webgl_points_waves.html 5.7 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268
  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. <style>
  8. body {
  9. background-color: #000;
  10. margin: 0px;
  11. overflow: hidden;
  12. font-family:Monospace;
  13. font-size:13px;
  14. text-align:center;
  15. font-weight: bold;
  16. text-align:center;
  17. }
  18. a {
  19. color:#0078ff;
  20. }
  21. #info {
  22. color:#fff;
  23. position: absolute;
  24. top: 0px;
  25. width: 100%;
  26. padding: 5px;
  27. }
  28. </style>
  29. </head>
  30. <body>
  31. <div id="info">
  32. <a href="http://threejs.org" target="_blank" rel="noopener">three.js</a> - webgl particles waves example
  33. </div>
  34. <script src="../build/three.js"></script>
  35. <script src="js/WebGL.js"></script>
  36. <script src="js/libs/stats.min.js"></script>
  37. <script type="x-shader/x-vertex" id="vertexshader">
  38. attribute float scale;
  39. void main() {
  40. vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );
  41. gl_PointSize = scale * ( 300.0 / - mvPosition.z );
  42. gl_Position = projectionMatrix * mvPosition;
  43. }
  44. </script>
  45. <script type="x-shader/x-fragment" id="fragmentshader">
  46. uniform vec3 color;
  47. void main() {
  48. if ( length( gl_PointCoord - vec2( 0.5, 0.5 ) ) > 0.475 ) discard;
  49. gl_FragColor = vec4( color, 1.0 );
  50. }
  51. </script>
  52. <script>
  53. if ( WEBGL.isWebGLAvailable() === false ) {
  54. document.body.appendChild( WEBGL.getWebGLErrorMessage() );
  55. }
  56. var SEPARATION = 100, AMOUNTX = 50, AMOUNTY = 50;
  57. var container, stats;
  58. var camera, scene, renderer;
  59. var particles, count = 0;
  60. var mouseX = 0, mouseY = 0;
  61. var windowHalfX = window.innerWidth / 2;
  62. var windowHalfY = window.innerHeight / 2;
  63. init();
  64. animate();
  65. function init() {
  66. container = document.createElement( 'div' );
  67. document.body.appendChild( container );
  68. camera = new THREE.PerspectiveCamera( 75, window.innerWidth / window.innerHeight, 1, 10000 );
  69. camera.position.z = 1000;
  70. scene = new THREE.Scene();
  71. //
  72. var numParticles = AMOUNTX * AMOUNTY;
  73. var positions = new Float32Array( numParticles * 3 );
  74. var scales = new Float32Array( numParticles );
  75. var i = 0, j = 0;
  76. for ( var ix = 0; ix < AMOUNTX; ix ++ ) {
  77. for ( var iy = 0; iy < AMOUNTY; iy ++ ) {
  78. positions[ i ] = ix * SEPARATION - ( ( AMOUNTX * SEPARATION ) / 2 ); // x
  79. positions[ i + 1 ] = 0; // y
  80. positions[ i + 2 ] = iy * SEPARATION - ( ( AMOUNTY * SEPARATION ) / 2 ); // z
  81. scales[ j ] = 1;
  82. i += 3;
  83. j ++;
  84. }
  85. }
  86. var geometry = new THREE.BufferGeometry();
  87. geometry.addAttribute( 'position', new THREE.BufferAttribute( positions, 3 ) );
  88. geometry.addAttribute( 'scale', new THREE.BufferAttribute( scales, 1 ) );
  89. var material = new THREE.ShaderMaterial( {
  90. uniforms: {
  91. color: { value: new THREE.Color( 0xffffff ) },
  92. },
  93. vertexShader: document.getElementById( 'vertexshader' ).textContent,
  94. fragmentShader: document.getElementById( 'fragmentshader' ).textContent
  95. } );
  96. //
  97. particles = new THREE.Points( geometry, material );
  98. scene.add( particles );
  99. //
  100. renderer = new THREE.WebGLRenderer( { antialias: true } );
  101. renderer.setPixelRatio( window.devicePixelRatio );
  102. renderer.setSize( window.innerWidth, window.innerHeight );
  103. container.appendChild( renderer.domElement );
  104. stats = new Stats();
  105. container.appendChild( stats.dom );
  106. document.addEventListener( 'mousemove', onDocumentMouseMove, false );
  107. document.addEventListener( 'touchstart', onDocumentTouchStart, false );
  108. document.addEventListener( 'touchmove', onDocumentTouchMove, false );
  109. //
  110. window.addEventListener( 'resize', onWindowResize, false );
  111. }
  112. function onWindowResize() {
  113. windowHalfX = window.innerWidth / 2;
  114. windowHalfY = window.innerHeight / 2;
  115. camera.aspect = window.innerWidth / window.innerHeight;
  116. camera.updateProjectionMatrix();
  117. renderer.setSize( window.innerWidth, window.innerHeight );
  118. }
  119. //
  120. function onDocumentMouseMove( event ) {
  121. mouseX = event.clientX - windowHalfX;
  122. mouseY = event.clientY - windowHalfY;
  123. }
  124. function onDocumentTouchStart( event ) {
  125. if ( event.touches.length === 1 ) {
  126. event.preventDefault();
  127. mouseX = event.touches[ 0 ].pageX - windowHalfX;
  128. mouseY = event.touches[ 0 ].pageY - windowHalfY;
  129. }
  130. }
  131. function onDocumentTouchMove( event ) {
  132. if ( event.touches.length === 1 ) {
  133. event.preventDefault();
  134. mouseX = event.touches[ 0 ].pageX - windowHalfX;
  135. mouseY = event.touches[ 0 ].pageY - windowHalfY;
  136. }
  137. }
  138. //
  139. function animate() {
  140. requestAnimationFrame( animate );
  141. render();
  142. stats.update();
  143. }
  144. function render() {
  145. camera.position.x += ( mouseX - camera.position.x ) * .05;
  146. camera.position.y += ( - mouseY - camera.position.y ) * .05;
  147. camera.lookAt( scene.position );
  148. var positions = particles.geometry.attributes.position.array;
  149. var scales = particles.geometry.attributes.scale.array;
  150. var i = 0, j = 0;
  151. for ( var ix = 0; ix < AMOUNTX; ix ++ ) {
  152. for ( var iy = 0; iy < AMOUNTY; iy ++ ) {
  153. positions[ i + 1 ] = ( Math.sin( ( ix + count ) * 0.3 ) * 50 ) +
  154. ( Math.sin( ( iy + count ) * 0.5 ) * 50 );
  155. scales[ j ] = ( Math.sin( ( ix + count ) * 0.3 ) + 1 ) * 8 +
  156. ( Math.sin( ( iy + count ) * 0.5 ) + 1 ) * 8;
  157. i += 3;
  158. j ++;
  159. }
  160. }
  161. particles.geometry.attributes.position.needsUpdate = true;
  162. particles.geometry.attributes.scale.needsUpdate = true;
  163. renderer.render( scene, camera );
  164. count += 0.1;
  165. }
  166. </script>
  167. </body>
  168. </html>