webgl_buffergeometry_custom_attributes_particles.html 4.3 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. 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" rel="noopener">three.js</a> webgl - buffergeometry custom attributes - 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. varying vec3 vColor;
  38. void main() {
  39. vColor = color;
  40. vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );
  41. gl_PointSize = size * ( 300.0 / -mvPosition.z );
  42. gl_Position = projectionMatrix * mvPosition;
  43. }
  44. </script>
  45. <script type="x-shader/x-fragment" id="fragmentshader">
  46. uniform sampler2D texture;
  47. varying vec3 vColor;
  48. void main() {
  49. gl_FragColor = vec4( vColor, 1.0 );
  50. gl_FragColor = gl_FragColor * texture2D( texture, gl_PointCoord );
  51. }
  52. </script>
  53. <script>
  54. if ( ! Detector.webgl ) Detector.addGetWebGLMessage();
  55. var renderer, scene, camera, stats;
  56. var particleSystem, uniforms, geometry;
  57. var particles = 100000;
  58. init();
  59. animate();
  60. function init() {
  61. camera = new THREE.PerspectiveCamera( 40, window.innerWidth / window.innerHeight, 1, 10000 );
  62. camera.position.z = 300;
  63. scene = new THREE.Scene();
  64. uniforms = {
  65. texture: { value: new THREE.TextureLoader().load( "textures/sprites/spark1.png" ) }
  66. };
  67. var shaderMaterial = new THREE.ShaderMaterial( {
  68. uniforms: uniforms,
  69. vertexShader: document.getElementById( 'vertexshader' ).textContent,
  70. fragmentShader: document.getElementById( 'fragmentshader' ).textContent,
  71. blending: THREE.AdditiveBlending,
  72. depthTest: false,
  73. transparent: true,
  74. vertexColors: true
  75. });
  76. var radius = 200;
  77. geometry = new THREE.BufferGeometry();
  78. var positions = [];
  79. var colors = [];
  80. var sizes = [];
  81. var color = new THREE.Color();
  82. for ( var i = 0; i < particles; i ++ ) {
  83. positions.push( ( Math.random() * 2 - 1 ) * radius );
  84. positions.push( ( Math.random() * 2 - 1 ) * radius );
  85. positions.push( ( Math.random() * 2 - 1 ) * radius );
  86. color.setHSL( i / particles, 1.0, 0.5 );
  87. colors.push( color.r, color.g, color.b );
  88. sizes.push( 20 );;
  89. }
  90. geometry.addAttribute( 'position', new THREE.Float32BufferAttribute( positions, 3 ) );
  91. geometry.addAttribute( 'color', new THREE.Float32BufferAttribute( colors, 3 ) );
  92. geometry.addAttribute( 'size', new THREE.Float32BufferAttribute( sizes, 1 ).setDynamic( true ) );
  93. particleSystem = new THREE.Points( geometry, shaderMaterial );
  94. scene.add( particleSystem );
  95. renderer = new THREE.WebGLRenderer();
  96. renderer.setPixelRatio( window.devicePixelRatio );
  97. renderer.setSize( window.innerWidth, window.innerHeight );
  98. var container = document.getElementById( 'container' );
  99. container.appendChild( renderer.domElement );
  100. stats = new Stats();
  101. container.appendChild( stats.dom );
  102. //
  103. window.addEventListener( 'resize', onWindowResize, false );
  104. }
  105. function onWindowResize() {
  106. camera.aspect = window.innerWidth / window.innerHeight;
  107. camera.updateProjectionMatrix();
  108. renderer.setSize( window.innerWidth, window.innerHeight );
  109. }
  110. function animate() {
  111. requestAnimationFrame( animate );
  112. render();
  113. stats.update();
  114. }
  115. function render() {
  116. var time = Date.now() * 0.005;
  117. particleSystem.rotation.z = 0.01 * time;
  118. var sizes = geometry.attributes.size.array;
  119. for ( var i = 0; i < particles; i++ ) {
  120. sizes[ i ] = 10 * ( 1 + Math.sin( 0.1 * i + time ) );
  121. }
  122. geometry.attributes.size.needsUpdate = true;
  123. renderer.render( scene, camera );
  124. }
  125. </script>
  126. </body>
  127. </html>