webgl_buffergeometry_custom_attributes_particles.html 5.1 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;
  46. gl_PointSize = size * ( 300.0 / length( mvPosition.xyz ) );
  47. gl_Position = projectionMatrix * mvPosition;
  48. }
  49. </script>
  50. <script type="x-shader/x-fragment" id="fragmentshader">
  51. uniform vec3 color;
  52. uniform sampler2D texture;
  53. varying vec3 vColor;
  54. void main() {
  55. gl_FragColor = vec4( color * vColor, 1.0 );
  56. gl_FragColor = gl_FragColor * texture2D( texture, gl_PointCoord );
  57. }
  58. </script>
  59. <script>
  60. if ( ! Detector.webgl ) Detector.addGetWebGLMessage();
  61. var renderer, scene, camera, stats;
  62. var sphere, uniforms, geometry;
  63. var noise = [];
  64. var values_size;
  65. //500000
  66. var particles = 100000;
  67. var WIDTH = window.innerWidth;
  68. var HEIGHT = window.innerHeight;
  69. init();
  70. animate();
  71. function init() {
  72. camera = new THREE.PerspectiveCamera( 40, WIDTH / HEIGHT, 1, 10000 );
  73. camera.position.z = 300;
  74. scene = new THREE.Scene();
  75. var attributes = {
  76. size: { type: 'f', value: null },
  77. customColor: { type: 'c', value: null }
  78. };
  79. uniforms = {
  80. color: { type: "c", value: new THREE.Color( 0xffffff ) },
  81. texture: { type: "t", value: THREE.ImageUtils.loadTexture( "textures/sprites/spark1.png" ) },
  82. };
  83. var shaderMaterial = new THREE.ShaderMaterial( {
  84. uniforms: uniforms,
  85. attributes: attributes,
  86. vertexShader: document.getElementById( 'vertexshader' ).textContent,
  87. fragmentShader: document.getElementById( 'fragmentshader' ).textContent,
  88. blending: THREE.AdditiveBlending,
  89. depthTest: false,
  90. transparent: true
  91. });
  92. var radius = 200;
  93. geometry = new THREE.BufferGeometry();
  94. // geometry.dynamic = true;
  95. geometry.addAttribute( 'position', Float32Array, particles, 3 );
  96. geometry.addAttribute( 'customColor', Float32Array, particles, 3 );
  97. geometry.addAttribute( 'size', Float32Array, particles, 1 );
  98. geometry.attributes.size.dynamic = true;
  99. values_size = geometry.attributes.size.array;
  100. var positions = geometry.attributes.position.array;
  101. var values_color = geometry.attributes.customColor.array;
  102. sphere = new THREE.ParticleSystem( geometry, shaderMaterial );
  103. //sphere.sortParticles = true;
  104. var color = new THREE.Color( 0xffaa00 );;
  105. for( var v = 0; v < particles; v++ ) {
  106. values_size[ v ] = 10;
  107. positions[ v * 3 + 0 ] = (Math.random() * 2 - 1) * radius;
  108. positions[ v * 3 + 1 ] = (Math.random() * 2 - 1) * radius;
  109. positions[ v * 3 + 2 ] = (Math.random() * 2 - 1) * radius;
  110. if ( positions[ v * 3 + 0 ] < 0 )
  111. color.setHSL( 0.5 + 0.1 * ( v / particles ), 0.7, 0.1 );
  112. else
  113. color.setHSL( 0.0 + 0.1 * ( v / particles ), 0.9, 0.1 );
  114. values_color[ v * 3 + 0 ] = color.r;
  115. values_color[ v * 3 + 1 ] = color.g;
  116. values_color[ v * 3 + 2 ] = color.b;
  117. }
  118. scene.add( sphere );
  119. renderer = new THREE.WebGLRenderer( { alpha: false } );
  120. renderer.setSize( WIDTH, HEIGHT );
  121. var container = document.getElementById( 'container' );
  122. container.appendChild( renderer.domElement );
  123. stats = new Stats();
  124. stats.domElement.style.position = 'absolute';
  125. stats.domElement.style.top = '0px';
  126. container.appendChild( stats.domElement );
  127. //
  128. window.addEventListener( 'resize', onWindowResize, false );
  129. }
  130. function onWindowResize() {
  131. camera.aspect = window.innerWidth / window.innerHeight;
  132. camera.updateProjectionMatrix();
  133. renderer.setSize( window.innerWidth, window.innerHeight );
  134. }
  135. function animate() {
  136. requestAnimationFrame( animate );
  137. render();
  138. stats.update();
  139. }
  140. function render() {
  141. var time = Date.now() * 0.005;
  142. sphere.rotation.z = 0.01 * time;
  143. for( var i = 0; i < particles; i++ ) {
  144. values_size[ i ] = 14 + 13 * Math.sin( 0.1 * i + time );
  145. }
  146. geometry.attributes.size.needsUpdate = true;
  147. renderer.render( scene, camera );
  148. }
  149. </script>
  150. </body>
  151. </html>