webgl_custom_attributes_particles3.html 6.0 KB

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  1. <!doctype html>
  2. <html>
  3. <head>
  4. <meta charset="utf-8" />
  5. <title>three.js webgl - custom attributes [particles][billboards][alphatest]</title>
  6. <style>
  7. body {
  8. color: #ffffff;
  9. font-family:Monospace;
  10. font-size:13px;
  11. text-align:center;
  12. font-weight: bold;
  13. background-color: #000000;
  14. margin: 0px;
  15. overflow: hidden;
  16. }
  17. #info {
  18. color: #fff;
  19. position: absolute;
  20. top: 0px; width: 100%;
  21. padding: 5px;
  22. z-index:100;
  23. }
  24. </style>
  25. </head>
  26. <body>
  27. <div id="info"><a href="http://github.com/mrdoob/three.js" target="_blank">three.js</a> - custom attributes example - particles - billboards - alphatest</div>
  28. <div id="container"></div>
  29. <script src="../build/Three.js"></script>
  30. <script src="js/RequestAnimationFrame.js"></script>
  31. <script src="js/Detector.js"></script>
  32. <script src="js/Stats.js"></script>
  33. <script type="x-shader/x-vertex" id="vertexshader">
  34. attribute float size;
  35. attribute vec4 ca;
  36. varying vec4 vColor;
  37. void main() {
  38. vColor = ca;
  39. vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );
  40. gl_PointSize = size * ( 150.0 / length( mvPosition.xyz ) );
  41. gl_Position = projectionMatrix * mvPosition;
  42. }
  43. </script>
  44. <script type="x-shader/x-fragment" id="fragmentshader">
  45. uniform vec3 color;
  46. uniform sampler2D texture;
  47. varying vec4 vColor;
  48. void main() {
  49. vec4 outColor = texture2D( texture, gl_PointCoord );
  50. if ( outColor.a < 0.5 ) discard;
  51. gl_FragColor = outColor * vec4( color * vColor.xyz, 1.0 );
  52. float depth = gl_FragCoord.z / gl_FragCoord.w;
  53. const vec3 fogColor = vec3( 0.0 );
  54. float fogFactor = smoothstep( 200.0, 600.0, depth );
  55. gl_FragColor = mix( gl_FragColor, vec4( fogColor, gl_FragColor.w ), fogFactor );
  56. }
  57. </script>
  58. <script>
  59. if ( ! Detector.webgl ) Detector.addGetWebGLMessage();
  60. var renderer, scene, camera, stats;
  61. var object, uniforms, attributes;
  62. var vc1;
  63. var WIDTH = window.innerWidth,
  64. HEIGHT = window.innerHeight;
  65. init();
  66. animate();
  67. function init() {
  68. camera = new THREE.Camera( 40, WIDTH / HEIGHT, 1, 1000 );
  69. camera.position.z = 500;
  70. scene = new THREE.Scene();
  71. attributes = {
  72. size: { type: 'f', value: [] },
  73. ca: { type: 'c', value: [] }
  74. };
  75. uniforms = {
  76. amplitude: { type: "f", value: 1.0 },
  77. color: { type: "c", value: new THREE.Color( 0xffffff ) },
  78. texture: { type: "t", value: 0, texture: THREE.ImageUtils.loadTexture( "textures/sprites/ball.png" ) },
  79. };
  80. uniforms.texture.texture.wrapS = uniforms.texture.texture.wrapT = THREE.RepeatWrapping;
  81. var shaderMaterial = new THREE.ShaderMaterial( {
  82. uniforms: uniforms,
  83. attributes: attributes,
  84. vertexShader: document.getElementById( 'vertexshader' ).textContent,
  85. fragmentShader: document.getElementById( 'fragmentshader' ).textContent
  86. });
  87. var radius = 100, inner = 0.6 * radius;
  88. var geometry = new THREE.Geometry();
  89. for ( var i = 0; i < 100000; i++ ) {
