提交 2014fb8b 编写于 作者: A alteredq

Added handling of custom attributes for ParticleSystems.

上级 f1559f01
因为 它太大了无法显示 source diff 。你可以改为 查看blob
此差异已折叠。
<!doctype html>
<html>
<head>
<meta charset="utf-8" />
<title>three.js webgl - custom attributes [particles]</title>
<style>
body {
color: #ffffff;
font-family:Monospace;
font-size:13px;
text-align:center;
font-weight: bold;
background-color: #000000;
margin: 0px;
overflow: hidden;
}
#info {
color: #fff;
background-color: rgba( 0, 0, 0, 0.75 );
position: relative;
top: 0px; width: 100%;
padding: 5px;
z-index:100;
width:33em;
margin:0 auto -2em;
}
a { color: #ff0000 }
</style>
</head>
<body>
<div id="info"><a href="http://github.com/mrdoob/three.js" target="_blank">three.js</a> - custom attributes example - particles</div>
<div id="container"></div>
<script src="../build/Three.js"></script>
<script type="text/javascript" src="js/RequestAnimationFrame.js"></script>
<script type="text/javascript" src="js/Stats.js"></script>
<script type="x-shader/x-vertex" id="vertexshader">
uniform float amplitude;
attribute float size;
attribute vec3 customColor;
varying vec3 vColor;
void main() {
vColor = customColor;
vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );
//gl_PointSize = size;
gl_PointSize = size * ( 300.0 / length( mvPosition.xyz ) );
gl_Position = projectionMatrix * mvPosition;
}
</script>
<script type="x-shader/x-fragment" id="fragmentshader">
uniform vec3 color;
uniform sampler2D texture;
varying vec3 vColor;
void main() {
gl_FragColor = vec4( color * vColor, 1.0 );
gl_FragColor = gl_FragColor * texture2D( texture, gl_PointCoord );
}
</script>
<script type="text/javascript">
var renderer, scene, camera, stats;
var sphere, uniforms, attributes;
var noise = [];
var WIDTH = window.innerWidth,
HEIGHT = window.innerHeight;
init();
animate();
function init() {
camera = new THREE.Camera( 40, WIDTH / HEIGHT, 1, 10000 );
camera.position.z = 300;
scene = new THREE.Scene();
attributes = {
size: { type: 'f', value: [] },
customColor: { type: 'c', value: [] }
};
uniforms = {
amplitude: { type: "f", value: 1.0 },
color: { type: "c", value: new THREE.Color( 0xffffff ) },
texture: { type: "t", value: 0, texture: THREE.ImageUtils.loadTexture( "textures/sprites/spark1.png" ) },
};
var shaderMaterial = new THREE.MeshShaderMaterial( {
uniforms: uniforms,
attributes: attributes,
vertexShader: document.getElementById( 'vertexshader' ).textContent,
fragmentShader: document.getElementById( 'fragmentshader' ).textContent,
blending: THREE.AdditiveBlending,
depthTest: false,
transparent: true
});
var radius = 200;
var geometry = new THREE.Geometry();
for ( var i = 0; i < 100000; i++ ) {
vector = new THREE.Vector3( Math.random() * 2 - 1, Math.random() * 2 - 1, Math.random() * 2 - 1 );
vector.multiplyScalar( radius );
geometry.vertices.push( new THREE.Vertex( vector ) );
}
sphere = new THREE.ParticleSystem( geometry, shaderMaterial );
sphere.dynamic = true;
//sphere.sortParticles = true;
var vertices = sphere.geometry.vertices;
var values_size = attributes.size.value;
var values_color = attributes.customColor.value;
for( var v = 0; v < vertices.length; v++ ) {
values_size[ v ] = 10;
values_color[ v ] = new THREE.Color( 0xffaa00 );
if ( vertices[ v ].position.x < 0 )
values_color[ v ].setHSV( 0.5 + 0.1 * ( v / vertices.length ), 0.7, 0.9 );
else
values_color[ v ].setHSV( 0.0 + 0.1 * ( v / vertices.length ), 0.9, 0.9 );
}
scene.addChild( sphere );
renderer = new THREE.WebGLRenderer( { clearColor: 0x000000, clearAlpha: 1 } );
renderer.setSize( WIDTH, HEIGHT );
var container = document.getElementById( 'container' );
container.appendChild( renderer.domElement );
stats = new Stats();
stats.domElement.style.position = 'absolute';
stats.domElement.style.top = '0px';
container.appendChild( stats.domElement );
}
function cap( x, a, b ) {
return ( x < a ) ? a : ( ( x > b ) ? b : x );
}
var i, value;
function animate() {
requestAnimationFrame( animate );
render();
stats.update();
}
function render() {
var time = new Date().getTime() * 0.005;
