webgl_nodes_points.html 5.1 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. <script type="importmap">
  14. {
  15. "imports": {
  16. "three": "../build/three.module.js",
  17. "three/addons/": "./jsm/",
  18. "three/nodes": "./jsm/nodes/Nodes.js"
  19. }
  20. }
  21. </script>
  22. <script type="module">
  23. import * as THREE from 'three';
  24. import { attribute, timerLocal, positionLocal, spritesheetUV, pointUV, vec2, vec3, texture, uniform, mix, PointsNodeMaterial } from 'three/nodes';
  25. import Stats from 'three/addons/libs/stats.module.js';
  26. import { GUI } from 'three/addons/libs/lil-gui.module.min.js';
  27. import { TeapotGeometry } from 'three/addons/geometries/TeapotGeometry.js';
  28. import { OrbitControls } from 'three/addons/controls/OrbitControls.js';
  29. import { nodeFrame } from 'three/addons/renderers/webgl-legacy/nodes/WebGLNodes.js';
  30. let camera, scene, renderer, stats;
  31. init();
  32. animate();
  33. function init() {
  34. camera = new THREE.PerspectiveCamera( 55, window.innerWidth / window.innerHeight, 2, 2000 );
  35. camera.position.x = 0;
  36. camera.position.y = 100;
  37. camera.position.z = - 300;
  38. scene = new THREE.Scene();
  39. scene.fog = new THREE.FogExp2( 0x000000, 0.001 );
  40. // geometries
  41. const teapotGeometry = new TeapotGeometry( 50, 7 );
  42. const sphereGeometry = new THREE.SphereGeometry( 50, 130, 16 );
  43. const geometry = new THREE.BufferGeometry();
  44. // buffers
  45. const speed = [];
  46. const intensity = [];
  47. const size = [];
  48. const positionAttribute = teapotGeometry.getAttribute( 'position' );
  49. const particleCount = positionAttribute.count;
  50. for ( let i = 0; i < particleCount; i ++ ) {
  51. speed.push( 20 + Math.random() * 50 );
  52. intensity.push( Math.random() * .04 );
  53. size.push( 30 + Math.random() * 230 );
  54. }
  55. geometry.setAttribute( 'position', positionAttribute );
  56. geometry.setAttribute( 'targetPosition', sphereGeometry.getAttribute( 'position' ) );
  57. geometry.setAttribute( 'particleSpeed', new THREE.Float32BufferAttribute( speed, 1 ) );
  58. geometry.setAttribute( 'particleIntensity', new THREE.Float32BufferAttribute( intensity, 1 ) );
  59. geometry.setAttribute( 'particleSize', new THREE.Float32BufferAttribute( size, 1 ) );
  60. // maps
  61. // Forked from: https://answers.unrealengine.com/questions/143267/emergency-need-help-with-fire-fx-weird-loop.html
  62. const fireMap = new THREE.TextureLoader().load( 'textures/sprites/firetorch_1.jpg' );
  63. fireMap.colorSpace = THREE.SRGBColorSpace;
  64. // nodes
  65. const targetPosition = attribute( 'targetPosition', 'vec3' );
  66. const particleSpeed = attribute( 'particleSpeed', 'float' );
  67. const particleIntensity = attribute( 'particleIntensity', 'float' );
  68. const particleSize = attribute( 'particleSize', 'float' );
  69. const time = timerLocal();
  70. const fireUV = spritesheetUV(
  71. vec2( 6, 6 ), // count
  72. pointUV, // uv
  73. time.mul( particleSpeed ) // current frame
  74. );
  75. const fireSprite = texture( fireMap, fireUV );
  76. const fire = fireSprite.mul( particleIntensity );
  77. const lerpPosition = uniform( 0 );
  78. const positionNode = mix( positionLocal, targetPosition, lerpPosition );
  79. // material
  80. const material = new PointsNodeMaterial( {
  81. depthWrite: false,
  82. transparent: true,
  83. sizeAttenuation: true,
  84. blending: THREE.AdditiveBlending
  85. } );
  86. material.colorNode = vec3( fire );
  87. material.sizeNode = particleSize;
  88. material.positionNode = positionNode;
  89. const particles = new THREE.Points( geometry, material );
  90. scene.add( particles );
  91. // renderer
  92. renderer = new THREE.WebGLRenderer();
  93. renderer.setPixelRatio( window.devicePixelRatio );
  94. renderer.setSize( window.innerWidth, window.innerHeight );
  95. document.body.appendChild( renderer.domElement );
  96. // stats
  97. stats = new Stats();
  98. document.body.appendChild( stats.dom );
  99. // gui
  100. const gui = new GUI();
  101. const guiNode = { lerpPosition: 0 };
  102. gui.add( material, 'sizeAttenuation' ).onChange( function () {
  103. material.needsUpdate = true;
  104. } );
  105. gui.add( guiNode, 'lerpPosition', 0, 1 ).onChange( function () {
  106. lerpPosition.value = guiNode.lerpPosition;
  107. } );
  108. gui.open();
  109. // controls
  110. const controls = new OrbitControls( camera, renderer.domElement );
  111. controls.maxDistance = 1000;
  112. controls.update();
  113. // events
  114. window.addEventListener( 'resize', onWindowResize );
  115. }
  116. function onWindowResize() {
  117. camera.aspect = window.innerWidth / window.innerHeight;
  118. camera.updateProjectionMatrix();
  119. renderer.setSize( window.innerWidth, window.innerHeight );
  120. }
  121. //
  122. function animate() {
  123. requestAnimationFrame( animate );
  124. render();
  125. stats.update();
  126. }
  127. function render() {
  128. nodeFrame.update();
  129. renderer.render( scene, camera );
  130. }
  131. </script>
  132. </body>
  133. </html>