  90. vector = new THREE.Vector3( Math.random() * 2 - 1, Math.random() * 2 - 1, Math.random() * 2 - 1 );
  91. vector.multiplyScalar( radius );
  92. if ( ( vector.x > inner || vector.x < -inner ) ||
  93. ( vector.y > inner || vector.y < -inner ) ||
  94. ( vector.z > inner || vector.z < -inner ) )
  95. geometry.vertices.push( new THREE.Vertex( vector ) );
  96. }
  97. vc1 = geometry.vertices.length;
  98. var m, dummyMaterial = new THREE.MeshFaceMaterial();
  99. radius = 200;
  100. var geometry2 = new THREE.CubeGeometry( radius, 0.1 * radius, 0.1 * radius, 50, 5, 5 );
  101. function addGeo( geo, x, y, z, ry ) {
  102. m = new THREE.Mesh( geo, dummyMaterial );
  103. m.rotation.y = ry;
  104. m.position.set( x, y, z );
  105. THREE.GeometryUtils.merge( geometry, m );
  106. }
  107. // side 1
  108. addGeo( geometry2, 0, 110, 110, 0 );
  109. addGeo( geometry2, 0, 110, -110, 0 );
  110. addGeo( geometry2, 0, -110, 110, 0 );
  111. addGeo( geometry2, 0, -110, -110, 0 );
  112. // side 2
  113. addGeo( geometry2, 110, 110, 0, 1.57 );
  114. addGeo( geometry2, 110, -110, 0, 1.57 );
  115. addGeo( geometry2, -110, 110, 0, 1.57 );
  116. addGeo( geometry2, -110, -110, 0, 1.57 );
  117. // corner edges
  118. var geometry3 = new THREE.CubeGeometry( 0.1 * radius, radius * 1.2, 0.1 * radius, 5, 60, 5 );
  119. addGeo( geometry3, 110, 0, 110, 0 );
  120. addGeo( geometry3, 110, 0, -110, 0 );
  121. addGeo( geometry3, -110, 0, 110, 0 );
  122. addGeo( geometry3, -110, 0, -110, 0 );
  123. // particle system
  124. object = new THREE.ParticleSystem( geometry, shaderMaterial );
  125. object.dynamic = true;
  126. // custom attributes
  127. var vertices = object.geometry.vertices;
  128. var values_size = attributes.size.value;
  129. var values_color = attributes.ca.value;
  130. for( var v = 0; v < vertices.length; v++ ) {
  131. values_size[ v ] = 10;
  132. values_color[ v ] = new THREE.Color( 0xffffff );
  133. if ( v < vc1 ) {
  134. values_color[ v ].setHSV( 0.5 + 0.2 * ( v / vc1 ), 0.99, 1.0 );
  135. } else {
  136. values_size[ v ] = 55;
  137. values_color[ v ].setHSV( 0.1, 0.99, 1.0 );
  138. }
  139. }
  140. console.log( vertices.length );
  141. scene.add( object );
  142. renderer = new THREE.WebGLRenderer( { clearColor: 0x000000, clearAlpha: 1 } );
  143. renderer.setSize( WIDTH, HEIGHT );
  144. var container = document.getElementById( 'container' );
  145. container.appendChild( renderer.domElement );
  146. stats = new Stats();
  147. stats.domElement.style.position = 'absolute';
  148. stats.domElement.style.top = '0px';
  149. container.appendChild( stats.domElement );
  150. }
  151. function cap( x, a, b ) {
  152. return ( x < a ) ? a : ( ( x > b ) ? b : x );
  153. }
  154. var i, value;
  155. function animate() {
  156. requestAnimationFrame( animate );
  157. render();
  158. stats.update();
  159. }
  160. function render() {
  161. var time = new Date().getTime() * 0.01;
  162. object.rotation.y = 0.02 * time;
  163. object.rotation.z = 0.02 * time;
  164. for( i = 0; i < attributes.size.value.length; i++ ) {
  165. if ( i < vc1 )
  166. attributes.size.value[ i ] = 26 + 32 * Math.sin( 0.1 * i + 0.6 * time );
  167. }
  168. attributes.size.needsUpdate = true;
  169. renderer.render( scene, camera );
  170. }
  171. </script>
  172. </body>
  173. </html>