webgl_buffergeometry_custom_attributes_particles.html 4.8 KB

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  1. <!DOCTYPE html>
  2. <html lang="en">
  3. <head>
  4. <title>three.js webgl - buffer geometry custom attributes - particles</title>
  5. <meta charset="utf-8">
  6. <meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0">
  7. <style>
  8. body {
  9. color: #ffffff;
  10. background-color: #000000;
  11. margin: 0px;
  12. overflow: hidden;
  13. }
  14. #info {
  15. position: absolute;
  16. top: 0px;
  17. width: 100%;
  18. padding: 5px;
  19. font-family: Monospace;
  20. font-size: 13px;
  21. text-align: center;
  22. font-weight: bold;
  23. }
  24. a {
  25. color: #00f;
  26. }
  27. </style>
  28. </head>
  29. <body>
  30. <div id="container"></div>
  31. <div id="info"><a href="http://threejs.org" target="_blank">three.js</a> wengl - buffergeometry custom attributes - particles</div>
  32. <script src="../build/three.min.js"></script>
  33. <script src="../src/renderers/WebGLRenderer.js"></script>
  34. <script src="js/Detector.js"></script>
  35. <script src="js/libs/stats.min.js"></script>
  36. <script type="x-shader/x-vertex" id="vertexshader">
  37. attribute float size;
  38. attribute vec3 customColor;
  39. varying vec3 vColor;
  40. void main() {
  41. vColor = customColor;
  42. vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );
  43. gl_PointSize = size * ( 300.0 / length( mvPosition.xyz ) );
  44. gl_Position = projectionMatrix * mvPosition;
  45. }
  46. </script>
  47. <script type="x-shader/x-fragment" id="fragmentshader">
  48. uniform vec3 color;
  49. uniform sampler2D texture;
  50. varying vec3 vColor;
  51. void main() {
  52. gl_FragColor = vec4( color * vColor, 1.0 );
  53. gl_FragColor = gl_FragColor * texture2D( texture, gl_PointCoord );
  54. }
  55. </script>
  56. <script>
  57. if ( ! Detector.webgl ) Detector.addGetWebGLMessage();
  58. var renderer, scene, camera, stats;
  59. var particleSystem, uniforms, geometry;
  60. var particles = 100000;
  61. var WIDTH = window.innerWidth;
  62. var HEIGHT = window.innerHeight;
  63. init();
  64. animate();
  65. function init() {
  66. camera = new THREE.PerspectiveCamera( 40, WIDTH / HEIGHT, 1, 10000 );
  67. camera.position.z = 300;
  68. scene = new THREE.Scene();
  69. var attributes = {
  70. size: { type: 'f', value: null },
  71. customColor: { type: 'c', value: null }
  72. };
  73. uniforms = {
  74. color: { type: "c", value: new THREE.Color( 0xffffff ) },
  75. texture: { type: "t", value: THREE.ImageUtils.loadTexture( "textures/sprites/spark1.png" ) }
  76. };
  77. var shaderMaterial = new THREE.ShaderMaterial( {
  78. uniforms: uniforms,
  79. attributes: attributes,
  80. vertexShader: document.getElementById( 'vertexshader' ).textContent,
  81. fragmentShader: document.getElementById( 'fragmentshader' ).textContent,
  82. blending: THREE.AdditiveBlending,
  83. depthTest: false,
  84. transparent: true
  85. });
  86. var radius = 200;
  87. geometry = new THREE.BufferGeometry();
  88. var positions = new Float32Array( particles * 3 );
  89. var values_color = new Float32Array( particles * 3 );
  90. var values_size = new Float32Array( particles );
  91. var color = new THREE.Color();
  92. for( var v = 0; v < particles; v++ ) {
  93. values_size[ v ] = 20;
  94. positions[ v * 3 + 0 ] = ( Math.random() * 2 - 1 ) * radius;
  95. positions[ v * 3 + 1 ] = ( Math.random() * 2 - 1 ) * radius;
  96. positions[ v * 3 + 2 ] = ( Math.random() * 2 - 1 ) * radius;
  97. color.setHSL( v / particles, 1.0, 0.5 );
  98. values_color[ v * 3 + 0 ] = color.r;
  99. values_color[ v * 3 + 1 ] = color.g;
  100. values_color[ v * 3 + 2 ] = color.b;
  101. }
  102. geometry.addAttribute( 'position', new THREE.Float32Attribute( positions, 3 ) );
  103. geometry.addAttribute( 'customColor', new THREE.Float32Attribute( values_color, 3 ) );
  104. geometry.addAttribute( 'size', new THREE.Float32Attribute( values_size, 1 ) );
  105. particleSystem = new THREE.ParticleSystem( geometry, shaderMaterial );
  106. scene.add( particleSystem );
  107. renderer = new THREE.WebGLRenderer();
  108. renderer.setSize( WIDTH, HEIGHT );
  109. var container = document.getElementById( 'container' );
  110. container.appendChild( renderer.domElement );
  111. stats = new Stats();
  112. stats.domElement.style.position = 'absolute';
  113. stats.domElement.style.top = '0px';
  114. container.appendChild( stats.domElement );
  115. //
  116. window.addEventListener( 'resize', onWindowResize, false );
  117. }
  118. function onWindowResize() {
  119. camera.aspect = window.innerWidth / window.innerHeight;
  120. camera.updateProjectionMatrix();
  121. renderer.setSize( window.innerWidth, window.innerHeight );
  122. }
  123. function animate() {
  124. requestAnimationFrame( animate );
  125. render();
  126. stats.update();
  127. }
  128. function render() {
  129. var time = Date.now() * 0.005;
  130. particleSystem.rotation.z = 0.01 * time;
  131. var size = geometry.attributes.size.array;
  132. for( var i = 0; i < particles; i++ ) {
  133. size[ i ] = 10 * ( 1 + Math.sin( 0.1 * i + time ) );
  134. }
  135. geometry.attributes.size.needsUpdate = true;
  136. renderer.render( scene, camera );
  137. }
  138. </script>
  139. </body>
  140. </html>