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GPUParticleSystem: Avoid float/vector4 encoding/decoding

Mugen87 8 年之前
父节点
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9ece4e6446
共有 1 个文件被更改,包括 143 次插入217 次删除
  1. 143 217
      examples/js/GPUParticleSystem.js

+ 143 - 217
examples/js/GPUParticleSystem.js

@@ -32,7 +32,8 @@ THREE.GPUParticleSystem = function( options ) {
 	this.PARTICLES_PER_CONTAINER = Math.ceil( this.PARTICLE_COUNT / this.PARTICLE_CONTAINERS );
 	this.PARTICLE_CURSOR = 0;
 	this.time = 0;
-
+	this.particleContainers = [];
+	this.rand = [];
 
 	// custom vertex and fragement shader
 
@@ -40,69 +41,17 @@ THREE.GPUParticleSystem = function( options ) {
 
 		vertexShader: [
 
-			'precision highp float;',
-
-			'#define FLOAT_MAX	1.70141184e38',
-			'#define FLOAT_MIN	1.17549435e-38',
-
-			'lowp vec4 encode_float( highp float v ) {',
-
-			'	highp float av = abs( v );',
-
-				// handle special cases
-
-			'	if( av < FLOAT_MIN ) {',
-
-			'		return vec4( 0.0 );',
-
-			'	} else if ( v > FLOAT_MAX ) {',
-
-			'		return vec4( 127.0, 128.0, 0.0, 0.0 ) / 255.0;',
-
-			'	} else if( v < -FLOAT_MAX ) {',
-
-			'		return vec4( 255.0, 128.0, 0.0, 0.0 ) / 255.0;',
-
-			'	}',
-
-			'	highp vec4 c = vec4( 0 );',
-
-			// compute exponent and mantissa
-
-			'	highp float e = floor( log2( av ) );',
-			'	highp float m = av * pow( 2.0, - e ) - 1.0;',
-
-			// unpack mantissa
-
-			'	c[ 1 ] = floor( 128.0 * m );',
-			'	m -= c[ 1 ] / 128.0;',
-			'	c[ 2 ] = floor( 32768.0 * m );',
-			'	m -= c[ 2 ] / 32768.0;',
-			'	c[ 3 ] = floor( 8388608.0 * m );',
-
-			// unpack exponent
-
-			'	highp float ebias = e + 127.0;',
-			'	c[ 0 ] = floor( ebias / 2.0 );',
-			'	ebias -= c[ 0 ] * 2.0;',
-			'	c[ 1 ] += floor( ebias ) * 128.0;',
-
-			// unpack sign bit
-
-			'	c[ 0 ] += 128.0 * step( 0.0, - v );',
-
-			// scale back to range
-
-			'	return c / 255.0;',
-
-			'}',
-
 			'uniform float uTime;',
 			'uniform float uScale;',
 			'uniform sampler2D tNoise;',
 
-			'attribute vec4 particlePositionsStartTime;',
-			'attribute vec4 particleVelColSizeLife;',
+			'attribute vec3 positionStart;',
+			'attribute float startTime;',
+			'attribute vec3 velocity;',
+			'attribute float turbulence;',
+			'attribute vec3 color;',
+			'attribute float size;',
+			'attribute float lifeTime;',
 
 			'varying vec4 vColor;',
 			'varying float lifeLeft;',
@@ -111,40 +60,37 @@ THREE.GPUParticleSystem = function( options ) {
 
 			// unpack things from our attributes'
 
-			'	vColor = encode_float( particleVelColSizeLife.y );',
+			'	vColor = vec4( color, 1.0 );',
 
 			// convert our velocity back into a value we can use'
 
-			'	vec4 velTurb = encode_float( particleVelColSizeLife.x );',
-			'	vec3 velocity = vec3( velTurb.xyz );',
-			'	float turbulence = velTurb.w;',
-
 			'	vec3 newPosition;',
+			'	vec3 v;',
 
-			'	float timeElapsed = uTime - particlePositionsStartTime.a;',
+			'	float timeElapsed = uTime - startTime;',
 
