >> 16;
|
|
|
- var g = (hex & 0x00FF00) >> 8;
|
|
|
- var b = hex & 0x0000FF;
|
|
|
-
|
|
|
- if (r > 0) r--;
|
|
|
- if (g > 0) g--;
|
|
|
- if (b > 0) b--;
|
|
|
-
|
|
|
- return [r, g, b];
|
|
|
- };
|
|
|
-
|
|
|
- self.particles = [];
|
|
|
- self.deadParticles = [];
|
|
|
- self.particlesAvailableSlot = [];
|
|
|
-
|
|
|
- // create a container for particles
|
|
|
- self.particleUpdate = false;
|
|
|
-
|
|
|
- // Shader Based Particle System
|
|
|
- self.particleShaderGeo = new THREE.BufferGeometry();
|
|
|
-
|
|
|
- // new hyper compressed attributes
|
|
|
- self.particleVertices = new Float32Array(self.PARTICLE_COUNT * 3); // position
|
|
|
- self.particlePositionsStartTime = new Float32Array(self.PARTICLE_COUNT * 4); // position
|
|
|
- self.particleVelColSizeLife = new Float32Array(self.PARTICLE_COUNT * 4);
|
|
|
-
|
|
|
- for (var i = 0; i < self.PARTICLE_COUNT; i++) {
|
|
|
- self.particlePositionsStartTime[i * 4 + 0] = 100; //x
|
|
|
- self.particlePositionsStartTime[i * 4 + 1] = 0; //y
|
|
|
- self.particlePositionsStartTime[i * 4 + 2] = 0.0; //z
|
|
|
- self.particlePositionsStartTime[i * 4 + 3] = 0.0; //startTime
|
|
|
-
|
|
|
- self.particleVertices[i * 3 + 0] = 0; //x
|
|
|
- self.particleVertices[i * 3 + 1] = 0; //y
|
|
|
- self.particleVertices[i * 3 + 2] = 0.0; //z
|
|
|
-
|
|
|
- self.particleVelColSizeLife[i * 4 + 0] = decodeFloat(128, 128, 0, 0); //vel
|
|
|
- self.particleVelColSizeLife[i * 4 + 1] = decodeFloat(0, 254, 0, 254); //color
|
|
|
- self.particleVelColSizeLife[i * 4 + 2] = 1.0; //size
|
|
|
- self.particleVelColSizeLife[i * 4 + 3] = 0.0; //lifespan
|
|
|
- }
|
|
|
-
|
|
|
- self.particleShaderGeo.addAttribute('position', new THREE.BufferAttribute(self.particleVertices, 3));
|
|
|
- self.particleShaderGeo.addAttribute('particlePositionsStartTime', new THREE.BufferAttribute(self.particlePositionsStartTime, 4).setDynamic(true));
|
|
|
- self.particleShaderGeo.addAttribute('particleVelColSizeLife', new THREE.BufferAttribute(self.particleVelColSizeLife, 4).setDynamic(true));
|
|
|
-
|
|
|
- self.posStart = self.particleShaderGeo.getAttribute('particlePositionsStartTime')
|
|
|
- self.velCol = self.particleShaderGeo.getAttribute('particleVelColSizeLife');
|
|
|
-
|
|
|
- self.particleShaderMat = self.GPUParticleSystem.particleShaderMat;
|
|
|
-
|
|
|
- this.init = function() {
|
|
|
- self.particleSystem = new THREE.Points(self.particleShaderGeo, self.particleShaderMat);
|
|
|
- self.particleSystem.frustumCulled = false;
|
|
|
- this.add(self.particleSystem);
|
|
|
- };
|
|
|
-
|
|
|
- var options = {},
|
|
|
- position = new THREE.Vector3(),
|
|
|
- velocity = new THREE.Vector3(),
|
|
|
- positionRandomness = 0.,
|
|
|
- velocityRandomness = 0.,
|
|
|
- color = 0xffffff,
|
|
|
- colorRandomness = 0.,
|
|
|
- turbulence = 0.,
|
|
|
- lifetime = 0.,
|
|
|
- size = 0.,
|
|
|
- sizeRandomness = 0.,
|
|
|
- i;
|
|
|
-
|
|
|
- var maxVel = 2;
|
|
|
- var maxSource = 250;
