webgl_buffergeometry_custom_attributes_particles.html 4.0 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. <link type="text/css" rel="stylesheet" href="main.css">
  8. </head>
  9. <body>
  10. <div id="container"></div>
  11. <div id="info"><a href="http://threejs.org" target="_blank" rel="noopener">three.js</a> webgl - buffergeometry custom attributes - particles</div>
  12. <script src="../build/three.js"></script>
  13. <script src="js/WebGL.js"></script>
  14. <script src="js/libs/stats.min.js"></script>
  15. <script type="x-shader/x-vertex" id="vertexshader">
  16. attribute float size;
  17. varying vec3 vColor;
  18. void main() {
  19. vColor = color;
  20. vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );
  21. gl_PointSize = size * ( 300.0 / -mvPosition.z );
  22. gl_Position = projectionMatrix * mvPosition;
  23. }
  24. </script>
  25. <script type="x-shader/x-fragment" id="fragmentshader">
  26. uniform sampler2D texture;
  27. varying vec3 vColor;
  28. void main() {
  29. gl_FragColor = vec4( vColor, 1.0 );
  30. gl_FragColor = gl_FragColor * texture2D( texture, gl_PointCoord );
  31. }
  32. </script>
  33. <script>
  34. if ( WEBGL.isWebGLAvailable() === false ) {
  35. document.body.appendChild( WEBGL.getWebGLErrorMessage() );
  36. }
  37. var renderer, scene, camera, stats;
  38. var particleSystem, uniforms, geometry;
  39. var particles = 100000;
  40. init();
  41. animate();
  42. function init() {
  43. camera = new THREE.PerspectiveCamera( 40, window.innerWidth / window.innerHeight, 1, 10000 );
  44. camera.position.z = 300;
  45. scene = new THREE.Scene();
  46. uniforms = {
  47. texture: { value: new THREE.TextureLoader().load( "textures/sprites/spark1.png" ) }
  48. };
  49. var shaderMaterial = new THREE.ShaderMaterial( {
  50. uniforms: uniforms,
  51. vertexShader: document.getElementById( 'vertexshader' ).textContent,
  52. fragmentShader: document.getElementById( 'fragmentshader' ).textContent,
  53. blending: THREE.AdditiveBlending,
  54. depthTest: false,
  55. transparent: true,
  56. vertexColors: true
  57. } );
  58. var radius = 200;
  59. geometry = new THREE.BufferGeometry();
  60. var positions = [];
  61. var colors = [];
  62. var sizes = [];
  63. var color = new THREE.Color();
  64. for ( var i = 0; i < particles; i ++ ) {
  65. positions.push( ( Math.random() * 2 - 1 ) * radius );
  66. positions.push( ( Math.random() * 2 - 1 ) * radius );
  67. positions.push( ( Math.random() * 2 - 1 ) * radius );
  68. color.setHSL( i / particles, 1.0, 0.5 );
  69. colors.push( color.r, color.g, color.b );
  70. sizes.push( 20 );
  71. }
  72. geometry.addAttribute( 'position', new THREE.Float32BufferAttribute( positions, 3 ) );
  73. geometry.addAttribute( 'color', new THREE.Float32BufferAttribute( colors, 3 ) );
  74. geometry.addAttribute( 'size', new THREE.Float32BufferAttribute( sizes, 1 ).setDynamic( true ) );
  75. particleSystem = new THREE.Points( geometry, shaderMaterial );
  76. scene.add( particleSystem );
  77. renderer = new THREE.WebGLRenderer();
  78. renderer.setPixelRatio( window.devicePixelRatio );
  79. renderer.setSize( window.innerWidth, window.innerHeight );
  80. var container = document.getElementById( 'container' );
  81. container.appendChild( renderer.domElement );
  82. stats = new Stats();
  83. container.appendChild( stats.dom );
  84. //
  85. window.addEventListener( 'resize', onWindowResize, false );
  86. }
  87. function onWindowResize() {
  88. camera.aspect = window.innerWidth / window.innerHeight;
  89. camera.updateProjectionMatrix();
  90. renderer.setSize( window.innerWidth, window.innerHeight );
  91. }
  92. function animate() {
  93. requestAnimationFrame( animate );
  94. render();
  95. stats.update();
  96. }
  97. function render() {
  98. var time = Date.now() * 0.005;
  99. particleSystem.rotation.z = 0.01 * time;
  100. var sizes = geometry.attributes.size.array;
  101. for ( var i = 0; i < particles; i ++ ) {
  102. sizes[ i ] = 10 * ( 1 + Math.sin( 0.1 * i + time ) );
  103. }
  104. geometry.attributes.size.needsUpdate = true;
  105. renderer.render( scene, camera );
  106. }
  107. </script>
  108. </body>
  109. </html>