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<!DOCTYPE html>
<html lang="en">
<head>
<title>three.js webgl - 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="info"><a href="https://threejs.org" target="_blank" rel="noopener">three.js</a> - custom attributes example - particles</div>
<div id="container"></div>
<script type="x-shader/x-vertex" id="vertexshader">
attribute float size;
attribute vec3 customColor;
varying vec3 vColor;
void main() {
vColor = customColor;
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 vec3 color;
uniform sampler2D pointTexture;
varying vec3 vColor;
void main() {
gl_FragColor = vec4( color * vColor, 1.0 );
gl_FragColor = gl_FragColor * texture2D( pointTexture, gl_PointCoord );
}
</script>
<!-- Import maps polyfill -->
<!-- Remove this when import maps will be widely supported -->
<script async src="https://unpkg.com/es-module-shims@1.3.6/dist/es-module-shims.js"></script>
<script type="importmap">
{
"imports": {
"three": "../build/three.module.js",
"three/addons/": "./jsm/"
}
}
</script>
<script type="module">
import * as THREE from 'three';
import Stats from 'three/addons/libs/stats.module.js';
let renderer, scene, camera, stats;
let sphere;
const WIDTH = window.innerWidth;
const HEIGHT = window.innerHeight;
init();
animate();
function init() {
camera = new THREE.PerspectiveCamera( 40, WIDTH / HEIGHT, 1, 10000 );
camera.position.z = 300;
scene = new THREE.Scene();
const amount = 100000;
const radius = 200;
const positions = new Float32Array( amount * 3 );
const colors = new Float32Array( amount * 3 );
const sizes = new Float32Array( amount );
const vertex = new THREE.Vector3();
const color = new THREE.Color( 0xffffff );
for ( let i = 0; i < amount; i ++ ) {
vertex.x = ( Math.random() * 2 - 1 ) * radius;
vertex.y = ( Math.random() * 2 - 1 ) * radius;
vertex.z = ( Math.random() * 2 - 1 ) * radius;
vertex.toArray( positions, i * 3 );
if ( vertex.x < 0 ) {
color.setHSL( 0.5 + 0.1 * ( i / amount ), 0.7, 0.5 );
} else {
color.setHSL( 0.0 + 0.1 * ( i / amount ), 0.9, 0.5 );
}
color.toArray( colors, i * 3 );
sizes[ i ] = 10;
}
const geometry = new THREE.BufferGeometry();
geometry.setAttribute( 'position', new THREE.BufferAttribute( positions, 3 ) );
geometry.setAttribute( 'customColor', new THREE.BufferAttribute( colors, 3 ) );
geometry.setAttribute( 'size', new THREE.BufferAttribute( sizes, 1 ) );
//
const material = new THREE.ShaderMaterial( {
uniforms: {
color: { value: new THREE.Color( 0xffffff ) },
pointTexture: { value: new THREE.TextureLoader().load( 'textures/sprites/spark1.png' ) }
},
vertexShader: document.getElementById( 'vertexshader' ).textContent,
fragmentShader: document.getElementById( 'fragmentshader' ).textContent,
blending: THREE.AdditiveBlending,
depthTest: false,
transparent: true
} );
//
sphere = new THREE.Points( geometry, material );
scene.add( sphere );
//
renderer = new THREE.WebGLRenderer();
renderer.setPixelRatio( window.devicePixelRatio );
renderer.setSize( WIDTH, HEIGHT );
const container = document.getElementById( 'container' );
container.appendChild( renderer.domElement );
stats = new Stats();
container.appendChild( stats.dom );
//
window.addEventListener( 'resize', onWindowResize );
}
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() {
const time = Date.now() * 0.005;
sphere.rotation.z = 0.01 * time;
const geometry = sphere.geometry;
const attributes = geometry.attributes;
for ( let i = 0; i < attributes.size.array.length; i ++ ) {
attributes.size.array[ i ] = 14 + 13 * Math.sin( 0.1 * i + time );
}
attributes.size.needsUpdate = true;
renderer.render( scene, camera );
}
</script>
</body>
</html>