-			'	lifeLeft = 1.0 - ( timeElapsed / particleVelColSizeLife.w );',
+			'	lifeLeft = 1.0 - ( timeElapsed / lifeTime );',
 
-			'	gl_PointSize = ( uScale * particleVelColSizeLife.z ) * lifeLeft;',
+			'	gl_PointSize = ( uScale * size ) * lifeLeft;',
 
-			'	velocity.x = ( velocity.x - 0.5 ) * 3.0;',
-			'	velocity.y = ( velocity.y - 0.5 ) * 3.0;',
-			'	velocity.z = ( velocity.z - 0.5 ) * 3.0;',
+			'	v.x = ( velocity.x - 0.5 ) * 3.0;',
+			'	v.y = ( velocity.y - 0.5 ) * 3.0;',
+			'	v.z = ( velocity.z - 0.5 ) * 3.0;',
 
-			'	newPosition = particlePositionsStartTime.xyz + ( velocity * 10.0 ) * ( uTime - particlePositionsStartTime.a );',
+			'	newPosition = positionStart + ( v * 10.0 ) * ( uTime - startTime );',
 
 			'	vec3 noise = texture2D( tNoise, vec2( newPosition.x * 0.015 + ( uTime * 0.05 ), newPosition.y * 0.02 + ( uTime * 0.015 ) ) ).rgb;',
 			'	vec3 noiseVel = ( noise.rgb - 0.5 ) * 30.0;',
 
-			'	newPosition = mix( newPosition, newPosition + vec3( noiseVel * ( turbulence * 5.0 ) ), ( timeElapsed / particleVelColSizeLife.a ) );',
+			'	newPosition = mix( newPosition, newPosition + vec3( noiseVel * ( turbulence * 5.0 ) ), ( timeElapsed / lifeTime ) );',
 
-			'	if( velocity.y > 0. && velocity.y < .05 ) {',
+			'	if( v.y > 0. && v.y < .05 ) {',
 
 			'		lifeLeft = 0.0;',
 
 			'	}',
 
-			'	if( velocity.x < - 1.45 ) {',
+			'	if( v.x < - 1.45 ) {',
 
 			'		lifeLeft = 0.0;',
 
@@ -210,7 +156,6 @@ THREE.GPUParticleSystem = function( options ) {
 
 	// preload a million random numbers
 
-	this.rand = [];
 	var i;
 
 	for ( i = 1e5; i > 0; i-- ) {
@@ -260,8 +205,6 @@ THREE.GPUParticleSystem = function( options ) {
 	this.particleShaderMat.defaultAttributeValues.particlePositionsStartTime = [ 0, 0, 0, 0 ];
 	this.particleShaderMat.defaultAttributeValues.particleVelColSizeLife = [ 0, 0, 0, 0 ];
 
-	this.particleContainers = [];
-
 	this.init = function() {
 
 		for ( var i = 0; i < this.PARTICLE_CONTAINERS; i ++ ) {
@@ -331,176 +274,112 @@ THREE.GPUParticleContainer = function( maxParticles, particleSystem ) {
 	this.PARTICLE_COUNT = maxParticles || 100000;
 	this.PARTICLE_CURSOR = 0;
 	this.time = 0;
+	this.offset = 0;
+	this.count = 0;
 	this.DPR = window.devicePixelRatio;
 	this.GPUParticleSystem = particleSystem;
-
-	// 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 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 ];
-
-	}
-
-	this.particles = [];
-	this.deadParticles = [];
-	this.particlesAvailableSlot = [];
-
-	// create a container for particles
-
 	this.particleUpdate = false;
 
-	// shader based particle system
+	// geometry
 
 	this.particleShaderGeo = new THREE.BufferGeometry();
 
