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GPUParticleSystem.js 16 KB

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  1. /*
  2. * GPU Particle System
  3. * @author flimshaw - Charlie Hoey - http://charliehoey.com
  4. *
  5. * A simple to use, general purpose GPU system. Particles are spawn-and-forget with
  6. * several options available, and do not require monitoring or cleanup after spawning.
  7. * Because the paths of all particles are completely deterministic once spawned, the scale
  8. * and direction of time is also variable.
  9. *
  10. * Currently uses a static wrapping perlin noise texture for turbulence, and a small png texture for
  11. * particles, but adding support for a particle texture atlas or changing to a different type of turbulence
  12. * would be a fairly light day's work.
  13. *
  14. * Shader and javascript packing code derrived from several Stack Overflow examples.
  15. *
  16. */
  17. THREE.GPUParticleSystem = function(options) {
  18. var self = this;
  19. var options = options || {};
  20. // parse options and use defaults
  21. self.PARTICLE_COUNT = options.maxParticles || 1000000;
  22. self.PARTICLE_CONTAINERS = options.containerCount || 1;
  23. self.PARTICLES_PER_CONTAINER = Math.ceil(self.PARTICLE_COUNT / self.PARTICLE_CONTAINERS);
  24. self.PARTICLE_CURSOR = 0;
  25. self.time = 0;
  26. // Custom vertex and fragement shader
  27. var GPUParticleShader = {
  28. vertexShader: [
  29. 'precision highp float;',
  30. 'const vec4 bitSh = vec4(256. * 256. * 256., 256. * 256., 256., 1.);',
  31. 'const vec4 bitMsk = vec4(0.,vec3(1./256.0));',
  32. 'const vec4 bitShifts = vec4(1.) / bitSh;',
  33. '#define FLOAT_MAX 1.70141184e38',
  34. '#define FLOAT_MIN 1.17549435e-38',
  35. 'lowp vec4 encode_float(highp float v) {',
  36. 'highp float av = abs(v);',
  37. '//Handle special cases',
  38. 'if(av < FLOAT_MIN) {',
  39. 'return vec4(0.0, 0.0, 0.0, 0.0);',
  40. '} else if(v > FLOAT_MAX) {',
  41. 'return vec4(127.0, 128.0, 0.0, 0.0) / 255.0;',
  42. '} else if(v < -FLOAT_MAX) {',
  43. 'return vec4(255.0, 128.0, 0.0, 0.0) / 255.0;',
  44. '}',
  45. 'highp vec4 c = vec4(0,0,0,0);',
  46. '//Compute exponent and mantissa',
  47. 'highp float e = floor(log2(av));',
  48. 'highp float m = av * pow(2.0, -e) - 1.0;',
  49. //Unpack mantissa
  50. 'c[1] = floor(128.0 * m);',
  51. 'm -= c[1] / 128.0;',
  52. 'c[2] = floor(32768.0 * m);',
  53. 'm -= c[2] / 32768.0;',
  54. 'c[3] = floor(8388608.0 * m);',
  55. '//Unpack exponent',
  56. 'highp float ebias = e + 127.0;',
  57. 'c[0] = floor(ebias / 2.0);',
  58. 'ebias -= c[0] * 2.0;',
  59. 'c[1] += floor(ebias) * 128.0;',
  60. '//Unpack sign bit',
  61. 'c[0] += 128.0 * step(0.0, -v);',
  62. '//Scale back to range',
  63. 'return c / 255.0;',
  64. '}',
  65. 'vec4 pack(const in float depth)',
  66. '{',
  67. 'const vec4 bit_shift = vec4(256.0*256.0*256.0, 256.0*256.0, 256.0, 1.0);',
  68. 'const vec4 bit_mask = vec4(0.0, 1.0/256.0, 1.0/256.0, 1.0/256.0);',
  69. 'vec4 res = mod(depth*bit_shift*vec4(255), vec4(256))/vec4(255);',
  70. 'res -= res.xxyz * bit_mask;',
  71. 'return res;',
  72. '}',
  73. 'float unpack(const in vec4 rgba_depth)',
  74. '{',
  75. 'const vec4 bit_shift = vec4(1.0/(256.0*256.0*256.0), 1.0/(256.0*256.0), 1.0/256.0, 1.0);',
  76. 'float depth = dot(rgba_depth, bit_shift);',
  77. 'return depth;',
  78. '}',
  79. 'uniform float uTime;',
  80. 'uniform float uScale;',
  81. 'uniform sampler2D tNoise;',
