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304 lines
7.3 KiB
304 lines
7.3 KiB
<!DOCTYPE html>
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<html lang="en">
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<head>
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<title>three.js webgl - custom attributes [particles][billboards][alphatest]</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"><a href="https://threejs.org" target="_blank" rel="noopener">three.js</a> - custom attributes example - billboards - alphatest</div>
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<div id="container"></div>
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<script type="x-shader/x-vertex" id="vertexshader">
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attribute float size;
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attribute vec4 ca;
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varying vec4 vColor;
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void main() {
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vColor = ca;
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vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );
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gl_PointSize = size * ( 150.0 / -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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uniform sampler2D pointTexture;
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varying vec4 vColor;
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void main() {
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vec4 outColor = texture2D( pointTexture, gl_PointCoord );
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if ( outColor.a < 0.5 ) discard;
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gl_FragColor = outColor * vec4( color * vColor.xyz, 1.0 );
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float depth = gl_FragCoord.z / gl_FragCoord.w;
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const vec3 fogColor = vec3( 0.0 );
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float fogFactor = smoothstep( 200.0, 600.0, depth );
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gl_FragColor = mix( gl_FragColor, vec4( fogColor, gl_FragColor.w ), fogFactor );
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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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import * as BufferGeometryUtils from 'three/addons/utils/BufferGeometryUtils.js';
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let renderer, scene, camera, stats;
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let object;
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let vertices1;
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const WIDTH = window.innerWidth;
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const HEIGHT = window.innerHeight;
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init();
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animate();
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function init() {
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camera = new THREE.PerspectiveCamera( 40, WIDTH / HEIGHT, 1, 1000 );
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camera.position.z = 500;
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scene = new THREE.Scene();
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let radius = 100;
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const inner = 0.6 * radius;
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const vertex = new THREE.Vector3();
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const vertices = [];
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for ( let i = 0; i < 100000; i ++ ) {
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vertex.x = Math.random() * 2 - 1;
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vertex.y = Math.random() * 2 - 1;
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vertex.z = Math.random() * 2 - 1;
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vertex.multiplyScalar( radius );
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if ( ( vertex.x > inner || vertex.x < - inner ) ||
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( vertex.y > inner || vertex.y < - inner ) ||
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( vertex.z > inner || vertex.z < - inner ) )
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vertices.push( vertex.x, vertex.y, vertex.z );
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}
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vertices1 = vertices.length / 3;
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radius = 200;
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let boxGeometry1 = new THREE.BoxGeometry( radius, 0.1 * radius, 0.1 * radius, 50, 5, 5 );
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// if normal and uv attributes are not removed, mergeVertices() can't consolidate indentical vertices with different normal/uv data
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boxGeometry1.deleteAttribute( 'normal' );
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boxGeometry1.deleteAttribute( 'uv' );
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boxGeometry1 = BufferGeometryUtils.mergeVertices( boxGeometry1 );
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const matrix = new THREE.Matrix4();
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const position = new THREE.Vector3();
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const rotation = new THREE.Euler();
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const quaternion = new THREE.Quaternion();
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const scale = new THREE.Vector3( 1, 1, 1 );
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function addGeo( geo, x, y, z, ry ) {
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position.set( x, y, z );
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rotation.set( 0, ry, 0 );
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matrix.compose( position, quaternion.setFromEuler( rotation ), scale );
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const positionAttribute = geo.getAttribute( 'position' );
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for ( var i = 0, l = positionAttribute.count; i < l; i ++ ) {
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vertex.fromBufferAttribute( positionAttribute, i );
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vertex.applyMatrix4( matrix );
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vertices.push( vertex.x, vertex.y, vertex.z );
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}
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}
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// side 1
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addGeo( boxGeometry1, 0, 110, 110, 0 );
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addGeo( boxGeometry1, 0, 110, - 110, 0 );
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addGeo( boxGeometry1, 0, - 110, 110, 0 );
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addGeo( boxGeometry1, 0, - 110, - 110, 0 );
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// side 2
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addGeo( boxGeometry1, 110, 110, 0, Math.PI / 2 );
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addGeo( boxGeometry1, 110, - 110, 0, Math.PI / 2 );
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addGeo( boxGeometry1, - 110, 110, 0, Math.PI / 2 );
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addGeo( boxGeometry1, - 110, - 110, 0, Math.PI / 2 );
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// corner edges
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let boxGeometry2 = new THREE.BoxGeometry( 0.1 * radius, radius * 1.2, 0.1 * radius, 5, 60, 5 );
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boxGeometry2.deleteAttribute( 'normal' );
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boxGeometry2.deleteAttribute( 'uv' );
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boxGeometry2 = BufferGeometryUtils.mergeVertices( boxGeometry2 );
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addGeo( boxGeometry2, 110, 0, 110, 0 );
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addGeo( boxGeometry2, 110, 0, - 110, 0 );
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addGeo( boxGeometry2, - 110, 0, 110, 0 );
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addGeo( boxGeometry2, - 110, 0, - 110, 0 );
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const positionAttribute = new THREE.Float32BufferAttribute( vertices, 3 );
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const colors = [];
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const sizes = [];
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const color = new THREE.Color();
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for ( let i = 0; i < positionAttribute.count; i ++ ) {
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if ( i < vertices1 ) {
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color.setHSL( 0.5 + 0.2 * ( i / vertices1 ), 1, 0.5 );
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} else {
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color.setHSL( 0.1, 1, 0.5 );
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}
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color.toArray( colors, i * 3 );
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sizes[ i ] = i < vertices1 ? 10 : 40;
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}
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const geometry = new THREE.BufferGeometry();
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geometry.setAttribute( 'position', positionAttribute );
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geometry.setAttribute( 'ca', new THREE.Float32BufferAttribute( colors, 3 ) );
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geometry.setAttribute( 'size', new THREE.Float32BufferAttribute( sizes, 1 ) );
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//
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const texture = new THREE.TextureLoader().load( 'textures/sprites/ball.png' );
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texture.wrapS = THREE.RepeatWrapping;
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texture.wrapT = THREE.RepeatWrapping;
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const material = new THREE.ShaderMaterial( {
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uniforms: {
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amplitude: { value: 1.0 },
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color: { value: new THREE.Color( 0xffffff ) },
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pointTexture: { value: texture }
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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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object = new THREE.Points( geometry, material );
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scene.add( object );
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//
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renderer = new THREE.WebGLRenderer();
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renderer.setPixelRatio( window.devicePixelRatio );
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renderer.setSize( WIDTH, HEIGHT );
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const container = document.getElementById( 'container' );
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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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//
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window.addEventListener( 'resize', onWindowResize );
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}
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function onWindowResize() {
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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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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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const time = Date.now() * 0.01;
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object.rotation.y = object.rotation.z = 0.02 * time;
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const geometry = object.geometry;
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const attributes = geometry.attributes;
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for ( let i = 0; i < attributes.size.array.length; i ++ ) {
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if ( i < vertices1 ) {
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attributes.size.array[ i ] = Math.max( 0, 26 + 32 * Math.sin( 0.1 * i + 0.6 * time ) );
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}
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}
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attributes.size.needsUpdate = true;
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renderer.render( scene, camera );
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}
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</script>
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</body>
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</html>
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