|
|
|
- this.offset = 0;
|
|
|
- this.count = 0;
|
|
|
-
|
|
|
- this.spawnParticle = function(options) {
|
|
|
-
|
|
|
- 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.);
|
|
|
- positionRandomness = options.positionRandomness !== undefined ? options.positionRandomness : 0.0;
|
|
|
- velocityRandomness = options.velocityRandomness !== undefined ? options.velocityRandomness : 0.0;
|
|
|
- color = options.color !== undefined ? options.color : 0xffffff;
|
|
|
- colorRandomness = options.colorRandomness !== undefined ? options.colorRandomness : 1.0;
|
|
|
- turbulence = options.turbulence !== undefined ? options.turbulence : 1.0;
|
|
|
- lifetime = options.lifetime !== undefined ? options.lifetime : 5.0;
|
|
|
- size = options.size !== undefined ? options.size : 10;
|
|
|
- sizeRandomness = options.sizeRandomness !== undefined ? options.sizeRandomness : 0.0,
|
|
|
- smoothPosition = options.smoothPosition !== undefined ? options.smoothPosition : false;
|
|
|
-
|
|
|
- if (self.DPR !== undefined) size *= self.DPR;
|
|
|
+ var self = this;
|
|
|
+ self.PARTICLE_COUNT = maxParticles || 100000;
|
|
|
+ self.PARTICLE_CURSOR = 0;
|
|
|
+ self.time = 0;
|
|
|
+ self.DPR = window.devicePixelRatio;
|
|
|
+ self.GPUParticleSystem = particleSystem;
|
|
|
+
|
|
|
+ var particlesPerArray = Math.floor(self.PARTICLE_COUNT / self.MAX_ATTRIBUTES);
|
|
|
+
|
|
|
+ // extend Object3D
|
|
|
+ THREE.Object3D.apply(this, arguments);
|
|
|
+
|
|
|
+ // construct a couple small arrays used for packing variables into floats etc
|
|
|
+ var UINT8_VIEW = new Uint8Array(4)
|
|
|
+ var FLOAT_VIEW = new Float32Array(UINT8_VIEW.buffer)
|
|
|
+
|
|
|
+ function decodeFloat(x, y, z, w) {
|
|
|
+ UINT8_VIEW[0] = Math.floor(w)
|
|
|
+ UINT8_VIEW[1] = Math.floor(z)
|
|
|
+ UINT8_VIEW[2] = Math.floor(y)
|
|
|
+ UINT8_VIEW[3] = Math.floor(x)
|
|
|
+ return FLOAT_VIEW[0]
|
|
|
+ }
|
|
|
+
|
|
|
+ function componentToHex(c) {
|
|
|
+ var hex = c.toString(16);
|
|
|
+ return hex.length == 1 ? "0" + hex : hex;
|
|
|
+ }
|
|
|
+
|
|
|
+ function rgbToHex(r, g, b) {
|
|
|
+ return "#" + componentToHex(r) + componentToHex(g) + componentToHex(b);
|
|
|
+ }
|
|
|
+
|
|
|
+ function hexToRgb(hex) {
|
|
|
+ var r = hex >> 16;
|
|
|
+ var g = (hex & 0x00FF00) >> 8;
|
|
|
+ var b = hex & 0x0000FF;
|
|
|
+
|
|
|
+ if (r > 0) r--;
|
|
|
+ if (g > 0) g--;
|
|
|
+ if (b > 0) b--;
|
|
|
+
|
|
|
+ return [r, g, b];
|
|
|
+ };
|
|
|
+
|
|
|
+ self.particles = [];
|
|
|
+ self.deadParticles = [];
|
|
|
+ self.particlesAvailableSlot = [];
|
|
|
+
|
|
|
+ // create a container for particles
|
|
|
+ self.particleUpdate = false;
|
|
|
+
|
|
|
+ // Shader Based Particle System
|
|
|
+ self.particleShaderGeo = new THREE.BufferGeometry();
|
|
|
+
|
|
|
+ // new hyper compressed attributes
|
|
|
+ self.particleVertices = new Float32Array(self.PARTICLE_COUNT * 3); // position
|
|
|
+ self.particlePositionsStartTime = new Float32Array(self.PARTICLE_COUNT * 4); // position