  82. 'attribute vec4 particlePositionsStartTime;',
  83. 'attribute vec4 particleVelColSizeLife;',
  84. 'varying vec4 vColor;',
  85. 'varying float lifeLeft;',
  86. 'void main() {',
  87. '// unpack things from our attributes',
  88. 'vColor = encode_float( particleVelColSizeLife.y );',
  89. '// convert our velocity back into a value we can use',
  90. 'vec4 velTurb = encode_float( particleVelColSizeLife.x );',
  91. 'vec3 velocity = vec3( velTurb.xyz );',
  92. 'float turbulence = velTurb.w;',
  93. 'vec3 newPosition;',
  94. 'float timeElapsed = uTime - particlePositionsStartTime.a;',
  95. 'lifeLeft = 1. - (timeElapsed / particleVelColSizeLife.w);',
  96. 'gl_PointSize = ( uScale * particleVelColSizeLife.z ) * lifeLeft;',
  97. 'velocity.x = ( velocity.x - .5 ) * 3.;',
  98. 'velocity.y = ( velocity.y - .5 ) * 3.;',
  99. 'velocity.z = ( velocity.z - .5 ) * 3.;',
  100. 'newPosition = particlePositionsStartTime.xyz + ( velocity * 10. ) * ( uTime - particlePositionsStartTime.a );',
  101. 'vec3 noise = texture2D( tNoise, vec2( newPosition.x * .015 + (uTime * .05), newPosition.y * .02 + (uTime * .015) )).rgb;',
  102. 'vec3 noiseVel = ( noise.rgb - .5 ) * 30.;',
  103. 'newPosition = mix(newPosition, newPosition + vec3(noiseVel * ( turbulence * 5. ) ), (timeElapsed / particleVelColSizeLife.a) );',
  104. 'if( velocity.y > 0. && velocity.y < .05 ) {',
  105. 'lifeLeft = 0.;',
  106. '}',
  107. 'if( velocity.x < -1.45 ) {',
  108. 'lifeLeft = 0.;',
  109. '}',
  110. 'if( timeElapsed > 0. ) {',
  111. 'gl_Position = projectionMatrix * modelViewMatrix * vec4( newPosition, 1.0 );',
  112. '} else {',
  113. 'gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );',
  114. 'lifeLeft = 0.;',
  115. 'gl_PointSize = 0.;',
  116. '}',
  117. '}'
  118. ].join("\n"),
  119. fragmentShader: [
  120. 'float scaleLinear(float value, vec2 valueDomain) {',
  121. 'return (value - valueDomain.x) / (valueDomain.y - valueDomain.x);',
  122. '}',
  123. 'float scaleLinear(float value, vec2 valueDomain, vec2 valueRange) {',
  124. 'return mix(valueRange.x, valueRange.y, scaleLinear(value, valueDomain));',
  125. '}',
  126. 'varying vec4 vColor;',
  127. 'varying float lifeLeft;',
  128. 'uniform sampler2D tSprite;',
  129. 'void main() {',
  130. 'float alpha = 0.;',
  131. 'if( lifeLeft > .995 ) {',
  132. 'alpha = scaleLinear( lifeLeft, vec2(1., .995), vec2(0., 1.));//mix( 0., 1., ( lifeLeft - .95 ) * 100. ) * .75;',
  133. '} else {',
  134. 'alpha = lifeLeft * .75;',
  135. '}',
  136. 'vec4 tex = texture2D( tSprite, gl_PointCoord );',
  137. 'gl_FragColor = vec4( vColor.rgb * tex.a, alpha * tex.a );',
  138. '}'
  139. ].join("\n")
  140. };
  141. // preload a million random numbers
  142. self.rand = [];
  143. for (var i = 1e5; i > 0; i--) {
  144. self.rand.push(Math.random() - .5);
  145. }
  146. self.random = function() {
  147. return ++i >= self.rand.length ? self.rand[i = 1] : self.rand[i];
  148. }
  149. var textureLoader = new THREE.TextureLoader();
  150. self.particleNoiseTex = textureLoader.load("textures/perlin-512.png");
  151. self.particleNoiseTex.wrapS = self.particleNoiseTex.wrapT = THREE.RepeatWrapping;
  152. self.particleSpriteTex = textureLoader.load("textures/particle2.png");
  153. self.particleSpriteTex.wrapS = self.particleSpriteTex.wrapT = THREE.RepeatWrapping;
  154. self.particleShaderMat = new THREE.ShaderMaterial({
  155. transparent: true,
  156. depthWrite: false,
  157. uniforms: {
  158. "uTime": {
  159. type: "f",
