webgl_points_waves.html 5.4 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245
  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="http://threejs.org" target="_blank" rel="noopener">three.js</a> - webgl particles waves example
  12. </div>
  13. <script src="../build/three.js"></script>
  14. <script src="js/WebGL.js"></script>
  15. <script src="js/libs/stats.min.js"></script>
  16. <script type="x-shader/x-vertex" id="vertexshader">
  17. attribute float scale;
  18. void main() {
  19. vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );
  20. gl_PointSize = scale * ( 300.0 / - mvPosition.z );
  21. gl_Position = projectionMatrix * mvPosition;
  22. }
  23. </script>
  24. <script type="x-shader/x-fragment" id="fragmentshader">
  25. uniform vec3 color;
  26. void main() {
  27. if ( length( gl_PointCoord - vec2( 0.5, 0.5 ) ) > 0.475 ) discard;
  28. gl_FragColor = vec4( color, 1.0 );
  29. }
  30. </script>
  31. <script>
  32. if ( WEBGL.isWebGLAvailable() === false ) {
  33. document.body.appendChild( WEBGL.getWebGLErrorMessage() );
  34. }
  35. var SEPARATION = 100, AMOUNTX = 50, AMOUNTY = 50;
  36. var container, stats;
  37. var camera, scene, renderer;
  38. var particles, count = 0;
  39. var mouseX = 0, mouseY = 0;
  40. var windowHalfX = window.innerWidth / 2;
  41. var windowHalfY = window.innerHeight / 2;
  42. init();
  43. animate();
  44. function init() {
  45. container = document.createElement( 'div' );
  46. document.body.appendChild( container );
  47. camera = new THREE.PerspectiveCamera( 75, window.innerWidth / window.innerHeight, 1, 10000 );
  48. camera.position.z = 1000;
  49. scene = new THREE.Scene();
  50. //
  51. var numParticles = AMOUNTX * AMOUNTY;
  52. var positions = new Float32Array( numParticles * 3 );
  53. var scales = new Float32Array( numParticles );
  54. var i = 0, j = 0;
  55. for ( var ix = 0; ix < AMOUNTX; ix ++ ) {
  56. for ( var iy = 0; iy < AMOUNTY; iy ++ ) {
  57. positions[ i ] = ix * SEPARATION - ( ( AMOUNTX * SEPARATION ) / 2 ); // x
  58. positions[ i + 1 ] = 0; // y
  59. positions[ i + 2 ] = iy * SEPARATION - ( ( AMOUNTY * SEPARATION ) / 2 ); // z
  60. scales[ j ] = 1;
  61. i += 3;
  62. j ++;
  63. }
  64. }
  65. var geometry = new THREE.BufferGeometry();
  66. geometry.addAttribute( 'position', new THREE.BufferAttribute( positions, 3 ) );
  67. geometry.addAttribute( 'scale', new THREE.BufferAttribute( scales, 1 ) );
  68. var material = new THREE.ShaderMaterial( {
  69. uniforms: {
  70. color: { value: new THREE.Color( 0xffffff ) },
  71. },
  72. vertexShader: document.getElementById( 'vertexshader' ).textContent,
  73. fragmentShader: document.getElementById( 'fragmentshader' ).textContent
  74. } );
  75. //
  76. particles = new THREE.Points( geometry, material );
  77. scene.add( particles );
  78. //
  79. renderer = new THREE.WebGLRenderer( { antialias: true } );
  80. renderer.setPixelRatio( window.devicePixelRatio );
  81. renderer.setSize( window.innerWidth, window.innerHeight );
  82. container.appendChild( renderer.domElement );
  83. stats = new Stats();
  84. container.appendChild( stats.dom );
  85. document.addEventListener( 'mousemove', onDocumentMouseMove, false );
  86. document.addEventListener( 'touchstart', onDocumentTouchStart, false );
  87. document.addEventListener( 'touchmove', onDocumentTouchMove, false );
  88. //
  89. window.addEventListener( 'resize', onWindowResize, false );
  90. }
  91. function onWindowResize() {
  92. windowHalfX = window.innerWidth / 2;
  93. windowHalfY = window.innerHeight / 2;
  94. camera.aspect = window.innerWidth / window.innerHeight;
  95. camera.updateProjectionMatrix();
  96. renderer.setSize( window.innerWidth, window.innerHeight );
  97. }
  98. //
  99. function onDocumentMouseMove( event ) {
  100. mouseX = event.clientX - windowHalfX;
  101. mouseY = event.clientY - windowHalfY;
  102. }
  103. function onDocumentTouchStart( event ) {
  104. if ( event.touches.length === 1 ) {
  105. event.preventDefault();
  106. mouseX = event.touches[ 0 ].pageX - windowHalfX;
  107. mouseY = event.touches[ 0 ].pageY - windowHalfY;
  108. }
  109. }
  110. function onDocumentTouchMove( event ) {
  111. if ( event.touches.length === 1 ) {
  112. event.preventDefault();
  113. mouseX = event.touches[ 0 ].pageX - windowHalfX;
  114. mouseY = event.touches[ 0 ].pageY - windowHalfY;
  115. }
  116. }
  117. //
  118. function animate() {
  119. requestAnimationFrame( animate );
  120. render();
  121. stats.update();
  122. }
  123. function render() {
  124. camera.position.x += ( mouseX - camera.position.x ) * .05;
  125. camera.position.y += ( - mouseY - camera.position.y ) * .05;
  126. camera.lookAt( scene.position );
  127. var positions = particles.geometry.attributes.position.array;
  128. var scales = particles.geometry.attributes.scale.array;
  129. var i = 0, j = 0;
  130. for ( var ix = 0; ix < AMOUNTX; ix ++ ) {
  131. for ( var iy = 0; iy < AMOUNTY; iy ++ ) {
  132. positions[ i + 1 ] = ( Math.sin( ( ix + count ) * 0.3 ) * 50 ) +
  133. ( Math.sin( ( iy + count ) * 0.5 ) * 50 );
  134. scales[ j ] = ( Math.sin( ( ix + count ) * 0.3 ) + 1 ) * 8 +
  135. ( Math.sin( ( iy + count ) * 0.5 ) + 1 ) * 8;
  136. i += 3;
  137. j ++;
  138. }
  139. }
  140. particles.geometry.attributes.position.needsUpdate = true;
  141. particles.geometry.attributes.scale.needsUpdate = true;
  142. renderer.render( scene, camera );
  143. count += 0.1;
  144. }
  145. </script>
  146. </body>
  147. </html>