sphere.rotation.z = 0.01 * time;
for( i = 0; i < attributes.size.value.length; i++ ) {
attributes.size.value[ i ] = 14 + 13 * Math.sin( 0.1 * i + time );
}
attributes.size.needsUpdate = true;
renderer.render( scene, camera );
}
</script>
</body>
</html>
\ No newline at end of file
......@@ -569,7 +569,7 @@ THREE.WebGLRenderer = function ( parameters ) {
};
function initParticleBuffers ( geometry ) {
function initParticleBuffers ( geometry, object ) {
var nvertices = geometry.vertices.length;
......@@ -580,6 +580,72 @@ THREE.WebGLRenderer = function ( parameters ) {
geometry.__webglParticleCount = nvertices;
geometry.__materials = object.materials;
// custom attributes
var m, ml, material;
for ( m = 0, ml = object.materials.length; m < ml; m ++ ) {
material = object.materials[ m ];
if ( material.attributes ) {
if ( geometry.__webglCustomAttributes === undefined ) {
geometry.__webglCustomAttributes = {};
}
for ( a in material.attributes ) {
// Do a shallow copy of the attribute object so different geometryGroup chunks use different
// attribute buffers which are correctly indexed in the setMeshBuffers function
// Not sure how to best translate this into non-indexed arrays
// used for particles, as there are no geometry chunks here
// Probably could be simplified
originalAttribute = material.attributes[ a ];
attribute = {};
for ( property in originalAttribute ) {
attribute[ property ] = originalAttribute[ property ];
}
if( !attribute.__webglInitialized || attribute.createUniqueBuffers ) {
attribute.__webglInitialized = true;
size = 1; // "f" and "i"
if( attribute.type === "v2" ) size = 2;
else if( attribute.type === "v3" ) size = 3;
else if( attribute.type === "v4" ) size = 4;
else if( attribute.type === "c" ) size = 3;
attribute.size = size;
attribute.array = new Float32Array( nvertices * size );
attribute.buffer = _gl.createBuffer();
attribute.buffer.belongsToAttribute = a;
originalAttribute.needsUpdate = true;
attribute.__original = originalAttribute;
}
geometry.__webglCustomAttributes[ a ] = attribute;
}
}
}
};
function initMeshBuffers ( geometryGroup, object ) {
......@@ -713,7 +779,11 @@ THREE.WebGLRenderer = function ( parameters ) {
if ( material.attributes ) {
geometryGroup.__webglCustomAttributes = {};
if ( geometryGroup.__webglCustomAttributes === undefined ) {
geometryGroup.__webglCustomAttributes = {};
}
for ( a in material.attributes ) {
......@@ -1386,6 +1456,7 @@ THREE.WebGLRenderer = function ( parameters ) {
customAttribute.array[ offset_custom + 3 ] = customAttribute.value[ offset_customSrc + 3 ];
customAttribute.offsetSrc += 4;
}
customAttribute.offset += 4;
......@@ -1416,6 +1487,7 @@ THREE.WebGLRenderer = function ( parameters ) {
v4 = customAttribute.value[ offset_customSrc + 3 ];
customAttribute.offsetSrc += 4;
}
......@@ -2079,7 +2151,22 @@ THREE.WebGLRenderer = function ( parameters ) {
dirtyVertices = geometry.__dirtyVertices,
dirtyElements = geometry.__dirtyElements,
dirtyColors = geometry.__dirtyColors;
dirtyColors = geometry.__dirtyColors,
customAttributes = geometry.__webglCustomAttributes,
a, ca, cal, v1,
offset_custom,
customAttribute;
if ( customAttributes ) {
for ( a in customAttributes ) {
customAttributes[ a ].offset = 0;
}
}
if ( object.sortParticles ) {
......@@ -2096,7 +2183,7 @@ THREE.WebGLRenderer = function ( parameters ) {
}
sortArray.sort( function(a,b) { return b[0] - a[0]; } );
sortArray.sort( function( a, b ) { return b[ 0 ] - a[ 0 ]; } );
for ( v = 0; v < vl; v++ ) {
......@@ -2122,6 +2209,76 @@ THREE.WebGLRenderer = function ( parameters ) {
}
if ( customAttributes ) {
for ( a in customAttributes ) {
customAttribute = customAttributes[ a ];
cal = customAttribute.value.length;
for ( ca = 0; ca < cal; ca ++ ) {
index = sortArray[ca][1];
offset_custom = customAttribute.offset;
if ( customAttribute.size === 1 ) {
if ( customAttribute.boundTo === undefined || customAttribute.boundTo === "vertices" ) {
customAttribute.array[ offset_custom ] = customAttribute.value[ index ];
}
} else {