-	// new hyper compressed attributes
-
-	this.particleVertices = new Float32Array( this.PARTICLE_COUNT * 3 ); // position
-	this.particlePositionsStartTime = new Float32Array( this.PARTICLE_COUNT * 4 ); // position
-	this.particleVelColSizeLife = new Float32Array( this.PARTICLE_COUNT * 4 );
-
-	var i;
-
-	for ( i = 0; i < this.PARTICLE_COUNT; i ++ ) {
-
-		this.particlePositionsStartTime[ i * 4 + 0 ] = 100; // x
-		this.particlePositionsStartTime[ i * 4 + 1 ] = 0; // y
-		this.particlePositionsStartTime[ i * 4 + 2 ] = 0.0; // z
-		this.particlePositionsStartTime[ i * 4 + 3 ] = 0.0; // startTime
-
-		this.particleVertices[ i * 3 + 0 ] = 0; // x
-		this.particleVertices[ i * 3 + 1 ] = 0; // y
-		this.particleVertices[ i * 3 + 2 ] = 0.0; // z
-
-		this.particleVelColSizeLife[ i * 4 + 0 ] = decodeFloat( 128, 128, 0, 0 ); // velocity
-		this.particleVelColSizeLife[ i * 4 + 1 ] = decodeFloat( 0, 254, 0, 254 ); // color
-		this.particleVelColSizeLife[ i * 4 + 2 ] = 1.0; // size
-		this.particleVelColSizeLife[ i * 4 + 3 ] = 0.0; // lifespan
-
-	}
+	this.particleShaderGeo.addAttribute( 'position', new THREE.BufferAttribute( new Float32Array( this.PARTICLE_COUNT * 3 ), 3 ) );
+	this.particleShaderGeo.addAttribute( 'positionStart', new THREE.BufferAttribute( new Float32Array( this.PARTICLE_COUNT * 3 ), 3 ) );
+	this.particleShaderGeo.addAttribute( 'startTime', new THREE.BufferAttribute( new Float32Array( this.PARTICLE_COUNT ), 1 ) );
+	this.particleShaderGeo.addAttribute( 'velocity', new THREE.BufferAttribute( new Float32Array( this.PARTICLE_COUNT * 3 ), 3 ) );
+	this.particleShaderGeo.addAttribute( 'turbulence', new THREE.BufferAttribute( new Float32Array( this.PARTICLE_COUNT ), 1 ) );
+	this.particleShaderGeo.addAttribute( 'color', new THREE.BufferAttribute( new Float32Array( this.PARTICLE_COUNT * 3 ), 3 ) );
+	this.particleShaderGeo.addAttribute( 'size', new THREE.BufferAttribute( new Float32Array( this.PARTICLE_COUNT ), 1 ) );
+	this.particleShaderGeo.addAttribute( 'lifeTime', new THREE.BufferAttribute( new Float32Array( this.PARTICLE_COUNT ), 1 ) );
 
-	this.particleShaderGeo.addAttribute( 'position', new THREE.BufferAttribute( this.particleVertices, 3 ) );
-	this.particleShaderGeo.addAttribute( 'particlePositionsStartTime', new THREE.BufferAttribute( this.particlePositionsStartTime, 4 ).setDynamic( true ) );
-	this.particleShaderGeo.addAttribute( 'particleVelColSizeLife', new THREE.BufferAttribute( this.particleVelColSizeLife, 4 ).setDynamic( true ) );
-
-	this.posStart = this.particleShaderGeo.getAttribute( 'particlePositionsStartTime' );
-	this.velCol = this.particleShaderGeo.getAttribute( 'particleVelColSizeLife' );
+	// material
 
 	this.particleShaderMat = this.GPUParticleSystem.particleShaderMat;
 
-	this.init = function() {
-
-		this.particleSystem = new THREE.Points( this.particleShaderGeo, this.particleShaderMat );
-		this.particleSystem.frustumCulled = false;
-		this.add( this.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,
-		smoothPosition = false;
-
-	var maxVel = 2;
-	var maxSource = 250;
-	this.offset = 0;
-	this.count = 0;
+	var position = new THREE.Vector3();
+	var velocity = new THREE.Vector3();
+	var color = new THREE.Color();
 
 	this.spawnParticle = function( options ) {
 
+		var positionStartAttribute = this.particleShaderGeo.getAttribute( 'positionStart' );
+		var startTimeAttribute = this.particleShaderGeo.getAttribute( 'startTime' );
+		var velocityAttribute = this.particleShaderGeo.getAttribute( 'velocity' );
+		var turbulenceAttribute = this.particleShaderGeo.getAttribute( 'turbulence' );
+		var colorAttribute = this.particleShaderGeo.getAttribute( 'color' );
+		var sizeAttribute = this.particleShaderGeo.getAttribute( 'size' );
+		var lifeTimeAttribute = this.particleShaderGeo.getAttribute( 'lifeTime' );
+
 		options = options || {};
 
