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					227 lines
				
				5.0 KiB
			
		
		
			
		
	
	
					227 lines
				
				5.0 KiB
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											3 years ago
										 
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								<!DOCTYPE html>
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								<html lang="en">
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									<head>
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										<title>three.js webgl - particles - waves</title>
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										<meta charset="utf-8">
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										<meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0">
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										<link type="text/css" rel="stylesheet" href="main.css">
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									</head>
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									<body>
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										<div id="info">
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											<a href="https://threejs.org" target="_blank" rel="noopener">three.js</a> - webgl particles waves example
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										</div>
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										<script type="x-shader/x-vertex" id="vertexshader">
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											attribute float scale;
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											void main() {
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												vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );
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												gl_PointSize = scale * ( 300.0 / - mvPosition.z );
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												gl_Position = projectionMatrix * mvPosition;
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											}
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										</script>
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										<script type="x-shader/x-fragment" id="fragmentshader">
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											uniform vec3 color;
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											void main() {
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												if ( length( gl_PointCoord - vec2( 0.5, 0.5 ) ) > 0.475 ) discard;
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												gl_FragColor = vec4( color, 1.0 );
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											}
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										</script>
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										<!-- Import maps polyfill -->
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										<!-- Remove this when import maps will be widely supported -->
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										<script async src="https://unpkg.com/es-module-shims@1.3.6/dist/es-module-shims.js"></script>
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										<script type="importmap">
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											{
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												"imports": {
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													"three": "../build/three.module.js",
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													"three/addons/": "./jsm/"
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												}
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											}
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										</script>
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										<script type="module">
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											import * as THREE from 'three';
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											import Stats from 'three/addons/libs/stats.module.js';
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											const SEPARATION = 100, AMOUNTX = 50, AMOUNTY = 50;
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											let container, stats;
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											let camera, scene, renderer;
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											let particles, count = 0;
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											let mouseX = 0, mouseY = 0;
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											let windowHalfX = window.innerWidth / 2;
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											let windowHalfY = window.innerHeight / 2;
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											init();
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											animate();
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											function init() {
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												container = document.createElement( 'div' );
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												document.body.appendChild( container );
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												camera = new THREE.PerspectiveCamera( 75, window.innerWidth / window.innerHeight, 1, 10000 );
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												camera.position.z = 1000;
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												scene = new THREE.Scene();
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												//
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												const numParticles = AMOUNTX * AMOUNTY;
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												const positions = new Float32Array( numParticles * 3 );
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												const scales = new Float32Array( numParticles );
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												let i = 0, j = 0;
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												for ( let ix = 0; ix < AMOUNTX; ix ++ ) {
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													for ( let iy = 0; iy < AMOUNTY; iy ++ ) {
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														positions[ i ] = ix * SEPARATION - ( ( AMOUNTX * SEPARATION ) / 2 ); // x
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														positions[ i + 1 ] = 0; // y
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														positions[ i + 2 ] = iy * SEPARATION - ( ( AMOUNTY * SEPARATION ) / 2 ); // z
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														scales[ j ] = 1;
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														i += 3;
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														j ++;
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													}
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												}
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												const geometry = new THREE.BufferGeometry();
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												geometry.setAttribute( 'position', new THREE.BufferAttribute( positions, 3 ) );
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												geometry.setAttribute( 'scale', new THREE.BufferAttribute( scales, 1 ) );
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												const material = new THREE.ShaderMaterial( {
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													uniforms: {
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														color: { value: new THREE.Color( 0xffffff ) },
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													},
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													vertexShader: document.getElementById( 'vertexshader' ).textContent,
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													fragmentShader: document.getElementById( 'fragmentshader' ).textContent
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												} );
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												//
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												particles = new THREE.Points( geometry, material );
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												scene.add( particles );
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												//
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												renderer = new THREE.WebGLRenderer( { antialias: true } );
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												renderer.setPixelRatio( window.devicePixelRatio );
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												renderer.setSize( window.innerWidth, window.innerHeight );
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												container.appendChild( renderer.domElement );
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												stats = new Stats();
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												container.appendChild( stats.dom );
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												container.style.touchAction = 'none';
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												container.addEventListener( 'pointermove', onPointerMove );
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												//
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												window.addEventListener( 'resize', onWindowResize );
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											}
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											function onWindowResize() {
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												windowHalfX = window.innerWidth / 2;
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												windowHalfY = window.innerHeight / 2;
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												camera.aspect = window.innerWidth / window.innerHeight;
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												camera.updateProjectionMatrix();
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												renderer.setSize( window.innerWidth, window.innerHeight );
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											}
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											//
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											function onPointerMove( event ) {
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												if ( event.isPrimary === false ) return;
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												mouseX = event.clientX - windowHalfX;
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												mouseY = event.clientY - windowHalfY;
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											}
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											//
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											function animate() {
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												requestAnimationFrame( animate );
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												render();
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												stats.update();
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											}
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											function render() {
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												camera.position.x += ( mouseX - camera.position.x ) * .05;
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												camera.position.y += ( - mouseY - camera.position.y ) * .05;
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												camera.lookAt( scene.position );
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												const positions = particles.geometry.attributes.position.array;
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												const scales = particles.geometry.attributes.scale.array;
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												let i = 0, j = 0;
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												for ( let ix = 0; ix < AMOUNTX; ix ++ ) {
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													for ( let iy = 0; iy < AMOUNTY; iy ++ ) {
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														positions[ i + 1 ] = ( Math.sin( ( ix + count ) * 0.3 ) * 50 ) +
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																		( Math.sin( ( iy + count ) * 0.5 ) * 50 );
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														scales[ j ] = ( Math.sin( ( ix + count ) * 0.3 ) + 1 ) * 20 +
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																		( Math.sin( ( iy + count ) * 0.5 ) + 1 ) * 20;
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														i += 3;
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														j ++;
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													}
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												}
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												particles.geometry.attributes.position.needsUpdate = true;
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												particles.geometry.attributes.scale.needsUpdate = true;
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												renderer.render( scene, camera );
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												count += 0.1;
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											}
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										</script>
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									</body>
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								</html>
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