webgl_buffergeometry_custom_attributes_particles.html 4.9 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. font-family:Monospace;
  11. font-size:13px;
  12. text-align:center;
  13. font-weight: bold;
  14. background-color: #000000;
  15. margin: 0px;
  16. overflow: hidden;
  17. }
  18. #info {
  19. color: #fff;
  20. background-color: rgba( 0, 0, 0, 0.75 );
  21. position: relative;
  22. top: 0px; width: 100%;
  23. padding: 5px;
  24. z-index:100;
  25. width:33em;
  26. margin:0 auto -2em;
  27. }
  28. a { color: #ff0000 }
  29. </style>
  30. </head>
  31. <body>
  32. <div id="info"><a href="http://threejs.org" target="_blank">three.js</a> - buffergeometry custom attributes example - particles</div>
  33. <div id="container"></div>
  34. <script src="../build/three.min.js"></script>
  35. <script src="../src/renderers/WebGLRenderer.js"></script>
  36. <script src="js/Detector.js"></script>
  37. <script src="js/libs/stats.min.js"></script>
  38. <script type="x-shader/x-vertex" id="vertexshader">
  39. attribute float size;
  40. attribute vec3 customColor;
  41. varying vec3 vColor;
  42. void main() {
  43. vColor = customColor;
  44. vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );
  45. gl_PointSize = size * ( 300.0 / length( mvPosition.xyz ) );
  46. gl_Position = projectionMatrix * mvPosition;
  47. }
  48. </script>
  49. <script type="x-shader/x-fragment" id="fragmentshader">
  50. uniform vec3 color;
  51. uniform sampler2D texture;
  52. varying vec3 vColor;
  53. void main() {
  54. gl_FragColor = vec4( color * vColor, 1.0 );
  55. gl_FragColor = gl_FragColor * texture2D( texture, gl_PointCoord );
  56. }
  57. </script>
  58. <script>
  59. if ( ! Detector.webgl ) Detector.addGetWebGLMessage();
  60. var renderer, scene, camera, stats;
  61. var particleSystem, uniforms, geometry;
  62. var particles = 100000;
  63. var WIDTH = window.innerWidth;
  64. var HEIGHT = window.innerHeight;
  65. init();
  66. animate();
  67. function init() {
  68. camera = new THREE.PerspectiveCamera( 40, WIDTH / HEIGHT, 1, 10000 );
  69. camera.position.z = 300;
  70. scene = new THREE.Scene();
  71. var attributes = {
  72. size: { type: 'f', value: null },
  73. customColor: { type: 'c', value: null }
  74. };
  75. uniforms = {
  76. color: { type: "c", value: new THREE.Color( 0xffffff ) },
  77. texture: { type: "t", value: THREE.ImageUtils.loadTexture( "textures/sprites/spark1.png" ) }
  78. };
  79. var shaderMaterial = new THREE.ShaderMaterial( {
  80. uniforms: uniforms,
  81. attributes: attributes,
  82. vertexShader: document.getElementById( 'vertexshader' ).textContent,
  83. fragmentShader: document.getElementById( 'fragmentshader' ).textContent,
  84. blending: THREE.AdditiveBlending,
  85. depthTest: false,
  86. transparent: true
  87. });
  88. var radius = 200;
  89. geometry = new THREE.BufferGeometry();
  90. var positions = new Float32Array( particles * 3 );
  91. var values_color = new Float32Array( particles * 3 );
  92. var values_size = new Float32Array( particles );
  93. var color = new THREE.Color();
  94. for( var v = 0; v < particles; v++ ) {
  95. values_size[ v ] = 20;
  96. positions[ v * 3 + 0 ] = ( Math.random() * 2 - 1 ) * radius;
  97. positions[ v * 3 + 1 ] = ( Math.random() * 2 - 1 ) * radius;
  98. positions[ v * 3 + 2 ] = ( Math.random() * 2 - 1 ) * radius;
  99. color.setHSL( v / particles, 1.0, 0.5 );
  100. values_color[ v * 3 + 0 ] = color.r;
  101. values_color[ v * 3 + 1 ] = color.g;
  102. values_color[ v * 3 + 2 ] = color.b;
  103. }
  104. geometry.addAttribute( 'position', new THREE.Float32Attribute( positions, 3 ) );
  105. geometry.addAttribute( 'customColor', new THREE.Float32Attribute( values_color, 3 ) );
  106. geometry.addAttribute( 'size', new THREE.Float32Attribute( values_size, 1 ) );
  107. particleSystem = new THREE.ParticleSystem( geometry, shaderMaterial );
  108. scene.add( particleSystem );
  109. renderer = new THREE.WebGLRenderer();
  110. renderer.setSize( WIDTH, HEIGHT );
  111. var container = document.getElementById( 'container' );
  112. container.appendChild( renderer.domElement );
  113. stats = new Stats();
  114. stats.domElement.style.position = 'absolute';
  115. stats.domElement.style.top = '0px';
  116. container.appendChild( stats.domElement );
  117. //
  118. window.addEventListener( 'resize', onWindowResize, false );
  119. }
  120. function onWindowResize() {
  121. camera.aspect = window.innerWidth / window.innerHeight;
  122. camera.updateProjectionMatrix();
  123. renderer.setSize( window.innerWidth, window.innerHeight );
  124. }
  125. function animate() {
  126. requestAnimationFrame( animate );
  127. render();
  128. stats.update();
  129. }
  130. function render() {
  131. var time = Date.now() * 0.005;
  132. particleSystem.rotation.z = 0.01 * time;
  133. var size = geometry.attributes.size.array;
  134. for( var i = 0; i < particles; i++ ) {
  135. size[ i ] = 10 * ( 1 + Math.sin( 0.1 * i + time ) );
  136. }
  137. geometry.attributes.size.needsUpdate = true;
  138. renderer.render( scene, camera );
  139. }
  140. </script>
  141. </body>
  142. </html>