 		// setup reasonable default values for all arguments
 
 		position = options.position !== undefined ? position.copy( options.position ) : position.set( 0, 0, 0 );
 		velocity = options.velocity !== undefined ? velocity.copy( options.velocity ) : velocity.set( 0, 0, 0 );
-		positionRandomness = options.positionRandomness !== undefined ? options.positionRandomness : 0;
-		velocityRandomness = options.velocityRandomness !== undefined ? options.velocityRandomness : 0;
-		color = options.color !== undefined ? options.color : 0xffffff;
-		colorRandomness = options.colorRandomness !== undefined ? options.colorRandomness : 1;
-		turbulence = options.turbulence !== undefined ? options.turbulence : 1;
-		lifetime = options.lifetime !== undefined ? options.lifetime : 5;
-		size = options.size !== undefined ? options.size : 10;
-		sizeRandomness = options.sizeRandomness !== undefined ? options.sizeRandomness : 0;
-		smoothPosition = options.smoothPosition !== undefined ? options.smoothPosition : false;
+		color = options.color !== undefined ? color.set( options.color ) : color.set( 0xffffff );
+
+		var positionRandomness = options.positionRandomness !== undefined ? options.positionRandomness : 0;
+		var velocityRandomness = options.velocityRandomness !== undefined ? options.velocityRandomness : 0;
+		var colorRandomness = options.colorRandomness !== undefined ? options.colorRandomness : 1;
+		var turbulence = options.turbulence !== undefined ? options.turbulence : 1;
+		var lifetime = options.lifetime !== undefined ? options.lifetime : 5;
+		var size = options.size !== undefined ? options.size : 10;
+		var sizeRandomness = options.sizeRandomness !== undefined ? options.sizeRandomness : 0;
+		var smoothPosition = options.smoothPosition !== undefined ? options.smoothPosition : false;
 
 		if ( this.DPR !== undefined ) size *= this.DPR;
 
 		i = this.PARTICLE_CURSOR;
 
-		this.posStart.array[ i * 4 + 0 ] = position.x + ( ( particleSystem.random() ) * positionRandomness ); // - ( velocity.x * particleSystem.random() ); //x
-		this.posStart.array[ i * 4 + 1 ] = position.y + ( ( particleSystem.random() ) * positionRandomness ); // - ( velocity.y * particleSystem.random() ); //y
-		this.posStart.array[ i * 4 + 2 ] = position.z + ( ( particleSystem.random() ) * positionRandomness ); // - ( velocity.z * particleSystem.random() ); //z
-		this.posStart.array[ i * 4 + 3 ] = this.time + ( particleSystem.random() * 2e-2 ); //startTime
+		// position
+
+		positionStartAttribute.array[ i * 3 + 0 ] = position.x + ( particleSystem.random() * positionRandomness );
+		positionStartAttribute.array[ i * 3 + 1 ] = position.y + ( particleSystem.random() * positionRandomness );
+		positionStartAttribute.array[ i * 3 + 2 ] = position.z + ( particleSystem.random() * positionRandomness );
 
 		if ( smoothPosition === true ) {
 
-			this.posStart.array[ i * 4 + 0 ] += - ( velocity.x * particleSystem.random() ); //x
-			this.posStart.array[ i * 4 + 1 ] += - ( velocity.y * particleSystem.random() ); //y
-			this.posStart.array[ i * 4 + 2 ] += - ( velocity.z * particleSystem.random() ); //z
+			positionStartAttribute.array[ i * 3 + 0 ] += - ( velocity.x * particleSystem.random() );
+			positionStartAttribute.array[ i * 3 + 1 ] += - ( velocity.y * particleSystem.random() );
+			positionStartAttribute.array[ i * 3 + 2 ] += - ( velocity.z * particleSystem.random() );
 
