webgl_custom_attributes_particles3.html 6.0 KB

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