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webgl_custom_attributes_points3.html 6.6 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://threejs.org" target="_blank">three.js</a> - custom attributes example - billboards - alphatest</div>
  29. <div id="container"></div>
  30. <script src="../build/three.js"></script>
  31. <script src="js/Detector.js"></script>
  32. <script src="js/libs/stats.min.js"></script>
  33. <script type="x-shader/x-vertex" id="vertexshader">
  34. attribute float size;
  35. attribute vec4 ca;
  36. varying vec4 vColor;
  37. void main() {
  38. vColor = ca;
  39. vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );
  40. gl_PointSize = size * ( 150.0 / -mvPosition.z );
  41. gl_Position = projectionMatrix * mvPosition;
  42. }
  43. </script>
  44. <script type="x-shader/x-fragment" id="fragmentshader">
  45. uniform vec3 color;
  46. uniform sampler2D texture;
  47. varying vec4 vColor;
  48. void main() {
  49. vec4 outColor = texture2D( texture, gl_PointCoord );
  50. if ( outColor.a < 0.5 ) discard;
  51. gl_FragColor = outColor * vec4( color * vColor.xyz, 1.0 );
  52. float depth = gl_FragCoord.z / gl_FragCoord.w;
  53. const vec3 fogColor = vec3( 0.0 );
  54. float fogFactor = smoothstep( 200.0, 600.0, depth );
  55. gl_FragColor = mix( gl_FragColor, vec4( fogColor, gl_FragColor.w ), fogFactor );
  56. }
  57. </script>
  58. <script>
  59. if ( ! Detector.webgl ) Detector.addGetWebGLMessage();
  60. var renderer, scene, camera, stats;
  61. var object, uniforms, attributes;
  62. var vertices1;
  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, 1000 );
  69. camera.position.z = 500;
  70. scene = new THREE.Scene();
  71. var radius = 100, inner = 0.6 * radius;
  72. var vertices = [];
  73. for ( var i = 0; i < 100000; i ++ ) {
  74. var vertex = new THREE.Vector3();
  75. vertex.x = Math.random() * 2 - 1;
  76. vertex.y = Math.random() * 2 - 1;
  77. vertex.z = Math.random() * 2 - 1;
  78. vertex.multiplyScalar( radius );
  79. if ( ( vertex.x > inner || vertex.x < -inner ) ||
  80. ( vertex.y > inner || vertex.y < -inner ) ||
  81. ( vertex.z > inner || vertex.z < -inner ) )
  82. vertices.push( vertex );
  83. }
  84. vertices1 = vertices.length;
  85. radius = 200;
  86. var geometry2 = new THREE.BoxGeometry( radius, 0.1 * radius, 0.1 * radius, 50, 5, 5 );
  87. var matrix = new THREE.Matrix4();
  88. var position = new THREE.Vector3();
  89. var rotation = new THREE.Euler();
  90. var quaternion = new THREE.Quaternion();
  91. var scale = new THREE.Vector3( 1, 1, 1 );
  92. function addGeo( geo, x, y, z, ry ) {
  93. position.set( x, y, z );
  94. rotation.set( 0, ry, 0 );
  95. matrix.compose( position, quaternion.setFromEuler( rotation ), scale );
  96. for ( var i = 0, l = geo.vertices.length; i < l; i ++ ) {
  97. var vertex = geo.vertices[ i ];
  98. vertices.push( vertex.clone().applyMatrix4( matrix ) );
  99. }
  100. }
  101. // side 1
  102. addGeo( geometry2, 0, 110, 110, 0 );
  103. addGeo( geometry2, 0, 110, -110, 0 );
  104. addGeo( geometry2, 0, -110, 110, 0 );
  105. addGeo( geometry2, 0, -110, -110, 0 );
  106. // side 2
  107. addGeo( geometry2, 110, 110, 0, Math.PI/2 );
  108. addGeo( geometry2, 110, -110, 0, Math.PI/2 );
