webgl_points_nodes.html 5.4 KB

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  1. <!DOCTYPE html>
  2. <html lang="en">
  3. <head>
  4. <title>three.js webgl - node 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="info">
  11. <a href="https://threejs.org" target="_blank" rel="noopener">three.js</a> - webgl node particles example
  12. </div>
  13. <!-- Import maps polyfill -->
  14. <!-- Remove this when import maps will be widely supported -->
  15. <script async src="https://unpkg.com/[email protected]/dist/es-module-shims.js"></script>
  16. <script type="importmap">
  17. {
  18. "imports": {
  19. "three": "../build/three.module.js"
  20. }
  21. }
  22. </script>
  23. <script type="module">
  24. import * as THREE from 'three';
  25. import Stats from './jsm/libs/stats.module.js';
  26. import { GUI } from './jsm/libs/lil-gui.module.min.js';
  27. import { TeapotGeometry } from './jsm/geometries/TeapotGeometry.js';
  28. import { OrbitControls } from './jsm/controls/OrbitControls.js';
  29. import { nodeFrame } from './jsm/renderers/webgl/nodes/WebGLNodes.js';
  30. import * as Nodes from './jsm/renderers/nodes/Nodes.js';
  31. let camera, scene, renderer, stats;
  32. init();
  33. animate();
  34. function init() {
  35. camera = new THREE.PerspectiveCamera( 55, window.innerWidth / window.innerHeight, 2, 2000 );
  36. camera.position.x = 0;
  37. camera.position.y = 100;
  38. camera.position.z = - 300;
  39. scene = new THREE.Scene();
  40. scene.fog = new THREE.FogExp2( 0x000000, 0.001 );
  41. // geometries
  42. const teapotGeometry = new TeapotGeometry( 50, 7 );
  43. const sphereGeometry = new THREE.SphereGeometry( 50, 130, 16 );
  44. const geometry = new THREE.BufferGeometry();
  45. // buffers
  46. const speed = [];
  47. const intensity = [];
  48. const size = [];
  49. const positionAttribute = teapotGeometry.getAttribute( 'position' );
  50. const particleCount = positionAttribute.count;
  51. for ( let i = 0; i < particleCount; i ++ ) {
  52. speed.push( 20 + Math.random() * 50 );
  53. intensity.push( Math.random() * .15 );
  54. size.push( 30 + Math.random() * 230 );
  55. }
  56. geometry.setAttribute( 'position', positionAttribute );
  57. geometry.setAttribute( 'targetPosition', sphereGeometry.getAttribute( 'position' ) );
  58. geometry.setAttribute( 'particleSpeed', new THREE.Float32BufferAttribute( speed, 1 ) );
  59. geometry.setAttribute( 'particleIntensity', new THREE.Float32BufferAttribute( intensity, 1 ) );
  60. geometry.setAttribute( 'particleSize', new THREE.Float32BufferAttribute( size, 1 ) );
  61. // maps
  62. // Forked from: https://answers.unrealengine.com/questions/143267/emergency-need-help-with-fire-fx-weird-loop.html
  63. const fireMap = new THREE.TextureLoader().load( 'textures/sprites/firetorch_1.jpg' );
  64. // nodes
  65. const targetPosition = new Nodes.AttributeNode( 'targetPosition', 'vec3' );
  66. const particleSpeed = new Nodes.AttributeNode( 'particleSpeed', 'float' );
  67. const particleIntensity = new Nodes.AttributeNode( 'particleIntensity', 'float' );
  68. const particleSize = new Nodes.AttributeNode( 'particleSize', 'float' );
  69. const time = new Nodes.TimerNode();
  70. const spriteSheetCount = new Nodes.Vector2Node( new THREE.Vector2( 6, 6 ) ).setConst( true );
  71. const fireUV = new Nodes.SpriteSheetUVNode(
  72. spriteSheetCount, // count
  73. new Nodes.PointUVNode(), // uv
  74. new Nodes.OperatorNode( '*', time, particleSpeed ) // current frame
  75. );
  76. const fireSprite = new Nodes.TextureNode( fireMap, fireUV );
  77. const fire = new Nodes.OperatorNode( '*', fireSprite, particleIntensity );
  78. const lerpPosition = new Nodes.FloatNode( 0 );
  79. const positionNode = new Nodes.MathNode( Nodes.MathNode.MIX, new Nodes.PositionNode( Nodes.PositionNode.LOCAL ), targetPosition, lerpPosition );
  80. // material
  81. const material = new Nodes.PointsNodeMaterial( {
  82. depthWrite: false,
  83. transparent: true,
  84. sizeAttenuation: true,
  85. blending: THREE.AdditiveBlending
  86. } );
  87. material.colorNode = fire;
  88. material.sizeNode = particleSize;
  89. material.positionNode = positionNode;
  90. const particles = new THREE.Points( geometry, material );
  91. scene.add( particles );
  92. // renderer
  93. renderer = new THREE.WebGLRenderer();
  94. renderer.setPixelRatio( window.devicePixelRatio );
  95. renderer.setSize( window.innerWidth, window.innerHeight );
  96. document.body.appendChild( renderer.domElement );
  97. // stats
  98. stats = new Stats();
  99. document.body.appendChild( stats.dom );
  100. // gui
  101. const gui = new GUI();
  102. const guiNode = { lerpPosition: 0 };
  103. gui.add( material, 'sizeAttenuation' ).onChange( function () {
  104. material.needsUpdate = true;
  105. } );
  106. gui.add( guiNode, 'lerpPosition', 0, 1 ).onChange( function () {
  107. lerpPosition.value = guiNode.lerpPosition;
  108. } );
  109. gui.open();
  110. // controls
  111. const controls = new OrbitControls( camera, renderer.domElement );
  112. controls.maxDistance = 1000;
  113. controls.update();
  114. // events
  115. window.addEventListener( 'resize', onWindowResize );
  116. }
  117. function onWindowResize() {
  118. camera.aspect = window.innerWidth / window.innerHeight;
  119. camera.updateProjectionMatrix();
  120. renderer.setSize( window.innerWidth, window.innerHeight );
  121. }
  122. //
  123. function animate() {
  124. requestAnimationFrame( animate );
  125. render();
  126. stats.update();
  127. }
  128. function render() {
  129. nodeFrame.update();
  130. renderer.render( scene, camera );
  131. }
  132. </script>
  133. </body>
  134. </html>