未验证 提交 27ba8e1c 编写于 作者: M Mr.doob 提交者: GitHub

Merge pull request #15145 from WestLangley/dev-waves_example

Particles waves example: convert to THREE.Points
......@@ -40,6 +40,36 @@
<script src="js/WebGL.js"></script>
<script src="js/libs/stats.min.js"></script>
<script type="x-shader/x-vertex" id="vertexshader">
attribute float scale;
void main() {
vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );
gl_PointSize = scale * ( 300.0 / - mvPosition.z );
gl_Position = projectionMatrix * mvPosition;
}
</script>
<script type="x-shader/x-fragment" id="fragmentshader">
uniform vec3 color;
void main() {
if ( length( gl_PointCoord - vec2( 0.5, 0.5 ) ) > 0.475 ) discard;
gl_FragColor = vec4( color, 1.0 );
}
</script>
<script>
if ( WEBGL.isWebGLAvailable() === false ) {
......@@ -53,7 +83,7 @@
var container, stats;
var camera, scene, renderer;
var particles, particle, count = 0;
var particles, count = 0;
var mouseX = 0, mouseY = 0;
......@@ -73,30 +103,54 @@
scene = new THREE.Scene();
particles = new Array();
var material = new THREE.SpriteMaterial( {
//
map: new THREE.TextureLoader().load( 'textures/sprites/circle.png' ),
var numParticles = AMOUNTX * AMOUNTY;
} );
var positions = new Float32Array( numParticles * 3 );
var scales = new Float32Array( numParticles );
var i = 0;
var i = 0, j = 0;
for ( var ix = 0; ix < AMOUNTX; ix ++ ) {
for ( var iy = 0; iy < AMOUNTY; iy ++ ) {
particle = particles[ i ++ ] = new THREE.Sprite( material );
particle.position.x = ix * SEPARATION - ( ( AMOUNTX * SEPARATION ) / 2 );
particle.position.z = iy * SEPARATION - ( ( AMOUNTY * SEPARATION ) / 2 );
scene.add( particle );
positions[ i ] = ix * SEPARATION - ( ( AMOUNTX * SEPARATION ) / 2 ); // x
positions[ i + 1 ] = 0; // y
positions[ i + 2 ] = iy * SEPARATION - ( ( AMOUNTY * SEPARATION ) / 2 ); // z
scales[ j ] = 1;
i += 3;
j ++;
}
}
renderer = new THREE.WebGLRenderer();
var geometry = new THREE.BufferGeometry();
geometry.addAttribute( 'position', new THREE.BufferAttribute( positions, 3 ) );
geometry.addAttribute( 'scale', new THREE.BufferAttribute( scales, 1 ) );
var material = new THREE.ShaderMaterial( {
uniforms: {
color: { value: new THREE.Color( 0xffffff ) },
},
vertexShader: document.getElementById( 'vertexshader' ).textContent,
fragmentShader: document.getElementById( 'fragmentshader' ).textContent
} );
//
particles = new THREE.Points( geometry, material );
scene.add( particles );
//
renderer = new THREE.WebGLRenderer( { antialias: true } );
renderer.setPixelRatio( window.devicePixelRatio );
renderer.setSize( window.innerWidth, window.innerHeight );
container.appendChild( renderer.domElement );
......@@ -178,22 +232,31 @@
camera.position.y += ( - mouseY - camera.position.y ) * .05;
camera.lookAt( scene.position );
var i = 0;
var positions = particles.geometry.attributes.position.array;
var scales = particles.geometry.attributes.scale.array;
var i = 0, j = 0;
for ( var ix = 0; ix < AMOUNTX; ix ++ ) {
for ( var iy = 0; iy < AMOUNTY; iy ++ ) {
particle = particles[ i ++ ];
particle.position.y = ( Math.sin( ( ix + count ) * 0.3 ) * 50 ) +
( Math.sin( ( iy + count ) * 0.5 ) * 50 );
particle.scale.x = particle.scale.y = ( Math.sin( ( ix + count ) * 0.3 ) + 1 ) * 4 +
( Math.sin( ( iy + count ) * 0.5 ) + 1 ) * 4;
positions[ i + 1 ] = ( Math.sin( ( ix + count ) * 0.3 ) * 50 ) +
( Math.sin( ( iy + count ) * 0.5 ) * 50 );
scales[ j ] = ( Math.sin( ( ix + count ) * 0.3 ) + 1 ) * 8 +
( Math.sin( ( iy + count ) * 0.5 ) + 1 ) * 8;
i += 3;
j ++;
}
}
particles.geometry.attributes.position.needsUpdate = true;
particles.geometry.attributes.scale.needsUpdate = true;
renderer.render( scene, camera );
count += 0.1;
......
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