webgl_nodes_points.html 5.5 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/addons/": "./jsm/",
  21. "three/nodes": "./jsm/nodes/Nodes.js"
  22. }
  23. }
  24. </script>
  25. <script type="module">
  26. import * as THREE from 'three';
  27. import * as Nodes from 'three/nodes';
  28. import Stats from 'three/addons/libs/stats.module.js';
  29. import { GUI } from 'three/addons/libs/lil-gui.module.min.js';
  30. import { TeapotGeometry } from 'three/addons/geometries/TeapotGeometry.js';
  31. import { OrbitControls } from 'three/addons/controls/OrbitControls.js';
  32. import { nodeFrame } from 'three/addons/renderers/webgl/nodes/WebGLNodes.js';
  33. let camera, scene, renderer, stats;
  34. init();
  35. animate();
  36. function init() {
  37. camera = new THREE.PerspectiveCamera( 55, window.innerWidth / window.innerHeight, 2, 2000 );
  38. camera.position.x = 0;
  39. camera.position.y = 100;
  40. camera.position.z = - 300;
  41. scene = new THREE.Scene();
  42. scene.fog = new THREE.FogExp2( 0x000000, 0.001 );
  43. // geometries
  44. const teapotGeometry = new TeapotGeometry( 50, 7 );
  45. const sphereGeometry = new THREE.SphereGeometry( 50, 130, 16 );
  46. const geometry = new THREE.BufferGeometry();
  47. // buffers
  48. const speed = [];
  49. const intensity = [];
  50. const size = [];
  51. const positionAttribute = teapotGeometry.getAttribute( 'position' );
  52. const particleCount = positionAttribute.count;
  53. for ( let i = 0; i < particleCount; i ++ ) {
  54. speed.push( 20 + Math.random() * 50 );
  55. intensity.push( Math.random() * .15 );
  56. size.push( 30 + Math.random() * 230 );
  57. }
  58. geometry.setAttribute( 'position', positionAttribute );
  59. geometry.setAttribute( 'targetPosition', sphereGeometry.getAttribute( 'position' ) );
  60. geometry.setAttribute( 'particleSpeed', new THREE.Float32BufferAttribute( speed, 1 ) );
  61. geometry.setAttribute( 'particleIntensity', new THREE.Float32BufferAttribute( intensity, 1 ) );
  62. geometry.setAttribute( 'particleSize', new THREE.Float32BufferAttribute( size, 1 ) );
  63. // maps
  64. // Forked from: https://answers.unrealengine.com/questions/143267/emergency-need-help-with-fire-fx-weird-loop.html
  65. const fireMap = new THREE.TextureLoader().load( 'textures/sprites/firetorch_1.jpg' );
  66. // nodes
  67. const targetPosition = new Nodes.AttributeNode( 'targetPosition', 'vec3' );
  68. const particleSpeed = new Nodes.AttributeNode( 'particleSpeed', 'float' );
  69. const particleIntensity = new Nodes.AttributeNode( 'particleIntensity', 'float' );
  70. const particleSize = new Nodes.AttributeNode( 'particleSize', 'float' );
  71. const time = new Nodes.TimerNode();
  72. const spriteSheetCount = new Nodes.ConstNode( new THREE.Vector2( 6, 6 ) );
  73. const fireUV = new Nodes.SpriteSheetUVNode(
  74. spriteSheetCount, // count
  75. new Nodes.PointUVNode(), // uv
  76. new Nodes.OperatorNode( '*', time, particleSpeed ) // current frame
  77. );
  78. const fireSprite = new Nodes.TextureNode( fireMap, fireUV );
  79. const fire = new Nodes.OperatorNode( '*', fireSprite, particleIntensity );
  80. const lerpPosition = new Nodes.UniformNode( 0 );
  81. const positionNode = new Nodes.MathNode( Nodes.MathNode.MIX, new Nodes.PositionNode( Nodes.PositionNode.LOCAL ), targetPosition, lerpPosition );
  82. // material
  83. const material = new Nodes.PointsNodeMaterial( {
  84. depthWrite: false,
  85. transparent: true,
  86. sizeAttenuation: true,
  87. blending: THREE.AdditiveBlending
  88. } );
  89. material.colorNode = fire;
  90. material.sizeNode = particleSize;
  91. material.positionNode = positionNode;
  92. const particles = new THREE.Points( geometry, material );
  93. scene.add( particles );
  94. // renderer
  95. renderer = new THREE.WebGLRenderer();
  96. renderer.setPixelRatio( window.devicePixelRatio );
  97. renderer.setSize( window.innerWidth, window.innerHeight );
  98. document.body.appendChild( renderer.domElement );
  99. // stats
  100. stats = new Stats();
  101. document.body.appendChild( stats.dom );
  102. // gui
  103. const gui = new GUI();
  104. const guiNode = { lerpPosition: 0 };
  105. gui.add( material, 'sizeAttenuation' ).onChange( function () {
  106. material.needsUpdate = true;
  107. } );
  108. gui.add( guiNode, 'lerpPosition', 0, 1 ).onChange( function () {
  109. lerpPosition.value = guiNode.lerpPosition;
  110. } );
  111. gui.open();
  112. // controls
  113. const controls = new OrbitControls( camera, renderer.domElement );
  114. controls.maxDistance = 1000;
  115. controls.update();
  116. // events
  117. window.addEventListener( 'resize', onWindowResize );
  118. }
  119. function onWindowResize() {
  120. camera.aspect = window.innerWidth / window.innerHeight;
  121. camera.updateProjectionMatrix();
  122. renderer.setSize( window.innerWidth, window.innerHeight );
  123. }
  124. //
  125. function animate() {
  126. requestAnimationFrame( animate );
  127. render();
  128. stats.update();
  129. }
  130. function render() {
  131. nodeFrame.update();
  132. renderer.render( scene, camera );
  133. }
  134. </script>
  135. </body>
  136. </html>