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webgl_buffergeometry_custom_attributes_particles.html
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<!DOCTYPE html>
<html lang="en">
<head>
<title>three.js webgl - buffer geometry custom attributes - particles</title>
<meta charset="utf-8">
<meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0">
<link type="text/css" rel="stylesheet" href="main.css">
</head>
<body>
<div id="container"></div>
<div id="info"><a href="https://threejs.org" target="_blank" rel="noopener">three.js</a> webgl - buffergeometry custom attributes - particles</div>
<script type="x-shader/x-vertex" id="vertexshader">
attribute float size;
varying vec3 vColor;
void main() {
vColor = color;
vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );
gl_PointSize = size * ( 300.0 / -mvPosition.z );
gl_Position = projectionMatrix * mvPosition;
}
</script>
<script type="x-shader/x-fragment" id="fragmentshader">
uniform sampler2D pointTexture;
varying vec3 vColor;
void main() {
gl_FragColor = vec4( vColor, 1.0 );
gl_FragColor = gl_FragColor * texture2D( pointTexture, gl_PointCoord );
}
</script>
<script type="module">
import * as THREE from '../build/three.module.js';
import Stats from './jsm/libs/stats.module.js';
var renderer, scene, camera, stats;
var particleSystem, uniforms, geometry;
var particles = 100000;
init();
animate();
function init() {
camera = new THREE.PerspectiveCamera( 40, window.innerWidth / window.innerHeight, 1, 10000 );
camera.position.z = 300;
scene = new THREE.Scene();
uniforms = {
pointTexture: { value: new THREE.TextureLoader().load( "textures/sprites/spark1.png" ) }
};
var shaderMaterial = new THREE.ShaderMaterial( {
uniforms: uniforms,
vertexShader: document.getElementById( 'vertexshader' ).textContent,
fragmentShader: document.getElementById( 'fragmentshader' ).textContent,
blending: THREE.AdditiveBlending,
depthTest: false,
transparent: true,
vertexColors: true
} );
var radius = 200;
geometry = new THREE.BufferGeometry();
var positions = [];
var colors = [];
var sizes = [];
var color = new THREE.Color();
for ( var i = 0; i < particles; i ++ ) {
positions.push( ( Math.random() * 2 - 1 ) * radius );
positions.push( ( Math.random() * 2 - 1 ) * radius );
positions.push( ( Math.random() * 2 - 1 ) * radius );
color.setHSL( i / particles, 1.0, 0.5 );
colors.push( color.r, color.g, color.b );
sizes.push( 20 );
}
geometry.setAttribute( 'position', new THREE.Float32BufferAttribute( positions, 3 ) );
geometry.setAttribute( 'color', new THREE.Float32BufferAttribute( colors, 3 ) );
geometry.setAttribute( 'size', new THREE.Float32BufferAttribute( sizes, 1 ).setUsage( THREE.DynamicDrawUsage ) );
particleSystem = new THREE.Points( geometry, shaderMaterial );
scene.add( particleSystem );
renderer = new THREE.WebGLRenderer();
renderer.setPixelRatio( window.devicePixelRatio );
renderer.setSize( window.innerWidth, window.innerHeight );
var container = document.getElementById( 'container' );
container.appendChild( renderer.domElement );
stats = new Stats();
container.appendChild( stats.dom );
//
window.addEventListener( 'resize', onWindowResize, false );
}
function onWindowResize() {
camera.aspect = window.innerWidth / window.innerHeight;
camera.updateProjectionMatrix();
renderer.setSize( window.innerWidth, window.innerHeight );
}
function animate() {
requestAnimationFrame( animate );
render();
stats.update();
}
function render() {
var time = Date.now() * 0.005;
particleSystem.rotation.z = 0.01 * time;
var sizes = geometry.attributes.size.array;
for ( var i = 0; i < particles; i ++ ) {
sizes[ i ] = 10 * ( 1 + Math.sin( 0.1 * i + time ) );
}
geometry.attributes.size.needsUpdate = true;
renderer.render( scene, camera );
}
</script>
</body>
</html>