  160. value: 0.0
  161. },
  162. "uScale": {
  163. type: "f",
  164. value: 1.0
  165. },
  166. "tNoise": {
  167. type: "t",
  168. value: self.particleNoiseTex
  169. },
  170. "tSprite": {
  171. type: "t",
  172. value: self.particleSpriteTex
  173. }
  174. },
  175. blending: THREE.AdditiveBlending,
  176. vertexShader: GPUParticleShader.vertexShader,
  177. fragmentShader: GPUParticleShader.fragmentShader
  178. });
  179. // define defaults for all values
  180. self.particleShaderMat.defaultAttributeValues.particlePositionsStartTime = [0, 0, 0, 0];
  181. self.particleShaderMat.defaultAttributeValues.particleVelColSizeLife = [0, 0, 0, 0];
  182. self.particleContainers = [];
  183. // extend Object3D
  184. THREE.Object3D.apply(this, arguments);
  185. this.init = function() {
  186. for (var i = 0; i < self.PARTICLE_CONTAINERS; i++) {
  187. var c = new THREE.GPUParticleContainer(self.PARTICLES_PER_CONTAINER, self);
  188. self.particleContainers.push(c);
  189. self.add(c);
  190. }
  191. }
  192. this.spawnParticle = function(options) {
  193. self.PARTICLE_CURSOR++;
  194. if (self.PARTICLE_CURSOR >= self.PARTICLE_COUNT) {
  195. self.PARTICLE_CURSOR = 1;
  196. }
  197. var currentContainer = self.particleContainers[Math.floor(self.PARTICLE_CURSOR / self.PARTICLES_PER_CONTAINER)];
  198. currentContainer.spawnParticle(options);
  199. }
  200. this.update = function(time) {
  201. for (var i = 0; i < self.PARTICLE_CONTAINERS; i++) {
  202. self.particleContainers[i].update(time);
  203. }
  204. };
  205. this.init();
  206. }
  207. THREE.GPUParticleSystem.prototype = Object.create(THREE.Object3D.prototype);
  208. THREE.GPUParticleSystem.prototype.constructor = THREE.GPUParticleSystem;
  209. // Subclass for particle containers, allows for very large arrays to be spread out
  210. THREE.GPUParticleContainer = function(maxParticles, particleSystem) {
  211. var self = this;
  212. self.PARTICLE_COUNT = maxParticles || 100000;
  213. self.PARTICLE_CURSOR = 0;
  214. self.time = 0;
  215. self.DPR = window.devicePixelRatio;
  216. self.GPUParticleSystem = particleSystem;
  217. var particlesPerArray = Math.floor(self.PARTICLE_COUNT / self.MAX_ATTRIBUTES);
  218. // extend Object3D
  219. THREE.Object3D.apply(this, arguments);
  220. // construct a couple small arrays used for packing variables into floats etc
  221. var UINT8_VIEW = new Uint8Array(4)
  222. var FLOAT_VIEW = new Float32Array(UINT8_VIEW.buffer)
  223. function decodeFloat(x, y, z, w) {
  224. UINT8_VIEW[0] = Math.floor(w)
  225. UINT8_VIEW[1] = Math.floor(z)
  226. UINT8_VIEW[2] = Math.floor(y)
  227. UINT8_VIEW[3] = Math.floor(x)
  228. return FLOAT_VIEW[0]
  229. }
  230. function componentToHex(c) {
  231. var hex = c.toString(16);
  232. return hex.length == 1 ? "0" + hex : hex;
  233. }
  234. function rgbToHex(r, g, b) {
  235. return "#" + componentToHex(r) + componentToHex(g) + componentToHex(b);
  236. }
  237. function hexToRgb(hex) {
  238. var r = hex >> 16;
  239. var g = (hex & 0x00FF00) >> 8;
  240. var b = hex & 0x0000FF;
  241. if (r > 0) r--;
  242. if (g > 0) g--;
  243. if (b > 0) b--;
  244. return [r, g, b];
  245. };
  246. self.particles = [];
  247. self.deadParticles = [];
  248. self.particlesAvailableSlot = [];
  249. // create a container for particles
  250. self.particleUpdate = false;
  251. // Shader Based Particle System
  252. self.particleShaderGeo = new THREE.BufferGeometry();
  253. // new hyper compressed attributes
