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- <!DOCTYPE html>
- <html lang="en">
- <head>
- <title>three.js webgl - custom attributes [particles][billboards][alphatest]</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 - billboards - alphatest</div>
- <div id="container"></div>
- <script type="x-shader/x-vertex" id="vertexshader">
- attribute float size;
- attribute vec4 ca;
- varying vec4 vColor;
- void main() {
- vColor = ca;
- vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );
- gl_PointSize = size * ( 150.0 / -mvPosition.z );
- gl_Position = projectionMatrix * mvPosition;
- }
- </script>
- <script type="x-shader/x-fragment" id="fragmentshader">
- uniform vec3 color;
- uniform sampler2D pointTexture;
- varying vec4 vColor;
- void main() {
- vec4 outColor = texture2D( pointTexture, gl_PointCoord );
- if ( outColor.a < 0.5 ) discard;
- gl_FragColor = outColor * vec4( color * vColor.xyz, 1.0 );
- float depth = gl_FragCoord.z / gl_FragCoord.w;
- const vec3 fogColor = vec3( 0.0 );
- float fogFactor = smoothstep( 200.0, 600.0, depth );
- gl_FragColor = mix( gl_FragColor, vec4( fogColor, gl_FragColor.w ), fogFactor );
- }
- </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 object;
- var vertices1;
- var WIDTH = window.innerWidth;
- var HEIGHT = window.innerHeight;
- init();
- animate();
- function init() {
- camera = new THREE.PerspectiveCamera( 40, WIDTH / HEIGHT, 1, 1000 );
- camera.position.z = 500;
- scene = new THREE.Scene();
- var radius = 100, inner = 0.6 * radius;
- var vertices = [];
- for ( var i = 0; i < 100000; i ++ ) {
- var vertex = new THREE.Vector3();
- vertex.x = Math.random() * 2 - 1;
- vertex.y = Math.random() * 2 - 1;
- vertex.z = Math.random() * 2 - 1;
- vertex.multiplyScalar( radius );
- if ( ( vertex.x > inner || vertex.x < - inner ) ||
- ( vertex.y > inner || vertex.y < - inner ) ||
- ( vertex.z > inner || vertex.z < - inner ) )
- vertices.push( vertex );
- }
- vertices1 = vertices.length;
- radius = 200;
- var geometry2 = new THREE.BoxGeometry( radius, 0.1 * radius, 0.1 * radius, 50, 5, 5 );
- var matrix = new THREE.Matrix4();
- var position = new THREE.Vector3();
- var rotation = new THREE.Euler();
- var quaternion = new THREE.Quaternion();
- var scale = new THREE.Vector3( 1, 1, 1 );
- function addGeo( geo, x, y, z, ry ) {
- position.set( x, y, z );
- rotation.set( 0, ry, 0 );
- matrix.compose( position, quaternion.setFromEuler( rotation ), scale );
- for ( var i = 0, l = geo.vertices.length; i < l; i ++ ) {
- var vertex = geo.vertices[ i ];
- vertices.push( vertex.clone().applyMatrix4( matrix ) );
- }
- }
- // side 1
- addGeo( geometry2, 0, 110, 110, 0 );
- addGeo( geometry2, 0, 110, - 110, 0 );
- addGeo( geometry2, 0, - 110, 110, 0 );
- addGeo( geometry2, 0, - 110, - 110, 0 );
- // side 2
- addGeo( geometry2, 110, 110, 0, Math.PI / 2 );
- addGeo( geometry2, 110, - 110, 0, Math.PI / 2 );
- addGeo( geometry2, - 110, 110, 0, Math.PI / 2 );
- addGeo( geometry2, - 110, - 110, 0, Math.PI / 2 );
- // corner edges
- var geometry3 = new THREE.BoxGeometry( 0.1 * radius, radius * 1.2, 0.1 * radius, 5, 60, 5 );
- addGeo( geometry3, 110, 0, 110, 0 );
- addGeo( geometry3, 110, 0, - 110, 0 );
- addGeo( geometry3, - 110, 0, 110, 0 );
- addGeo( geometry3, - 110, 0, - 110, 0 );
- var positions = new Float32Array( vertices.length * 3 );
- var colors = new Float32Array( vertices.length * 3 );
- var sizes = new Float32Array( vertices.length );
- var vertex;
- var color = new THREE.Color();
- for ( var i = 0; i < vertices.length; i ++ ) {
- vertex = vertices[ i ];
- vertex.toArray( positions, i * 3 );
- if ( i < vertices1 ) {
- color.setHSL( 0.5 + 0.2 * ( i / vertices1 ), 1, 0.5 );
- } else {
- color.setHSL( 0.1, 1, 0.5 );
- }
- color.toArray( colors, i * 3 );
- sizes[ i ] = i < vertices1 ? 10 : 40;
- }
- var geometry = new THREE.BufferGeometry();
- geometry.setAttribute( 'position', new THREE.BufferAttribute( positions, 3 ) );
- geometry.setAttribute( 'ca', new THREE.BufferAttribute( colors, 3 ) );
- geometry.setAttribute( 'size', new THREE.BufferAttribute( sizes, 1 ) );
- //
- var texture = new THREE.TextureLoader().load( "textures/sprites/ball.png" );
- texture.wrapS = THREE.RepeatWrapping;
- texture.wrapT = THREE.RepeatWrapping;
- var material = new THREE.ShaderMaterial( {
- uniforms: {
- amplitude: { value: 1.0 },
- color: { value: new THREE.Color( 0xffffff ) },
- pointTexture: { value: texture }
- },
- vertexShader: document.getElementById( 'vertexshader' ).textContent,
- fragmentShader: document.getElementById( 'fragmentshader' ).textContent
- } );
- //
- object = new THREE.Points( geometry, material );
- scene.add( object );
- //
- renderer = new THREE.WebGLRenderer();
- renderer.setPixelRatio( window.devicePixelRatio );
- renderer.setSize( WIDTH, HEIGHT );
- 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() * 0.01;
- object.rotation.y = object.rotation.z = 0.02 * time;
- var geometry = object.geometry;
- var attributes = geometry.attributes;
- for ( var i = 0; i < attributes.size.array.length; i ++ ) {
- if ( i < vertices1 ) {
- attributes.size.array[ i ] = Math.max( 0, 26 + 32 * Math.sin( 0.1 * i + 0.6 * time ) );
- }
- }
- attributes.size.needsUpdate = true;
- renderer.render( scene, camera );
- }
- </script>
- </body>
- </html>
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