|
|
|
+ self.particleVelColSizeLife = new Float32Array(self.PARTICLE_COUNT * 4);
|
|
|
+
|
|
|
+ for (var i = 0; i < self.PARTICLE_COUNT; i++) {
|
|
|
+ self.particlePositionsStartTime[i * 4 + 0] = 100; //x
|
|
|
+ self.particlePositionsStartTime[i * 4 + 1] = 0; //y
|
|
|
+ self.particlePositionsStartTime[i * 4 + 2] = 0.0; //z
|
|
|
+ self.particlePositionsStartTime[i * 4 + 3] = 0.0; //startTime
|
|
|
+
|
|
|
+ self.particleVertices[i * 3 + 0] = 0; //x
|
|
|
+ self.particleVertices[i * 3 + 1] = 0; //y
|
|
|
+ self.particleVertices[i * 3 + 2] = 0.0; //z
|
|
|
+
|
|
|
+ self.particleVelColSizeLife[i * 4 + 0] = decodeFloat(128, 128, 0, 0); //vel
|
|
|
+ self.particleVelColSizeLife[i * 4 + 1] = decodeFloat(0, 254, 0, 254); //color
|
|
|
+ self.particleVelColSizeLife[i * 4 + 2] = 1.0; //size
|
|
|
+ self.particleVelColSizeLife[i * 4 + 3] = 0.0; //lifespan
|
|
|
+ }
|
|
|
+
|
|
|
+ self.particleShaderGeo.addAttribute('position', new THREE.BufferAttribute(self.particleVertices, 3));
|
|
|
+ self.particleShaderGeo.addAttribute('particlePositionsStartTime', new THREE.BufferAttribute(self.particlePositionsStartTime, 4).setDynamic(true));
|
|
|
+ self.particleShaderGeo.addAttribute('particleVelColSizeLife', new THREE.BufferAttribute(self.particleVelColSizeLife, 4).setDynamic(true));
|
|
|
+
|
|
|
+ self.posStart = self.particleShaderGeo.getAttribute('particlePositionsStartTime')
|
|
|
+ self.velCol = self.particleShaderGeo.getAttribute('particleVelColSizeLife');
|
|
|
+
|
|
|
+ self.particleShaderMat = self.GPUParticleSystem.particleShaderMat;
|
|
|
+
|
|
|
+ this.init = function() {
|
|
|
+ self.particleSystem = new THREE.Points(self.particleShaderGeo, self.particleShaderMat);
|
|
|
+ self.particleSystem.frustumCulled = false;
|
|
|
+ this.add(self.particleSystem);
|
|
|
+ };
|
|
|
+
|
|
|
+ var options = {},
|
|
|
+ position = new THREE.Vector3(),
|
|
|
+ velocity = new THREE.Vector3(),
|
|
|
+ positionRandomness = 0.,
|
|
|
+ velocityRandomness = 0.,
|
|
|
+ color = 0xffffff,
|
|
|
+ colorRandomness = 0.,
|
|
|
+ turbulence = 0.,
|
|
|
+ lifetime = 0.,
|
|
|
+ size = 0.,
|
|
|
+ sizeRandomness = 0.,
|
|
|
+ i;
|
|
|
+
|
|
|
+ var maxVel = 2;
|
|
|
+ var maxSource = 250;
|
|
|
+ this.offset = 0;
|
|
|
+ this.count = 0;
|
|
|
+
|
|
|
+ this.spawnParticle = function(options) {
|
|
|
+
|
|
|
+ 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.);
|
|
|
+ positionRandomness = options.positionRandomness !== undefined ? options.positionRandomness : 0.0;
|
|
|
+ velocityRandomness = options.velocityRandomness !== undefined ? options.velocityRandomness : 0.0;
|
|
|
+ color = options.color !== undefined ? options.color : 0xffffff;
|
|
|
+ colorRandomness = options.colorRandomness !== undefined ? options.colorRandomness : 1.0;
|
|
|
+ turbulence = options.turbulence !== undefined ? options.turbulence : 1.0;
|
|
|
+ lifetime = options.lifetime !== undefined ? options.lifetime : 5.0;
|
|
|