  254. self.particleVertices = new Float32Array(self.PARTICLE_COUNT * 3); // position
  255. self.particlePositionsStartTime = new Float32Array(self.PARTICLE_COUNT * 4); // position
  256. self.particleVelColSizeLife = new Float32Array(self.PARTICLE_COUNT * 4);
  257. for (var i = 0; i < self.PARTICLE_COUNT; i++) {
  258. self.particlePositionsStartTime[i * 4 + 0] = 100; //x
  259. self.particlePositionsStartTime[i * 4 + 1] = 0; //y
  260. self.particlePositionsStartTime[i * 4 + 2] = 0.0; //z
  261. self.particlePositionsStartTime[i * 4 + 3] = 0.0; //startTime
  262. self.particleVertices[i * 3 + 0] = 0; //x
  263. self.particleVertices[i * 3 + 1] = 0; //y
  264. self.particleVertices[i * 3 + 2] = 0.0; //z
  265. self.particleVelColSizeLife[i * 4 + 0] = decodeFloat(128, 128, 0, 0); //vel
  266. self.particleVelColSizeLife[i * 4 + 1] = decodeFloat(0, 254, 0, 254); //color
  267. self.particleVelColSizeLife[i * 4 + 2] = 1.0; //size
  268. self.particleVelColSizeLife[i * 4 + 3] = 0.0; //lifespan
  269. }
  270. self.particleShaderGeo.addAttribute('position', new THREE.BufferAttribute(self.particleVertices, 3));
  271. self.particleShaderGeo.addAttribute('particlePositionsStartTime', new THREE.BufferAttribute(self.particlePositionsStartTime, 4).setDynamic(true));
  272. self.particleShaderGeo.addAttribute('particleVelColSizeLife', new THREE.BufferAttribute(self.particleVelColSizeLife, 4).setDynamic(true));
  273. self.posStart = self.particleShaderGeo.getAttribute('particlePositionsStartTime')
  274. self.velCol = self.particleShaderGeo.getAttribute('particleVelColSizeLife');
  275. self.particleShaderMat = self.GPUParticleSystem.particleShaderMat;
  276. this.init = function() {
  277. self.particleSystem = new THREE.Points(self.particleShaderGeo, self.particleShaderMat);
  278. self.particleSystem.frustumCulled = false;
  279. this.add(self.particleSystem);
  280. };
  281. var options = {},
  282. position = new THREE.Vector3(),
  283. velocity = new THREE.Vector3(),
  284. positionRandomness = 0.,
  285. velocityRandomness = 0.,
  286. color = 0xffffff,
  287. colorRandomness = 0.,
  288. turbulence = 0.,
  289. lifetime = 0.,
  290. size = 0.,
  291. sizeRandomness = 0.,
  292. i;
  293. var maxVel = 2;
  294. var maxSource = 250;
  295. this.offset = 0;
  296. this.count = 0;
  297. this.spawnParticle = function(options) {
  298. options = options || {};
  299. // setup reasonable default values for all arguments
  300. position = options.position !== undefined ? position.copy(options.position) : position.set(0., 0., 0.);
  301. velocity = options.velocity !== undefined ? velocity.copy(options.velocity) : velocity.set(0., 0., 0.);
  302. positionRandomness = options.positionRandomness !== undefined ? options.positionRandomness : 0.0;
  303. velocityRandomness = options.velocityRandomness !== undefined ? options.velocityRandomness : 0.0;
  304. color = options.color !== undefined ? options.color : 0xffffff;
  305. colorRandomness = options.colorRandomness !== undefined ? options.colorRandomness : 1.0;
  306. turbulence = options.turbulence !== undefined ? options.turbulence : 1.0;
  307. lifetime = options.lifetime !== undefined ? options.lifetime : 5.0;
  308. size = options.size !== undefined ? options.size : 10;
  309. sizeRandomness = options.sizeRandomness !== undefined ? options.sizeRandomness : 0.0,
  310. smoothPosition = options.smoothPosition !== undefined ? options.smoothPosition : false;
  311. if (self.DPR !== undefined) size *= self.DPR;
