webgl_custom_attributes_points2.html 5.7 KB

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  1. <!DOCTYPE html>
  2. <html lang="en">
  3. <head>
  4. <title>three.js webgl - custom attributes [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"><a href="http://threejs.org" target="_blank" rel="noopener">three.js</a> - custom attributes example - particles - billboards</div>
  11. <div id="container"></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. attribute vec3 ca;
  18. varying vec3 vColor;
  19. void main() {
  20. vColor = ca;
  21. vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );
  22. gl_PointSize = size * ( 300.0 / -mvPosition.z );
  23. gl_Position = projectionMatrix * mvPosition;
  24. }
  25. </script>
  26. <script type="x-shader/x-fragment" id="fragmentshader">
  27. uniform vec3 color;
  28. uniform sampler2D texture;
  29. varying vec3 vColor;
  30. void main() {
  31. vec4 color = vec4( color * vColor, 1.0 ) * texture2D( texture, gl_PointCoord );
  32. gl_FragColor = color;
  33. }
  34. </script>
  35. <script>
  36. if ( WEBGL.isWebGLAvailable() === false ) {
  37. document.body.appendChild( WEBGL.getWebGLErrorMessage() );
  38. }
  39. var renderer, scene, camera, stats;
  40. var sphere, length1;
  41. var WIDTH = window.innerWidth;
  42. var HEIGHT = window.innerHeight;
  43. init();
  44. animate();
  45. function init() {
  46. camera = new THREE.PerspectiveCamera( 45, WIDTH / HEIGHT, 1, 10000 );
  47. camera.position.z = 300;
  48. scene = new THREE.Scene();
  49. var radius = 100, segments = 68, rings = 38;
  50. var vertices1 = new THREE.SphereGeometry( radius, segments, rings ).vertices;
  51. var vertices2 = new THREE.BoxGeometry( 0.8 * radius, 0.8 * radius, 0.8 * radius, 10, 10, 10 ).vertices;
  52. length1 = vertices1.length;
  53. var vertices = vertices1.concat( vertices2 );
  54. var positions = new Float32Array( vertices.length * 3 );
  55. var colors = new Float32Array( vertices.length * 3 );
  56. var sizes = new Float32Array( vertices.length );
  57. var vertex;
  58. var color = new THREE.Color();
  59. for ( var i = 0, l = vertices.length; i < l; i ++ ) {
  60. vertex = vertices[ i ];
  61. vertex.toArray( positions, i * 3 );
  62. if ( i < length1 ) {
  63. color.setHSL( 0.01 + 0.1 * ( i / length1 ), 0.99, ( vertex.y + radius ) / ( 4 * radius ) );
  64. } else {
  65. color.setHSL( 0.6, 0.75, 0.25 + vertex.y / ( 2 * radius ) );
  66. }
  67. color.toArray( colors, i * 3 );
  68. sizes[ i ] = i < length1 ? 10 : 40;
  69. }
  70. var geometry = new THREE.BufferGeometry();
  71. geometry.addAttribute( 'position', new THREE.BufferAttribute( positions, 3 ) );
  72. geometry.addAttribute( 'size', new THREE.BufferAttribute( sizes, 1 ) );
  73. geometry.addAttribute( 'ca', new THREE.BufferAttribute( colors, 3 ) );
  74. //
  75. var texture = new THREE.TextureLoader().load( "textures/sprites/disc.png" );
  76. texture.wrapS = THREE.RepeatWrapping;
  77. texture.wrapT = THREE.RepeatWrapping;
  78. var material = new THREE.ShaderMaterial( {
  79. uniforms: {
  80. color: { value: new THREE.Color( 0xffffff ) },
  81. texture: { value: texture }
  82. },
  83. vertexShader: document.getElementById( 'vertexshader' ).textContent,
  84. fragmentShader: document.getElementById( 'fragmentshader' ).textContent,
  85. transparent: true
  86. } );
  87. //
  88. sphere = new THREE.Points( geometry, material );
  89. scene.add( sphere );
  90. //
  91. renderer = new THREE.WebGLRenderer();
  92. renderer.setPixelRatio( window.devicePixelRatio );
  93. renderer.setSize( WIDTH, HEIGHT );
  94. var container = document.getElementById( 'container' );
  95. container.appendChild( renderer.domElement );
  96. stats = new Stats();
  97. container.appendChild( stats.dom );
  98. //
  99. window.addEventListener( 'resize', onWindowResize, false );
  100. }
  101. function onWindowResize() {
  102. camera.aspect = window.innerWidth / window.innerHeight;
  103. camera.updateProjectionMatrix();
  104. renderer.setSize( window.innerWidth, window.innerHeight );
  105. }
  106. function sortPoints() {
  107. var vector = new THREE.Vector3();
  108. // Model View Projection matrix
  109. var matrix = new THREE.Matrix4();
  110. matrix.multiplyMatrices( camera.projectionMatrix, camera.matrixWorldInverse );
  111. matrix.multiply( sphere.matrixWorld );
  112. //
  113. var geometry = sphere.geometry;
  114. var index = geometry.getIndex();
  115. var positions = geometry.getAttribute( 'position' ).array;
  116. var length = positions.length / 3;
  117. if ( index === null ) {
  118. var array = new Uint16Array( length );
  119. for ( var i = 0; i < length; i ++ ) {
  120. array[ i ] = i;
  121. }
  122. index = new THREE.BufferAttribute( array, 1 );
  123. geometry.setIndex( index );
  124. }
  125. var sortArray = [];
  126. for ( var i = 0; i < length; i ++ ) {
  127. vector.fromArray( positions, i * 3 );
  128. vector.applyMatrix4( matrix );
  129. sortArray.push( [ vector.z, i ] );
  130. }
  131. function numericalSort( a, b ) {
  132. return b[ 0 ] - a[ 0 ];
  133. }
  134. sortArray.sort( numericalSort );
  135. var indices = index.array;
  136. for ( var i = 0; i < length; i ++ ) {
  137. indices[ i ] = sortArray[ i ][ 1 ];
  138. }
  139. geometry.index.needsUpdate = true;
  140. }
  141. function animate() {
  142. requestAnimationFrame( animate );
  143. render();
  144. stats.update();
  145. }
  146. function render() {
  147. var time = Date.now() * 0.005;
  148. sphere.rotation.y = 0.02 * time;
  149. sphere.rotation.z = 0.02 * time;
  150. var geometry = sphere.geometry;
  151. var attributes = geometry.attributes;
  152. for ( var i = 0; i < attributes.size.array.length; i ++ ) {
  153. if ( i < length1 ) {
  154. attributes.size.array[ i ] = 16 + 12 * Math.sin( 0.1 * i + time );
  155. }
  156. }
  157. attributes.size.needsUpdate = true;
  158. sortPoints();
  159. renderer.render( scene, camera );
  160. }
  161. </script>
  162. </body>
  163. </html>