webgl_custom_attributes_points3.html 6.4 KB

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  1. <!DOCTYPE html>
  2. <html lang="en">
  3. <head>
  4. <title>three.js webgl - custom attributes [particles][billboards][alphatest]</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 - billboards - alphatest</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 vec4 ca;
  18. varying vec4 vColor;
  19. void main() {
  20. vColor = ca;
  21. vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );
  22. gl_PointSize = size * ( 150.0 / -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 vec4 vColor;
  30. void main() {
  31. vec4 outColor = texture2D( texture, gl_PointCoord );
  32. if ( outColor.a < 0.5 ) discard;
  33. gl_FragColor = outColor * vec4( color * vColor.xyz, 1.0 );
  34. float depth = gl_FragCoord.z / gl_FragCoord.w;
  35. const vec3 fogColor = vec3( 0.0 );
  36. float fogFactor = smoothstep( 200.0, 600.0, depth );
  37. gl_FragColor = mix( gl_FragColor, vec4( fogColor, gl_FragColor.w ), fogFactor );
  38. }
  39. </script>
  40. <script>
  41. if ( WEBGL.isWebGLAvailable() === false ) {
  42. document.body.appendChild( WEBGL.getWebGLErrorMessage() );
  43. }
  44. var renderer, scene, camera, stats;
  45. var object;
  46. var vertices1;
  47. var WIDTH = window.innerWidth;
  48. var HEIGHT = window.innerHeight;
  49. init();
  50. animate();
  51. function init() {
  52. camera = new THREE.PerspectiveCamera( 40, WIDTH / HEIGHT, 1, 1000 );
  53. camera.position.z = 500;
  54. scene = new THREE.Scene();
  55. var radius = 100, inner = 0.6 * radius;
  56. var vertices = [];
  57. for ( var i = 0; i < 100000; i ++ ) {
  58. var vertex = new THREE.Vector3();
  59. vertex.x = Math.random() * 2 - 1;
  60. vertex.y = Math.random() * 2 - 1;
  61. vertex.z = Math.random() * 2 - 1;
  62. vertex.multiplyScalar( radius );
  63. if ( ( vertex.x > inner || vertex.x < - inner ) ||
  64. ( vertex.y > inner || vertex.y < - inner ) ||
  65. ( vertex.z > inner || vertex.z < - inner ) )
  66. vertices.push( vertex );
  67. }
  68. vertices1 = vertices.length;
  69. radius = 200;
  70. var geometry2 = new THREE.BoxGeometry( radius, 0.1 * radius, 0.1 * radius, 50, 5, 5 );
  71. var matrix = new THREE.Matrix4();
  72. var position = new THREE.Vector3();
  73. var rotation = new THREE.Euler();
  74. var quaternion = new THREE.Quaternion();
  75. var scale = new THREE.Vector3( 1, 1, 1 );
  76. function addGeo( geo, x, y, z, ry ) {
  77. position.set( x, y, z );
  78. rotation.set( 0, ry, 0 );
  79. matrix.compose( position, quaternion.setFromEuler( rotation ), scale );
  80. for ( var i = 0, l = geo.vertices.length; i < l; i ++ ) {
  81. var vertex = geo.vertices[ i ];
  82. vertices.push( vertex.clone().applyMatrix4( matrix ) );
  83. }
  84. }
  85. // side 1
  86. addGeo( geometry2, 0, 110, 110, 0 );
  87. addGeo( geometry2, 0, 110, - 110, 0 );
  88. addGeo( geometry2, 0, - 110, 110, 0 );
  89. addGeo( geometry2, 0, - 110, - 110, 0 );
  90. // side 2
  91. addGeo( geometry2, 110, 110, 0, Math.PI / 2 );
  92. addGeo( geometry2, 110, - 110, 0, Math.PI / 2 );
  93. addGeo( geometry2, - 110, 110, 0, Math.PI / 2 );
  94. addGeo( geometry2, - 110, - 110, 0, Math.PI / 2 );