  312. i = self.PARTICLE_CURSOR;
  313. self.posStart.array[i * 4 + 0] = position.x + ((particleSystem.random()) * positionRandomness); // - ( velocity.x * particleSystem.random() ); //x
  314. self.posStart.array[i * 4 + 1] = position.y + ((particleSystem.random()) * positionRandomness); // - ( velocity.y * particleSystem.random() ); //y
  315. self.posStart.array[i * 4 + 2] = position.z + ((particleSystem.random()) * positionRandomness); // - ( velocity.z * particleSystem.random() ); //z
  316. self.posStart.array[i * 4 + 3] = self.time + (particleSystem.random() * 2e-2); //startTime
  317. if (smoothPosition === true) {
  318. self.posStart.array[i * 4 + 0] += -(velocity.x * particleSystem.random()); //x
  319. self.posStart.array[i * 4 + 1] += -(velocity.y * particleSystem.random()); //y
  320. self.posStart.array[i * 4 + 2] += -(velocity.z * particleSystem.random()); //z
  321. }
  322. var velX = velocity.x + (particleSystem.random()) * velocityRandomness;
  323. var velY = velocity.y + (particleSystem.random()) * velocityRandomness;
  324. var velZ = velocity.z + (particleSystem.random()) * velocityRandomness;
  325. // convert turbulence rating to something we can pack into a vec4
  326. var turbulence = Math.floor(turbulence * 254);
  327. // clamp our value to between 0. and 1.
  328. velX = Math.floor(maxSource * ((velX - -maxVel) / (maxVel - -maxVel)));
  329. velY = Math.floor(maxSource * ((velY - -maxVel) / (maxVel - -maxVel)));
  330. velZ = Math.floor(maxSource * ((velZ - -maxVel) / (maxVel - -maxVel)));
  331. self.velCol.array[i * 4 + 0] = decodeFloat(velX, velY, velZ, turbulence); //vel
  332. var rgb = hexToRgb(color);
  333. for (var c = 0; c < rgb.length; c++) {
  334. rgb[c] = Math.floor(rgb[c] + ((particleSystem.random()) * colorRandomness) * 254);
  335. if (rgb[c] > 254) rgb[c] = 254;
  336. if (rgb[c] < 0) rgb[c] = 0;
  337. }
  338. self.velCol.array[i * 4 + 1] = decodeFloat(rgb[0], rgb[1], rgb[2], 254); //color
  339. self.velCol.array[i * 4 + 2] = size + (particleSystem.random()) * sizeRandomness; //size
  340. self.velCol.array[i * 4 + 3] = lifetime; //lifespan
  341. if (this.offset == 0) {
  342. this.offset = self.PARTICLE_CURSOR;
  343. }
  344. self.count++;
  345. self.PARTICLE_CURSOR++;
  346. if (self.PARTICLE_CURSOR >= self.PARTICLE_COUNT) {
  347. self.PARTICLE_CURSOR = 0;
  348. }
  349. self.particleUpdate = true;
  350. }
  351. this.update = function(time) {
  352. self.time = time;
  353. self.particleShaderMat.uniforms['uTime'].value = time;
  354. this.geometryUpdate();
  355. };
  356. this.geometryUpdate = function() {
  357. if (self.particleUpdate == true) {
  358. self.particleUpdate = false;
  359. // if we can get away with a partial buffer update, do so
  360. if (self.offset + self.count < self.PARTICLE_COUNT) {
  361. self.posStart.updateRange.offset = self.velCol.updateRange.offset = self.offset * 4;
  362. self.posStart.updateRange.count = self.velCol.updateRange.count = self.count * 4;
  363. } else {
  364. self.posStart.updateRange.offset = 0;
  365. self.posStart.updateRange.count = self.velCol.updateRange.count = (self.PARTICLE_COUNT * 4);
  366. }
  367. self.posStart.needsUpdate = true;
  368. self.velCol.needsUpdate = true;
  369. self.offset = 0;
  370. self.count = 0;
  371. }
  372. }
  373. this.init();
  374. }
  375. THREE.GPUParticleContainer.prototype = Object.create(THREE.Object3D.prototype);
  376. THREE.GPUParticleContainer.prototype.constructor = THREE.GPUParticleContainer;