  109. addGeo( geometry2, -110, 110, 0, Math.PI/2 );
  110. addGeo( geometry2, -110, -110, 0, Math.PI/2 );
  111. // corner edges
  112. var geometry3 = new THREE.BoxGeometry( 0.1 * radius, radius * 1.2, 0.1 * radius, 5, 60, 5 );
  113. addGeo( geometry3, 110, 0, 110, 0 );
  114. addGeo( geometry3, 110, 0, -110, 0 );
  115. addGeo( geometry3, -110, 0, 110, 0 );
  116. addGeo( geometry3, -110, 0, -110, 0 );
  117. var positions = new Float32Array( vertices.length * 3 );
  118. var colors = new Float32Array( vertices.length * 3 );
  119. var sizes = new Float32Array( vertices.length );
  120. var vertex;
  121. var color = new THREE.Color();
  122. for ( var i = 0; i < vertices.length; i ++ ) {
  123. vertex = vertices[ i ];
  124. vertex.toArray( positions, i * 3 );
  125. if ( i < vertices1 ) {
  126. color.setHSL( 0.5 + 0.2 * ( i / vertices1 ), 1, 0.5 );
  127. } else {
  128. color.setHSL( 0.1, 1, 0.5 );
  129. }
  130. color.toArray( colors, i * 3 );
  131. sizes[ i ] = i < vertices1 ? 10 : 40;
  132. }
  133. var geometry = new THREE.BufferGeometry();
  134. geometry.addAttribute( 'position', new THREE.BufferAttribute( positions, 3 ) );
  135. geometry.addAttribute( 'ca', new THREE.BufferAttribute( colors, 3 ) );
  136. geometry.addAttribute( 'size', new THREE.BufferAttribute( sizes, 1 ) );
  137. //
  138. var texture = new THREE.TextureLoader().load( "textures/sprites/ball.png" );
  139. texture.wrapS = THREE.RepeatWrapping;
  140. texture.wrapT = THREE.RepeatWrapping;
  141. var material = new THREE.ShaderMaterial( {
  142. uniforms: {
  143. amplitude: { value: 1.0 },
  144. color: { value: new THREE.Color( 0xffffff ) },
  145. texture: { value: texture },
  146. },
  147. vertexShader: document.getElementById( 'vertexshader' ).textContent,
  148. fragmentShader: document.getElementById( 'fragmentshader' ).textContent
  149. });
  150. //
  151. object = new THREE.Points( geometry, material );
  152. scene.add( object );
  153. //
  154. renderer = new THREE.WebGLRenderer();
  155. renderer.setPixelRatio( window.devicePixelRatio );
  156. renderer.setSize( WIDTH, HEIGHT );
  157. var container = document.getElementById( 'container' );
  158. container.appendChild( renderer.domElement );
  159. stats = new Stats();
  160. container.appendChild( stats.dom );
  161. //
  162. window.addEventListener( 'resize', onWindowResize, false );
  163. }
  164. function onWindowResize() {
  165. camera.aspect = window.innerWidth / window.innerHeight;
  166. camera.updateProjectionMatrix();
  167. renderer.setSize( window.innerWidth, window.innerHeight );
  168. }
  169. function animate() {
  170. requestAnimationFrame( animate );
  171. render();
  172. stats.update();
  173. }
  174. function render() {
  175. var time = Date.now() * 0.01;
  176. object.rotation.y = object.rotation.z = 0.02 * time;
  177. var geometry = object.geometry;
  178. var attributes = geometry.attributes;
  179. for ( var i = 0; i < attributes.size.array.length; i ++ ) {
  180. if ( i < vertices1 ) {
  181. attributes.size.array[ i ] = Math.max(0, 26 + 32 * Math.sin( 0.1 * i + 0.6 * time ));
  182. }
  183. }
  184. attributes.size.needsUpdate = true;
  185. renderer.render( scene, camera );
  186. }
  187. </script>
  188. </body>
  189. </html>