+ size = options.size !== undefined ? options.size : 10;
|
|
|
+ sizeRandomness = options.sizeRandomness !== undefined ? options.sizeRandomness : 0.0,
|
|
|
+ smoothPosition = options.smoothPosition !== undefined ? options.smoothPosition : false;
|
|
|
+
|
|
|
+ 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
|
|
|
-
|
|
|
- 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
|
|
|
- }
|
|
|
+ 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
|
|
|
+
|
|
|
+ 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);
|
|
|
+ // convert turbulence rating to something we can pack into a vec4
|
|
|
+ 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)));
|
|
|
-
|
|
|
- self.velCol.array[i * 4 + 0] = decodeFloat(velX, velY, velZ, turbulence); //vel
|
|
|
-
|
|
|
- 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;
|
|
|
- }
|
|
|
-
|
|
|
- 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) {
|
|
|
- this.offset = self.PARTICLE_CURSOR;
|
|
|
- }
|
|
|
-
|
|
|
- self.count++;
|
|
|
+ // 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)));
|
|
|
+
|
|
|
+ self.velCol.array[i * 4 + 0] = decodeFloat(velX, velY, velZ, turbulence); //vel
|
|
|
+
|
|
|
+ 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;
|
|
|
+ }
|
|
|
+
|
|
|
+ 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) {
|
|
|
+ this.offset = self.PARTICLE_CURSOR;
|
|
|
+ }
|
|
|
+
|
|
|
+ self.count++;
|
|
|
|
|
|
- self.PARTICLE_CURSOR++;
|
|
|
+ self.PARTICLE_CURSOR++;
|
|
|
|
|
|
- if (self.PARTICLE_CURSOR >= self.PARTICLE_COUNT) {
|
|
|
- self.PARTICLE_CURSOR = 0;
|
|
|
- }
|
|
|
+ if (self.PARTICLE_CURSOR >= self.PARTICLE_COUNT) {
|
|
|
+ self.PARTICLE_CURSOR = 0;
|
|
|
+ }
|
|
|
|
|
|
- self.particleUpdate = true;
|
|
|
+ self.particleUpdate = true;
|
|
|
|
|
|
- }
|
|
|
+ }
|
|
|
|
|
|
- this.update = function(time) {
|
|
|
+ this.update = function(time) {
|
|
|
|
|
|
- self.time = time;
|
|
|
- self.particleShaderMat.uniforms['uTime'].value = time;
|
|
|
+ self.time = time;
|
|
|
+ self.particleShaderMat.uniforms['uTime'].value = time;
|
|
|
|
|
|
- this.geometryUpdate();
|
|
|
+ this.geometryUpdate();
|
|
|
|
|
|
- };
|
|
|
+ };
|
|
|
|
|
|
- this.geometryUpdate = function() {
|
|
|
- if (self.particleUpdate == true) {
|
|
|
- self.particleUpdate = false;
|
|
|
+ this.geometryUpdate = function() {
|
|
|
+ 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) {
|
|
|
- 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);
|
|
|
- }
|
|
|
+ // if we can get away with a partial buffer update, do so
|
|
|
+ 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.needsUpdate = true;
|
|
|
- self.velCol.needsUpdate = true;
|
|
|
+ self.posStart.needsUpdate = true;
|
|
|
+ self.velCol.needsUpdate = true;
|
|
|
|
|
|
- self.offset = 0;
|
|
|
- self.count = 0;
|
|
|
- }
|
|
|
- }
|
|
|
+ self.offset = 0;
|
|
|
+ self.count = 0;
|
|
|
+ }
|
|
|
+ }
|
|
|
|
|
|
- this.init();
|
|
|
+ this.init();
|
|
|
|
|
|
}
|
|
|
|