 		}
 
-		var velX = velocity.x + ( particleSystem.random() ) * velocityRandomness;
-		var velY = velocity.y + ( particleSystem.random() ) * velocityRandomness;
-		var velZ = velocity.z + ( particleSystem.random() ) * velocityRandomness;
+		// velocity
 
-		// convert turbulence rating to something we can pack into a vec4
+		var maxVel = 2;
 
-		var turbulence = Math.floor( turbulence * 254 );
+		var velX = velocity.x + particleSystem.random() * velocityRandomness;
+		var velY = velocity.y + particleSystem.random() * velocityRandomness;
+		var velZ = velocity.z + particleSystem.random() * velocityRandomness;
 
-		// clamp our value to between 0.0 and 1.0
+		velX = THREE.Math.clamp( ( velX - ( - maxVel ) ) / ( maxVel - ( - maxVel ) ), 0, 1 );
+		velY = THREE.Math.clamp( ( velY - ( - maxVel ) ) / ( maxVel - ( - maxVel ) ), 0, 1 );
+		velZ = THREE.Math.clamp( ( velZ - ( - maxVel ) ) / ( maxVel - ( - maxVel ) ), 0, 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 ) ) ) );
+		velocityAttribute.array[ i * 3 + 0 ] = velX;
+		velocityAttribute.array[ i * 3 + 1 ] = velY;
+		velocityAttribute.array[ i * 3 + 2 ] = velZ;
 
-		this.velCol.array[ i * 4 + 0 ] = decodeFloat( velX, velY, velZ, turbulence ); // vel
+		// color
 
-		var rgb = hexToRgb( color );
+		color.r = THREE.Math.clamp( color.r + particleSystem.random() * colorRandomness, 0, 1 );
+		color.g = THREE.Math.clamp( color.g + particleSystem.random() * colorRandomness, 0, 1 );
+		color.b = THREE.Math.clamp( color.b + particleSystem.random() * colorRandomness, 0, 1 );
 
-		for ( var c = 0; c < rgb.length; c ++ ) {
+		colorAttribute.array[ i * 3 + 0 ] = color.r;
+		colorAttribute.array[ i * 3 + 1 ] = color.g;
+		colorAttribute.array[ i * 3 + 2 ] = color.b;
 
-			rgb[ c ] = Math.floor( rgb[ c ] + ( ( particleSystem.random() ) * colorRandomness ) * 254 );
-			if ( rgb[ c ] > 254 ) rgb[ c ] = 254;
-			if ( rgb[ c ] < 0 ) rgb[ c ] = 0;
+		// turbulence, size, lifetime and starttime
 
-		}
+		turbulenceAttribute.array[ i ] = turbulence;
+		sizeAttribute.array[ i ] = size + particleSystem.random() * sizeRandomness;
+		lifeTimeAttribute.array[ i ] = lifetime;
+		startTimeAttribute.array[ i ] = this.time + particleSystem.random() * 2e-2;
 
-		this.velCol.array[ i * 4 + 1 ] = decodeFloat( rgb[ 0 ], rgb[ 1 ], rgb[ 2 ], 254 ); // color
-		this.velCol.array[ i * 4 + 2 ] = size + ( particleSystem.random() ) * sizeRandomness; // size
-		this.velCol.array[ i * 4 + 3 ] = lifetime; // lifespan
+		// offset
 
 		if ( this.offset === 0 ) {
 
@@ -508,6 +387,8 @@ THREE.GPUParticleContainer = function( maxParticles, particleSystem ) {
 
 		}
 
+		// counter and cursor
+
 		this.count ++;
 		this.PARTICLE_CURSOR ++;
 
@@ -521,6 +402,14 @@ THREE.GPUParticleContainer = function( maxParticles, particleSystem ) {
 
 	};
 
+	this.init = function() {
+
+		this.particleSystem = new THREE.Points( this.particleShaderGeo, this.particleShaderMat );
+		this.particleSystem.frustumCulled = false;
+		this.add( this.particleSystem );
+
+	};
+
 	this.update = function( time ) {
 
 		this.time = time;
@@ -536,22 +425,59 @@ THREE.GPUParticleContainer = function( maxParticles, particleSystem ) {
 
 			this.particleUpdate = false;
 
