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webgl_buffergeometry_custom_attributes_particles.html
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webgl_buffergeometry_custom_attributes_particles.html
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<!DOCTYPE html>
<html lang="en">
<head>
<title>Verge3D webgl - buffer geometry 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="container"></div>
<div id="info"><a href="https://www.soft8soft.com/verge3d" target="_blank" rel="noopener">Verge3D</a> webgl - buffergeometry custom attributes - particles</div>
<script type="x-shader/x-vertex" id="vertexshader">
attribute float size;
varying vec3 vColor;
void main() {
vColor = color;
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 sampler2D pointTexture;
varying vec3 vColor;
void main() {
gl_FragColor = vec4(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": {
"v3d": "../build/v3d.module.js",
"v3d/addons/": "./jsm/"
}
}
</script>
<script type="module">
import * as v3d from 'v3d';
import Stats from 'v3d/addons/libs/stats.module.js';
let renderer, scene, camera, stats;
let particleSystem, uniforms, geometry;
const particles = 100000;
init();
animate();
function init() {
camera = new v3d.PerspectiveCamera(40, window.innerWidth / window.innerHeight, 1, 10000);
camera.position.z = 300;
scene = new v3d.Scene();
uniforms = {
pointTexture: { value: new v3d.TextureLoader().load('textures/sprites/spark1.png') }
};
const shaderMaterial = new v3d.ShaderMaterial({
uniforms: uniforms,
vertexShader: document.getElementById('vertexshader').textContent,
fragmentShader: document.getElementById('fragmentshader').textContent,
blending: v3d.AdditiveBlending,
depthTest: false,
transparent: true,
vertexColors: true
});
const radius = 200;
geometry = new v3d.BufferGeometry();
const positions = [];
const colors = [];
const sizes = [];
const color = new v3d.Color();
for (let i = 0; i < particles; i++) {
positions.push((Math.random() * 2 - 1) * radius);
positions.push((Math.random() * 2 - 1) * radius);
positions.push((Math.random() * 2 - 1) * radius);
color.setHSL(i / particles, 1.0, 0.5);
colors.push(color.r, color.g, color.b);
sizes.push(20);
}
geometry.setAttribute('position', new v3d.Float32BufferAttribute(positions, 3));
geometry.setAttribute('color', new v3d.Float32BufferAttribute(colors, 3));
geometry.setAttribute('size', new v3d.Float32BufferAttribute(sizes, 1).setUsage(v3d.DynamicDrawUsage));
particleSystem = new v3d.Points(geometry, shaderMaterial);
scene.add(particleSystem);
renderer = new v3d.WebGLRenderer();
renderer.setPixelRatio(window.devicePixelRatio);
renderer.setSize(window.innerWidth, window.innerHeight);
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;
particleSystem.rotation.z = 0.01 * time;
const sizes = geometry.attributes.size.array;
for (let i = 0; i < particles; i++) {
sizes[i] = 10 * (1 + Math.sin(0.1 * i + time));
}
geometry.attributes.size.needsUpdate = true;
renderer.render(scene, camera);
}
</script>
</body>
</html>