webgl_interactive_points.html 5.3 KB

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  1. <!DOCTYPE html>
  2. <html lang="en">
  3. <head>
  4. <title>three.js webgl - interactive 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. <style>
  8. body {
  9. color: #ffffff;
  10. background-color: #000000;
  11. margin: 0px;
  12. overflow: hidden;
  13. }
  14. #info {
  15. position: absolute;
  16. top: 0px;
  17. width: 100%;
  18. padding: 5px;
  19. font-family: Monospace;
  20. font-size: 13px;
  21. text-align: center;
  22. font-weight: bold;
  23. }
  24. a {
  25. color: #fff;
  26. }
  27. </style>
  28. </head>
  29. <body>
  30. <div id="container"></div>
  31. <div id="info"><a href="http://threejs.org" target="_blank" rel="noopener">three.js</a> webgl - interactive - particles</div>
  32. <script src="../build/three.js"></script>
  33. <script src="js/WebGL.js"></script>
  34. <script src="js/libs/stats.min.js"></script>
  35. <script type="x-shader/x-vertex" id="vertexshader">
  36. attribute float size;
  37. attribute vec3 customColor;
  38. varying vec3 vColor;
  39. void main() {
  40. vColor = customColor;
  41. vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );
  42. gl_PointSize = size * ( 300.0 / -mvPosition.z );
  43. gl_Position = projectionMatrix * mvPosition;
  44. }
  45. </script>
  46. <script type="x-shader/x-fragment" id="fragmentshader">
  47. uniform vec3 color;
  48. uniform sampler2D texture;
  49. varying vec3 vColor;
  50. void main() {
  51. gl_FragColor = vec4( color * vColor, 1.0 );
  52. gl_FragColor = gl_FragColor * texture2D( texture, gl_PointCoord );
  53. if ( gl_FragColor.a < ALPHATEST ) discard;
  54. }
  55. </script>
  56. <script>
  57. if ( WEBGL.isWebGLAvailable() === false ) {
  58. document.body.appendChild( WEBGL.getWebGLErrorMessage() );
  59. }
  60. var renderer, scene, camera, stats;
  61. var particles;
  62. var PARTICLE_SIZE = 20;
  63. var raycaster, intersects;
  64. var mouse, INTERSECTED;
  65. init();
  66. animate();
  67. function init() {
  68. var container = document.getElementById( 'container' );
  69. scene = new THREE.Scene();
  70. camera = new THREE.PerspectiveCamera( 45, window.innerWidth / window.innerHeight, 1, 10000 );
  71. camera.position.z = 250;
  72. //
  73. var vertices = new THREE.BoxGeometry( 200, 200, 200, 16, 16, 16 ).vertices;
  74. var positions = new Float32Array( vertices.length * 3 );
  75. var colors = new Float32Array( vertices.length * 3 );
  76. var sizes = new Float32Array( vertices.length );
  77. var vertex;
  78. var color = new THREE.Color();
  79. for ( var i = 0, l = vertices.length; i < l; i ++ ) {
  80. vertex = vertices[ i ];
  81. vertex.toArray( positions, i * 3 );
  82. color.setHSL( 0.01 + 0.1 * ( i / l ), 1.0, 0.5 );
  83. color.toArray( colors, i * 3 );
  84. sizes[ i ] = PARTICLE_SIZE * 0.5;
  85. }
  86. var geometry = new THREE.BufferGeometry();
  87. geometry.addAttribute( 'position', new THREE.BufferAttribute( positions, 3 ) );
  88. geometry.addAttribute( 'customColor', new THREE.BufferAttribute( colors, 3 ) );
  89. geometry.addAttribute( 'size', new THREE.BufferAttribute( sizes, 1 ) );
  90. //
  91. var material = new THREE.ShaderMaterial( {
  92. uniforms: {
  93. color: { value: new THREE.Color( 0xffffff ) },
  94. texture: { value: new THREE.TextureLoader().load( "textures/sprites/disc.png" ) }
  95. },
  96. vertexShader: document.getElementById( 'vertexshader' ).textContent,
  97. fragmentShader: document.getElementById( 'fragmentshader' ).textContent,
  98. alphaTest: 0.9
  99. } );
  100. //
  101. particles = new THREE.Points( geometry, material );
  102. scene.add( particles );
  103. //
  104. renderer = new THREE.WebGLRenderer();
  105. renderer.setPixelRatio( window.devicePixelRatio );
  106. renderer.setSize( window.innerWidth, window.innerHeight );
  107. container.appendChild( renderer.domElement );
  108. //
  109. raycaster = new THREE.Raycaster();
  110. mouse = new THREE.Vector2();
  111. //
  112. stats = new Stats();
  113. container.appendChild( stats.dom );
  114. //
  115. window.addEventListener( 'resize', onWindowResize, false );
  116. document.addEventListener( 'mousemove', onDocumentMouseMove, false );
  117. }
  118. function onDocumentMouseMove( event ) {
  119. event.preventDefault();
  120. mouse.x = ( event.clientX / window.innerWidth ) * 2 - 1;
  121. mouse.y = - ( event.clientY / window.innerHeight ) * 2 + 1;
  122. }
  123. function onWindowResize() {
  124. camera.aspect = window.innerWidth / window.innerHeight;
  125. camera.updateProjectionMatrix();
  126. renderer.setSize( window.innerWidth, window.innerHeight );
  127. }
  128. function animate() {
  129. requestAnimationFrame( animate );
  130. render();
  131. stats.update();
  132. }
  133. function render() {
  134. particles.rotation.x += 0.0005;
  135. particles.rotation.y += 0.001;
  136. var geometry = particles.geometry;
  137. var attributes = geometry.attributes;
  138. raycaster.setFromCamera( mouse, camera );
  139. intersects = raycaster.intersectObject( particles );
  140. if ( intersects.length > 0 ) {
  141. if ( INTERSECTED != intersects[ 0 ].index ) {
  142. attributes.size.array[ INTERSECTED ] = PARTICLE_SIZE;
  143. INTERSECTED = intersects[ 0 ].index;
  144. attributes.size.array[ INTERSECTED ] = PARTICLE_SIZE * 1.25;
  145. attributes.size.needsUpdate = true;
  146. }
  147. } else if ( INTERSECTED !== null ) {
  148. attributes.size.array[ INTERSECTED ] = PARTICLE_SIZE;
  149. attributes.size.needsUpdate = true;
  150. INTERSECTED = null;
  151. }
  152. renderer.render( scene, camera );
  153. }
  154. </script>
  155. </body>
  156. </html>