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227 lines
5.0 KiB
227 lines
5.0 KiB
2 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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