webgl_interactive_points.html 5.0 KB

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  1. <!DOCTYPE html>
  2. <html lang="en">
  3. <head>
  4. <title>three.js webgl - interactive 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. <link type="text/css" rel="stylesheet" href="main.css">
  8. </head>
  9. <body>
  10. <div id="container"></div>
  11. <div id="info"><a href="http://threejs.org" target="_blank" rel="noopener">three.js</a> webgl - interactive - particles</div>
  12. <script type="x-shader/x-vertex" id="vertexshader">
  13. attribute float size;
  14. attribute vec3 customColor;
  15. varying vec3 vColor;
  16. void main() {
  17. vColor = customColor;
  18. vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );
  19. gl_PointSize = size * ( 300.0 / -mvPosition.z );
  20. gl_Position = projectionMatrix * mvPosition;
  21. }
  22. </script>
  23. <script type="x-shader/x-fragment" id="fragmentshader">
  24. uniform vec3 color;
  25. uniform sampler2D texture;
  26. varying vec3 vColor;
  27. void main() {
  28. gl_FragColor = vec4( color * vColor, 1.0 );
  29. gl_FragColor = gl_FragColor * texture2D( texture, gl_PointCoord );
  30. if ( gl_FragColor.a < ALPHATEST ) discard;
  31. }
  32. </script>
  33. <script type="module">
  34. import {
  35. BoxGeometry,
  36. BufferAttribute,
  37. BufferGeometry,
  38. Color,
  39. PerspectiveCamera,
  40. Points,
  41. Raycaster,
  42. Scene,
  43. ShaderMaterial,
  44. TextureLoader,
  45. Vector2,
  46. WebGLRenderer
  47. } from "../build/three.module.js";
  48. import Stats from './jsm/libs/stats.module.js';
  49. var renderer, scene, camera, stats;
  50. var particles;
  51. var PARTICLE_SIZE = 20;
  52. var raycaster, intersects;
  53. var mouse, INTERSECTED;
  54. init();
  55. animate();
  56. function init() {
  57. var container = document.getElementById( 'container' );
  58. scene = new Scene();
  59. camera = new PerspectiveCamera( 45, window.innerWidth / window.innerHeight, 1, 10000 );
  60. camera.position.z = 250;
  61. //
  62. var vertices = new BoxGeometry( 200, 200, 200, 16, 16, 16 ).vertices;
  63. var positions = new Float32Array( vertices.length * 3 );
  64. var colors = new Float32Array( vertices.length * 3 );
  65. var sizes = new Float32Array( vertices.length );
  66. var vertex;
  67. var color = new Color();
  68. for ( var i = 0, l = vertices.length; i < l; i ++ ) {
  69. vertex = vertices[ i ];
  70. vertex.toArray( positions, i * 3 );
  71. color.setHSL( 0.01 + 0.1 * ( i / l ), 1.0, 0.5 );
  72. color.toArray( colors, i * 3 );
  73. sizes[ i ] = PARTICLE_SIZE * 0.5;
  74. }
  75. var geometry = new BufferGeometry();
  76. geometry.addAttribute( 'position', new BufferAttribute( positions, 3 ) );
  77. geometry.addAttribute( 'customColor', new BufferAttribute( colors, 3 ) );
  78. geometry.addAttribute( 'size', new BufferAttribute( sizes, 1 ) );
  79. //
  80. var material = new ShaderMaterial( {
  81. uniforms: {
  82. color: { value: new Color( 0xffffff ) },
  83. texture: { value: new TextureLoader().load( "textures/sprites/disc.png" ) }
  84. },
  85. vertexShader: document.getElementById( 'vertexshader' ).textContent,
  86. fragmentShader: document.getElementById( 'fragmentshader' ).textContent,
  87. alphaTest: 0.9
  88. } );
  89. //
  90. particles = new Points( geometry, material );
  91. scene.add( particles );
  92. //
  93. renderer = new WebGLRenderer();
  94. renderer.setPixelRatio( window.devicePixelRatio );
  95. renderer.setSize( window.innerWidth, window.innerHeight );
  96. container.appendChild( renderer.domElement );
  97. //
  98. raycaster = new Raycaster();
  99. mouse = new Vector2();
  100. //
  101. stats = new Stats();
  102. container.appendChild( stats.dom );
  103. //
  104. window.addEventListener( 'resize', onWindowResize, false );
  105. document.addEventListener( 'mousemove', onDocumentMouseMove, false );
  106. }
  107. function onDocumentMouseMove( event ) {
  108. event.preventDefault();
  109. mouse.x = ( event.clientX / window.innerWidth ) * 2 - 1;
  110. mouse.y = - ( event.clientY / window.innerHeight ) * 2 + 1;
  111. }
  112. function onWindowResize() {
  113. camera.aspect = window.innerWidth / window.innerHeight;
  114. camera.updateProjectionMatrix();
  115. renderer.setSize( window.innerWidth, window.innerHeight );
  116. }
  117. function animate() {
  118. requestAnimationFrame( animate );
  119. render();
  120. stats.update();
  121. }
  122. function render() {
  123. particles.rotation.x += 0.0005;
  124. particles.rotation.y += 0.001;
  125. var geometry = particles.geometry;
  126. var attributes = geometry.attributes;
  127. raycaster.setFromCamera( mouse, camera );
  128. intersects = raycaster.intersectObject( particles );
  129. if ( intersects.length > 0 ) {
  130. if ( INTERSECTED != intersects[ 0 ].index ) {
  131. attributes.size.array[ INTERSECTED ] = PARTICLE_SIZE;
  132. INTERSECTED = intersects[ 0 ].index;
  133. attributes.size.array[ INTERSECTED ] = PARTICLE_SIZE * 1.25;
  134. attributes.size.needsUpdate = true;
  135. }
  136. } else if ( INTERSECTED !== null ) {
  137. attributes.size.array[ INTERSECTED ] = PARTICLE_SIZE;
  138. attributes.size.needsUpdate = true;
  139. INTERSECTED = null;
  140. }
  141. renderer.render( scene, camera );
  142. }
  143. </script>
  144. </body>
  145. </html>