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webgl_interactive_points.html 5.2 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. <style>
  8. body {
  9. color: #ffffff;
  10. background-color: #000000;
  11. margin: 0px;
  12. overflow: hidden;
  13. }
  14. #info {
  15. position: absolute;
  16. top: 0px;
  17. width: 100%;
  18. padding: 5px;
  19. font-family: Monospace;
  20. font-size: 13px;
  21. text-align: center;
  22. font-weight: bold;
  23. }
  24. a {
  25. color: #fff;
  26. }
  27. </style>
  28. </head>
  29. <body>
  30. <div id="container"></div>
  31. <div id="info"><a href="http://threejs.org" target="_blank">three.js</a> webgl - interactive - particles</div>
  32. <script src="../build/three.js"></script>
  33. <script src="js/Detector.js"></script>
  34. <script src="js/libs/stats.min.js"></script>
  35. <script type="x-shader/x-vertex" id="vertexshader">
  36. attribute float size;
  37. attribute vec3 customColor;
  38. varying vec3 vColor;
  39. void main() {
  40. vColor = customColor;
  41. vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );
  42. gl_PointSize = size * ( 300.0 / -mvPosition.z );
  43. gl_Position = projectionMatrix * mvPosition;
  44. }
  45. </script>
  46. <script type="x-shader/x-fragment" id="fragmentshader">
  47. uniform vec3 color;
  48. uniform sampler2D texture;
  49. varying vec3 vColor;
  50. void main() {
  51. gl_FragColor = vec4( color * vColor, 1.0 );
  52. gl_FragColor = gl_FragColor * texture2D( texture, gl_PointCoord );
  53. if ( gl_FragColor.a < ALPHATEST ) discard;
  54. }
  55. </script>
  56. <script>
  57. if ( ! Detector.webgl ) Detector.addGetWebGLMessage();
  58. var renderer, scene, camera, stats;
  59. var particles, uniforms;
  60. var PARTICLE_SIZE = 20;
  61. var raycaster, intersects;
  62. var mouse, INTERSECTED;
  63. init();
  64. animate();
  65. function init() {
  66. container = document.getElementById( 'container' );
  67. scene = new THREE.Scene();
  68. camera = new THREE.PerspectiveCamera( 45, window.innerWidth / window.innerHeight, 1, 10000 );
  69. camera.position.z = 250;
  70. //
  71. var geometry1 = new THREE.BoxGeometry( 200, 200, 200, 16, 16, 16 );
  72. var vertices = geometry1.vertices;
  73. var positions = new Float32Array( vertices.length * 3 );
  74. var colors = new Float32Array( vertices.length * 3 );
  75. var sizes = new Float32Array( vertices.length );
  76. var vertex;
  77. var color = new THREE.Color();
  78. for ( var i = 0, l = vertices.length; i < l; i ++ ) {
  79. vertex = vertices[ i ];
  80. vertex.toArray( positions, i * 3 );
  81. color.setHSL( 0.01 + 0.1 * ( i / l ), 1.0, 0.5 )
  82. color.toArray( colors, i * 3 );
  83. sizes[ i ] = PARTICLE_SIZE * 0.5;
  84. }
  85. var geometry = new THREE.BufferGeometry();
  86. geometry.addAttribute( 'position', new THREE.BufferAttribute( positions, 3 ) );
  87. geometry.addAttribute( 'customColor', new THREE.BufferAttribute( colors, 3 ) );
  88. geometry.addAttribute( 'size', new THREE.BufferAttribute( sizes, 1 ) );
  89. //
  90. var material = new THREE.ShaderMaterial( {
  91. uniforms: {
  92. color: { value: new THREE.Color( 0xffffff ) },
  93. texture: { value: new THREE.TextureLoader().load( "textures/sprites/disc.png" ) }
  94. },
  95. vertexShader: document.getElementById( 'vertexshader' ).textContent,
  96. fragmentShader: document.getElementById( 'fragmentshader' ).textContent,
  97. alphaTest: 0.9,
  98. } );
  99. //
  100. particles = new THREE.Points( geometry, material );
  101. scene.add( particles );
  102. //
  103. renderer = new THREE.WebGLRenderer();
  104. renderer.setPixelRatio( window.devicePixelRatio );
  105. renderer.setSize( window.innerWidth, window.innerHeight );
  106. container.appendChild( renderer.domElement );
  107. //
  108. raycaster = new THREE.Raycaster();
  109. mouse = new THREE.Vector2();
  110. //
  111. stats = new Stats();
  112. container.appendChild( stats.dom );
  113. //
  114. window.addEventListener( 'resize', onWindowResize, false );
  115. document.addEventListener( 'mousemove', onDocumentMouseMove, false );
  116. }
  117. function onDocumentMouseMove( event ) {
  118. event.preventDefault();
  119. mouse.x = ( event.clientX / window.innerWidth ) * 2 - 1;
  120. mouse.y = - ( event.clientY / window.innerHeight ) * 2 + 1;
  121. }
  122. function onWindowResize() {
  123. camera.aspect = window.innerWidth / window.innerHeight;
  124. camera.updateProjectionMatrix();
  125. renderer.setSize( window.innerWidth, window.innerHeight );
  126. }
  127. function animate() {
  128. requestAnimationFrame( animate );
  129. render();
  130. stats.update();
  131. }
  132. function render() {
  133. particles.rotation.x += 0.0005;
  134. particles.rotation.y += 0.001;
  135. var geometry = particles.geometry;
  136. var attributes = geometry.attributes;
  137. raycaster.setFromCamera( mouse, camera );
  138. intersects = raycaster.intersectObject( particles );
  139. if ( intersects.length > 0 ) {
  140. if ( INTERSECTED != intersects[ 0 ].index ) {
  141. attributes.size.array[ INTERSECTED ] = PARTICLE_SIZE;
  142. INTERSECTED = intersects[ 0 ].index;
  143. attributes.size.array[ INTERSECTED ] = PARTICLE_SIZE * 1.25;
  144. attributes.size.needsUpdate = true;
  145. }
  146. } else if ( INTERSECTED !== null ) {
  147. attributes.size.array[ INTERSECTED ] = PARTICLE_SIZE;
  148. attributes.size.needsUpdate = true;
  149. INTERSECTED = null;
  150. }
  151. renderer.render( scene, camera );
  152. }
  153. </script>
  154. </body>
  155. </html>