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