webgl_points_billboards.html 4.0 KB

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  1. <!DOCTYPE html>
  2. <html lang="en">
  3. <head>
  4. <title>three.js webgl - particles - billboards</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. <link type="text/css" rel="stylesheet" href="main.css">
  8. </head>
  9. <body>
  10. <div id="info">
  11. <a href="http://threejs.org" target="_blank" rel="noopener">three.js</a> - webgl particle billboards example
  12. </div>
  13. <script type="module">
  14. import {
  15. BufferGeometry,
  16. Float32BufferAttribute,
  17. FogExp2,
  18. PerspectiveCamera,
  19. Points,
  20. PointsMaterial,
  21. Scene,
  22. TextureLoader,
  23. WebGLRenderer
  24. } from "../build/three.module.js";
  25. import Stats from './jsm/libs/stats.module.js';
  26. import { GUI } from './jsm/libs/dat.gui.module.js';
  27. var camera, scene, renderer, stats, material;
  28. var mouseX = 0, mouseY = 0;
  29. var windowHalfX = window.innerWidth / 2;
  30. var windowHalfY = window.innerHeight / 2;
  31. init();
  32. animate();
  33. function init() {
  34. camera = new PerspectiveCamera( 55, window.innerWidth / window.innerHeight, 2, 2000 );
  35. camera.position.z = 1000;
  36. scene = new Scene();
  37. scene.fog = new FogExp2( 0x000000, 0.001 );
  38. var geometry = new BufferGeometry();
  39. var vertices = [];
  40. var sprite = new TextureLoader().load( 'textures/sprites/disc.png' );
  41. for ( var i = 0; i < 10000; i ++ ) {
  42. var x = 2000 * Math.random() - 1000;
  43. var y = 2000 * Math.random() - 1000;
  44. var z = 2000 * Math.random() - 1000;
  45. vertices.push( x, y, z );
  46. }
  47. geometry.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  48. material = new PointsMaterial( { size: 35, sizeAttenuation: false, map: sprite, alphaTest: 0.5, transparent: true } );
  49. material.color.setHSL( 1.0, 0.3, 0.7 );
  50. var particles = new Points( geometry, material );
  51. scene.add( particles );
  52. //
  53. renderer = new WebGLRenderer();
  54. renderer.setPixelRatio( window.devicePixelRatio );
  55. renderer.setSize( window.innerWidth, window.innerHeight );
  56. document.body.appendChild( renderer.domElement );
  57. //
  58. stats = new Stats();
  59. document.body.appendChild( stats.dom );
  60. //
  61. var gui = new GUI();
  62. gui.add( material, 'sizeAttenuation' ).onChange( function () {
  63. material.needsUpdate = true;
  64. } );
  65. gui.open();
  66. //
  67. document.addEventListener( 'mousemove', onDocumentMouseMove, false );
  68. document.addEventListener( 'touchstart', onDocumentTouchStart, false );
  69. document.addEventListener( 'touchmove', onDocumentTouchMove, false );
  70. //
  71. window.addEventListener( 'resize', onWindowResize, false );
  72. }
  73. function onWindowResize() {
  74. windowHalfX = window.innerWidth / 2;
  75. windowHalfY = window.innerHeight / 2;
  76. camera.aspect = window.innerWidth / window.innerHeight;
  77. camera.updateProjectionMatrix();
  78. renderer.setSize( window.innerWidth, window.innerHeight );
  79. }
  80. function onDocumentMouseMove( event ) {
  81. mouseX = event.clientX - windowHalfX;
  82. mouseY = event.clientY - windowHalfY;
  83. }
  84. function onDocumentTouchStart( event ) {
  85. if ( event.touches.length == 1 ) {
  86. event.preventDefault();
  87. mouseX = event.touches[ 0 ].pageX - windowHalfX;
  88. mouseY = event.touches[ 0 ].pageY - windowHalfY;
  89. }
  90. }
  91. function onDocumentTouchMove( event ) {
  92. if ( event.touches.length == 1 ) {
  93. event.preventDefault();
  94. mouseX = event.touches[ 0 ].pageX - windowHalfX;
  95. mouseY = event.touches[ 0 ].pageY - windowHalfY;
  96. }
  97. }
  98. //
  99. function animate() {
  100. requestAnimationFrame( animate );
  101. render();
  102. stats.update();
  103. }
  104. function render() {
  105. var time = Date.now() * 0.00005;
  106. camera.position.x += ( mouseX - camera.position.x ) * 0.05;
  107. camera.position.y += ( - mouseY - camera.position.y ) * 0.05;
  108. camera.lookAt( scene.position );
  109. var h = ( 360 * ( 1.0 + time ) % 360 ) / 360;
  110. material.color.setHSL( h, 0.5, 0.5 );
  111. renderer.render( scene, camera );
  112. }
  113. </script>
  114. </body>
  115. </html>