if ( customAttribute.boundTo === undefined || customAttribute.boundTo === "vertices" ) {
v1 = customAttribute.value[ index ];
}
if ( customAttribute.size === 2 ) {
customAttribute.array[ offset_custom ] = v1.x;
customAttribute.array[ offset_custom + 1 ] = v1.y;
} else if ( customAttribute.size === 3 ) {
if ( customAttribute.type === "c" ) {
customAttribute.array[ offset_custom ] = v1.r;
customAttribute.array[ offset_custom + 1 ] = v1.g;
customAttribute.array[ offset_custom + 2 ] = v1.b;
} else {
customAttribute.array[ offset_custom ] = v1.x;
customAttribute.array[ offset_custom + 1 ] = v1.y;
customAttribute.array[ offset_custom + 2 ] = v1.z;
}
} else {
customAttribute.array[ offset_custom ] = v1.x;
customAttribute.array[ offset_custom + 1 ] = v1.y;
customAttribute.array[ offset_custom + 2 ] = v1.z;
customAttribute.array[ offset_custom + 3 ] = v1.w;
}
}
customAttribute.offset += customAttribute.size;
}
}
}
} else {
......@@ -2157,6 +2314,79 @@ THREE.WebGLRenderer = function ( parameters ) {
}
if ( customAttributes ) {
for ( a in customAttributes ) {
customAttribute = customAttributes[ a ];
if ( customAttribute.__original.needsUpdate ) {
cal = customAttribute.value.length;
for ( ca = 0; ca < cal; ca ++ ) {
offset_custom = customAttribute.offset;
if ( customAttribute.size === 1 ) {
if ( customAttribute.boundTo === undefined || customAttribute.boundTo === "vertices" ) {
customAttribute.array[ offset_custom ] = customAttribute.value[ ca ];
}
} else {
if ( customAttribute.boundTo === undefined || customAttribute.boundTo === "vertices" ) {
v1 = customAttribute.value[ ca ];
}
if ( customAttribute.size === 2 ) {
customAttribute.array[ offset_custom ] = v1.x;
customAttribute.array[ offset_custom + 1 ] = v1.y;
} else if ( customAttribute.size === 3 ) {
if ( customAttribute.type === "c" ) {
customAttribute.array[ offset_custom ] = v1.r;
customAttribute.array[ offset_custom + 1 ] = v1.g;
customAttribute.array[ offset_custom + 2 ] = v1.b;
} else {
customAttribute.array[ offset_custom ] = v1.x;
customAttribute.array[ offset_custom + 1 ] = v1.y;
customAttribute.array[ offset_custom + 2 ] = v1.z;
}
} else {
customAttribute.array[ offset_custom ] = v1.x;
customAttribute.array[ offset_custom + 1 ] = v1.y;
customAttribute.array[ offset_custom + 2 ] = v1.z;
customAttribute.array[ offset_custom + 3 ] = v1.w;
}
}
customAttribute.offset += customAttribute.size;
}
}
}
}
}
if ( dirtyVertices || object.sortParticles ) {
......@@ -2173,6 +2403,24 @@ THREE.WebGLRenderer = function ( parameters ) {
}
if ( customAttributes ) {
for ( a in customAttributes ) {
customAttribute = customAttributes[ a ];
if ( customAttribute.__original.needsUpdate || object.sortParticles ) {
_gl.bindBuffer( _gl.ARRAY_BUFFER, customAttribute.buffer );
_gl.bufferData( _gl.ARRAY_BUFFER, customAttribute.array, hint );
}
}
}
};
function setMaterialShaders( material, shaders ) {
......@@ -4100,7 +4348,7 @@ THREE.WebGLRenderer = function ( parameters ) {
if ( ! geometry.__webglVertexBuffer ) {
createParticleBuffers( geometry );
initParticleBuffers( geometry );
initParticleBuffers( geometry, object );
geometry.__dirtyVertices = true;
geometry.__dirtyColors = true;
......@@ -4242,7 +4490,9 @@ THREE.WebGLRenderer = function ( parameters ) {
geometry = object.geometry;
if ( geometry.__dirtyVertices || geometry.__dirtyColors || object.sortParticles ) {
customAttributeDirty = areCustomAttributesDirty( geometry );
if ( geometry.__dirtyVertices || geometry.__dirtyColors || object.sortParticles || customAttributeDirty ) {
setParticleBuffers( geometry, _gl.DYNAMIC_DRAW, object );
......@@ -4251,6 +4501,8 @@ THREE.WebGLRenderer = function ( parameters ) {
geometry.__dirtyVertices = false;
geometry.__dirtyColors = false;
clearCustomAttributes( geometry );
}/* else if ( THREE.MarchingCubes !== undefined && object instanceof THREE.MarchingCubes ) {
// it updates itself in render callback
......
Markdown is supported
0% .
You are about to add 0 people to the discussion. Proceed with caution.
先完成此消息的编辑!
想要评论请 注册