webgl_gpu_particle_system.html 4.2 KB

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  1. <!DOCTYPE html>
  2. <html lang="en">
  3. <head>
  4. <title>three.js - gpu particle system</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. background-color: #000000;
  10. margin: 0px;
  11. overflow: hidden;
  12. }
  13. a {
  14. color: #0078ff;
  15. }
  16. .dg {
  17. right: auto!important;
  18. left: 20px!important;
  19. }
  20. </style>
  21. </head>
  22. <body>
  23. <div style="position: absolute; top: 10px; width: 100%; text-align: center; color:#eee">
  24. <a href="http://threejs.org" target="_blank">three.js</a> - GPU particle system plugin by <a href="http://charliehoey.com">Charlie Hoey</a>.</div>
  25. <script src="../build/three.min.js"></script>
  26. <script src="./js/controls/TrackballControls.js"></script>
  27. <script src="./js/libs/dat.gui.min.js"></script>
  28. <script src="./js/GPUParticleSystem.js" charset="utf-8"></script>
  29. <script>
  30. var camera, tick = 0,
  31. scene, renderer, clock = new THREE.Clock(true),
  32. controls, container, gui = new dat.GUI(),
  33. options, spawnerOptions, particleSystem;
  34. init();
  35. animate();
  36. function init() {
  37. container = document.createElement('div');
  38. document.body.appendChild(container);
  39. camera = new THREE.PerspectiveCamera(28, window.innerWidth / window.innerHeight, 1, 10000);
  40. camera.position.z = 100;
  41. scene = new THREE.Scene();
  42. // setup particle system
  43. particleSystem = new THREE.GPUParticleSystem({
  44. maxParticles: 250000
  45. });
  46. scene.add( particleSystem);
  47. // options passed during each spawned
  48. options = {
  49. position: new THREE.Vector3(),
  50. positionRandomness: .3,
  51. velocity: new THREE.Vector3(),
  52. velocityRandomness: .5,
  53. color: 0xaa88ff,
  54. colorRandomness: .2,
  55. turbulence: .5,
  56. lifetime: 2,
  57. size: 5,
  58. sizeRandomness: 1
  59. };
  60. spawnerOptions = {
  61. spawnRate: 15000,
  62. horizontalSpeed: 1,
  63. verticalSpeed: .5,
  64. timeScale: 1
  65. }
  66. gui.add(options, "velocityRandomness", 0, 3);
  67. gui.add(options, "positionRandomness", 0, 3);
  68. gui.add(options, "size", 1, 20);
  69. gui.add(options, "sizeRandomness", 0, 25);
  70. gui.add(options, "colorRandomness", 0, 1);
  71. gui.add(options, "lifetime", .1, 10);
  72. gui.add(options, "turbulence", 0, 1);
  73. gui.add(spawnerOptions, "spawnRate", 10, 30000);
  74. gui.add(spawnerOptions, "timeScale", -1, 1);
  75. renderer = new THREE.WebGLRenderer();
  76. renderer.setPixelRatio(window.devicePixelRatio);
  77. renderer.setSize(window.innerWidth, window.innerHeight);
  78. container.appendChild(renderer.domElement);
  79. // setup controls
  80. controls = new THREE.TrackballControls(camera, renderer.domElement);
  81. controls.rotateSpeed = 5.0;
  82. controls.zoomSpeed = 2.2;
  83. controls.panSpeed = 1;
  84. controls.dynamicDampingFactor = 0.3;
  85. window.addEventListener('resize', onWindowResize, false);
  86. }
  87. function onWindowResize() {
  88. camera.aspect = window.innerWidth / window.innerHeight;
  89. camera.updateProjectionMatrix();
  90. renderer.setSize(window.innerWidth, window.innerHeight);
  91. }
  92. function animate() {
  93. requestAnimationFrame(animate);
  94. controls.update();
  95. var delta = clock.getDelta() * spawnerOptions.timeScale;
  96. tick += delta;
  97. if (tick < 0) tick = 0;
  98. if (delta > 0) {
  99. options.position.x = Math.sin(tick * spawnerOptions.horizontalSpeed) * 15;
  100. options.position.y = Math.sin(tick * spawnerOptions.verticalSpeed) * 25;
  101. options.position.z = Math.sin(tick * spawnerOptions.horizontalSpeed + spawnerOptions.verticalSpeed) * 5;
  102. for (var x = 0; x < spawnerOptions.spawnRate * delta; x++) {
  103. // Yep, that's really it. Spawning particles is super cheap, and once you spawn them, the rest of
  104. // their lifecycle is handled entirely on the GPU, driven by a time uniform updated below
  105. particleSystem.spawnParticle(options);
  106. }
  107. }
  108. particleSystem.update(tick);
  109. render();
  110. }
  111. function render() {
  112. renderer.render(scene, camera);
  113. }
  114. </script>
  115. </body>
  116. </html>