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webgl_points_waves.html 4.7 KB

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  1. <!DOCTYPE html>
  2. <html lang="en">
  3. <head>
  4. <title>three.js webgl - particles - waves</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="https://threejs.org" target="_blank" rel="noopener">three.js</a> - webgl particles waves example
  12. </div>
  13. <script type="x-shader/x-vertex" id="vertexshader">
  14. attribute float scale;
  15. void main() {
  16. vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );
  17. gl_PointSize = scale * ( 300.0 / - mvPosition.z );
  18. gl_Position = projectionMatrix * mvPosition;
  19. }
  20. </script>
  21. <script type="x-shader/x-fragment" id="fragmentshader">
  22. uniform vec3 color;
  23. void main() {
  24. if ( length( gl_PointCoord - vec2( 0.5, 0.5 ) ) > 0.475 ) discard;
  25. gl_FragColor = vec4( color, 1.0 );
  26. }
  27. </script>
  28. <script type="module">
  29. import * as THREE from '../build/three.module.js';
  30. import Stats from './jsm/libs/stats.module.js';
  31. const SEPARATION = 100, AMOUNTX = 50, AMOUNTY = 50;
  32. let container, stats;
  33. let camera, scene, renderer;
  34. let particles, count = 0;
  35. let mouseX = 0, mouseY = 0;
  36. let windowHalfX = window.innerWidth / 2;
  37. let windowHalfY = window.innerHeight / 2;
  38. init();
  39. animate();
  40. function init() {
  41. container = document.createElement( 'div' );
  42. document.body.appendChild( container );
  43. camera = new THREE.PerspectiveCamera( 75, window.innerWidth / window.innerHeight, 1, 10000 );
  44. camera.position.z = 1000;
  45. scene = new THREE.Scene();
  46. //
  47. const numParticles = AMOUNTX * AMOUNTY;
  48. const positions = new Float32Array( numParticles * 3 );
  49. const scales = new Float32Array( numParticles );
  50. let i = 0, j = 0;
  51. for ( let ix = 0; ix < AMOUNTX; ix ++ ) {
  52. for ( let iy = 0; iy < AMOUNTY; iy ++ ) {
  53. positions[ i ] = ix * SEPARATION - ( ( AMOUNTX * SEPARATION ) / 2 ); // x
  54. positions[ i + 1 ] = 0; // y
  55. positions[ i + 2 ] = iy * SEPARATION - ( ( AMOUNTY * SEPARATION ) / 2 ); // z
  56. scales[ j ] = 1;
  57. i += 3;
  58. j ++;
  59. }
  60. }
  61. const geometry = new THREE.BufferGeometry();
  62. geometry.setAttribute( 'position', new THREE.BufferAttribute( positions, 3 ) );
  63. geometry.setAttribute( 'scale', new THREE.BufferAttribute( scales, 1 ) );
  64. const material = new THREE.ShaderMaterial( {
  65. uniforms: {
  66. color: { value: new THREE.Color( 0xffffff ) },
  67. },
  68. vertexShader: document.getElementById( 'vertexshader' ).textContent,
  69. fragmentShader: document.getElementById( 'fragmentshader' ).textContent
  70. } );
  71. //
  72. particles = new THREE.Points( geometry, material );
  73. scene.add( particles );
  74. //
  75. renderer = new THREE.WebGLRenderer( { antialias: true } );
  76. renderer.setPixelRatio( window.devicePixelRatio );
  77. renderer.setSize( window.innerWidth, window.innerHeight );
  78. container.appendChild( renderer.domElement );
  79. stats = new Stats();
  80. container.appendChild( stats.dom );
  81. container.style.touchAction = 'none';
  82. container.addEventListener( 'pointermove', onPointerMove );
  83. //
  84. window.addEventListener( 'resize', onWindowResize );
  85. }
  86. function onWindowResize() {
  87. windowHalfX = window.innerWidth / 2;
  88. windowHalfY = window.innerHeight / 2;
  89. camera.aspect = window.innerWidth / window.innerHeight;
  90. camera.updateProjectionMatrix();
  91. renderer.setSize( window.innerWidth, window.innerHeight );
  92. }
  93. //
  94. function onPointerMove( event ) {
  95. if ( event.isPrimary === false ) return;
  96. mouseX = event.clientX - windowHalfX;
  97. mouseY = event.clientY - windowHalfY;
  98. }
  99. //
  100. function animate() {
  101. requestAnimationFrame( animate );
  102. render();
  103. stats.update();
  104. }
  105. function render() {
  106. camera.position.x += ( mouseX - camera.position.x ) * .05;
  107. camera.position.y += ( - mouseY - camera.position.y ) * .05;
  108. camera.lookAt( scene.position );
  109. const positions = particles.geometry.attributes.position.array;
  110. const scales = particles.geometry.attributes.scale.array;
  111. let i = 0, j = 0;
  112. for ( let ix = 0; ix < AMOUNTX; ix ++ ) {
  113. for ( let iy = 0; iy < AMOUNTY; iy ++ ) {
  114. positions[ i + 1 ] = ( Math.sin( ( ix + count ) * 0.3 ) * 50 ) +
  115. ( Math.sin( ( iy + count ) * 0.5 ) * 50 );
  116. scales[ j ] = ( Math.sin( ( ix + count ) * 0.3 ) + 1 ) * 20 +
  117. ( Math.sin( ( iy + count ) * 0.5 ) + 1 ) * 20;
  118. i += 3;
  119. j ++;
  120. }
  121. }
  122. particles.geometry.attributes.position.needsUpdate = true;
  123. particles.geometry.attributes.scale.needsUpdate = true;
  124. renderer.render( scene, camera );
  125. count += 0.1;
  126. }
  127. </script>
  128. </body>
  129. </html>