-			// if we can get away with a partial buffer update, do so
-
-			if ( ( this.offset + this.count ) < this.PARTICLE_COUNT ) {
-
-				this.posStart.updateRange.offset = this.velCol.updateRange.offset = this.offset * 4;
-				this.posStart.updateRange.count = this.velCol.updateRange.count = this.count * 4;
+			var positionStartAttribute = this.particleShaderGeo.getAttribute( 'positionStart' );
+			var startTimeAttribute = this.particleShaderGeo.getAttribute( 'startTime' );
+			var velocityAttribute = this.particleShaderGeo.getAttribute( 'velocity' );
+			var turbulenceAttribute = this.particleShaderGeo.getAttribute( 'turbulence' );
+			var colorAttribute = this.particleShaderGeo.getAttribute( 'color' );
+			var sizeAttribute = this.particleShaderGeo.getAttribute( 'size' );
+			var lifeTimeAttribute = this.particleShaderGeo.getAttribute( 'lifeTime' );
+
+			if ( this.offset + this.count < this.PARTICLE_COUNT ) {
+
+				positionStartAttribute.updateRange.offset = this.offset * positionStartAttribute.itemSize;
+				startTimeAttribute.updateRange.offset = this.offset * startTimeAttribute.itemSize;
+				velocityAttribute.updateRange.offset = this.offset * velocityAttribute.itemSize;
+				turbulenceAttribute.updateRange.offset = this.offset * turbulenceAttribute.itemSize;
+				colorAttribute.updateRange.offset = this.offset * colorAttribute.itemSize;
+				sizeAttribute.updateRange.offset = this.offset * sizeAttribute.itemSize;
+				lifeTimeAttribute.updateRange.offset = this.offset * lifeTimeAttribute.itemSize;
+
+				positionStartAttribute.updateRange.count = this.count * positionStartAttribute.itemSize;
+				startTimeAttribute.updateRange.count = this.count * startTimeAttribute.itemSize;
+				velocityAttribute.updateRange.count = this.count * velocityAttribute.itemSize;
+				turbulenceAttribute.updateRange.count = this.count * turbulenceAttribute.itemSize;
+				colorAttribute.updateRange.count = this.count * colorAttribute.itemSize;
+				sizeAttribute.updateRange.count = this.count * sizeAttribute.itemSize;
+				lifeTimeAttribute.updateRange.count = this.count * lifeTimeAttribute.itemSize;
 
 			} else {
 
-				this.posStart.updateRange.offset = 0;
-				this.posStart.updateRange.count = this.velCol.updateRange.count = ( this.PARTICLE_COUNT * 4 );
+				positionStartAttribute.updateRange.offset = 0;
+				startTimeAttribute.updateRange.offset = 0;
+				velocityAttribute.updateRange.offset = 0;
+				turbulenceAttribute.updateRange.offset = 0;
+				colorAttribute.updateRange.offset = 0;
+				sizeAttribute.updateRange.offset = 0;
+				lifeTimeAttribute.updateRange.offset = 0;
+
+				positionStartAttribute.updateRange.count = positionStartAttribute.count;
+				startTimeAttribute.updateRange.count = startTimeAttribute.count;
+				velocityAttribute.updateRange.count = velocityAttribute.count;
+				turbulenceAttribute.updateRange.count = turbulenceAttribute.count;
+				colorAttribute.updateRange.count = colorAttribute.count;
+				sizeAttribute.updateRange.count = sizeAttribute.count;
+				lifeTimeAttribute.updateRange.count = lifeTimeAttribute.count;
 
 			}
 
-			this.posStart.needsUpdate = true;
-			this.velCol.needsUpdate = true;
+			positionStartAttribute.needsUpdate = true;
+			startTimeAttribute.needsUpdate = true;
+			velocityAttribute.needsUpdate = true;
+			turbulenceAttribute.needsUpdate = true;
+			colorAttribute.needsUpdate = true;
+			sizeAttribute.needsUpdate = true;
+			lifeTimeAttribute.needsUpdate = true;
 
 			this.offset = 0;
 			this.count = 0;