  95. // corner edges
  96. var geometry3 = new THREE.BoxGeometry( 0.1 * radius, radius * 1.2, 0.1 * radius, 5, 60, 5 );
  97. addGeo( geometry3, 110, 0, 110, 0 );
  98. addGeo( geometry3, 110, 0, - 110, 0 );
  99. addGeo( geometry3, - 110, 0, 110, 0 );
  100. addGeo( geometry3, - 110, 0, - 110, 0 );
  101. var positions = new Float32Array( vertices.length * 3 );
  102. var colors = new Float32Array( vertices.length * 3 );
  103. var sizes = new Float32Array( vertices.length );
  104. var vertex;
  105. var color = new THREE.Color();
  106. for ( var i = 0; i < vertices.length; i ++ ) {
  107. vertex = vertices[ i ];
  108. vertex.toArray( positions, i * 3 );
  109. if ( i < vertices1 ) {
  110. color.setHSL( 0.5 + 0.2 * ( i / vertices1 ), 1, 0.5 );
  111. } else {
  112. color.setHSL( 0.1, 1, 0.5 );
  113. }
  114. color.toArray( colors, i * 3 );
  115. sizes[ i ] = i < vertices1 ? 10 : 40;
  116. }
  117. var geometry = new THREE.BufferGeometry();
  118. geometry.addAttribute( 'position', new THREE.BufferAttribute( positions, 3 ) );
  119. geometry.addAttribute( 'ca', new THREE.BufferAttribute( colors, 3 ) );
  120. geometry.addAttribute( 'size', new THREE.BufferAttribute( sizes, 1 ) );
  121. //
  122. var texture = new THREE.TextureLoader().load( "textures/sprites/ball.png" );
  123. texture.wrapS = THREE.RepeatWrapping;
  124. texture.wrapT = THREE.RepeatWrapping;
  125. var material = new THREE.ShaderMaterial( {
  126. uniforms: {
  127. amplitude: { value: 1.0 },
  128. color: { value: new THREE.Color( 0xffffff ) },
  129. texture: { value: texture }
  130. },
  131. vertexShader: document.getElementById( 'vertexshader' ).textContent,
  132. fragmentShader: document.getElementById( 'fragmentshader' ).textContent
  133. } );
  134. //
  135. object = new THREE.Points( geometry, material );
  136. scene.add( object );
  137. //
  138. renderer = new THREE.WebGLRenderer();
  139. renderer.setPixelRatio( window.devicePixelRatio );
  140. renderer.setSize( WIDTH, HEIGHT );
  141. var container = document.getElementById( 'container' );
  142. container.appendChild( renderer.domElement );
  143. stats = new Stats();
  144. container.appendChild( stats.dom );
  145. //
  146. window.addEventListener( 'resize', onWindowResize, false );
  147. }
  148. function onWindowResize() {
  149. camera.aspect = window.innerWidth / window.innerHeight;
  150. camera.updateProjectionMatrix();
  151. renderer.setSize( window.innerWidth, window.innerHeight );
  152. }
  153. function animate() {
  154. requestAnimationFrame( animate );
  155. render();
  156. stats.update();
  157. }
  158. function render() {
  159. var time = Date.now() * 0.01;
  160. object.rotation.y = object.rotation.z = 0.02 * time;
  161. var geometry = object.geometry;
  162. var attributes = geometry.attributes;
  163. for ( var i = 0; i < attributes.size.array.length; i ++ ) {
  164. if ( i < vertices1 ) {
  165. attributes.size.array[ i ] = Math.max( 0, 26 + 32 * Math.sin( 0.1 * i + 0.6 * time ) );
  166. }
  167. }
  168. attributes.size.needsUpdate = true;
  169. renderer.render( scene, camera );
  170. }
  171. </script>
  172. </body>
  173. </html>