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2014fb8b
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three.js
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2014fb8b
编写于
7月 14, 2011
作者:
A
alteredq
浏览文件
操作
浏览文件
下载
电子邮件补丁
差异文件
Added handling of custom attributes for ParticleSystems.
上级
f1559f01
变更
5
展开全部
隐藏空白更改
内联
并排
Showing
5 changed file
with
972 addition
and
491 deletion
+972
-491
build/Three.js
build/Three.js
+328
-324
build/custom/ThreeWebGL.js
build/custom/ThreeWebGL.js
+165
-161
examples/textures/sprites/spark1.png
examples/textures/sprites/spark1.png
+0
-0
examples/webgl_custom_attributes_particles.html
examples/webgl_custom_attributes_particles.html
+221
-0
src/renderers/WebGLRenderer.js
src/renderers/WebGLRenderer.js
+258
-6
未找到文件。
build/Three.js
浏览文件 @
2014fb8b
因为 它太大了无法显示 source diff 。你可以改为
查看blob
。
build/custom/ThreeWebGL.js
浏览文件 @
2014fb8b
此差异已折叠。
点击以展开。
examples/textures/sprites/spark1.png
0 → 100644
浏览文件 @
2014fb8b
1.7 KB
examples/webgl_custom_attributes_particles.html
0 → 100644
浏览文件 @
2014fb8b
<!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
src/renderers/WebGLRenderer.js
浏览文件 @
2014fb8b
...
...
@@ -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
...
...
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