提交 41b7eb70 编写于 作者: A alteredq

Added custom attributes example for billboard particles.

A test case for sorting of custom attributes.
上级 55efc95b
<!doctype html>
<html>
<head>
<meta charset="utf-8" />
<title>three.js webgl - custom attributes [particles][billboards]</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;
position: absolute;
top: 0px; width: 100%;
padding: 5px;
z-index:100;
}
</style>
</head>
<body>
<div id="info"><a href="http://github.com/mrdoob/three.js" target="_blank">three.js</a> - custom attributes example - particles - billboards</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">
attribute float size;
attribute vec3 ca;
varying vec3 vColor;
void main() {
vColor = ca;
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 vc1;
var WIDTH = window.innerWidth,
HEIGHT = window.innerHeight;
init();
animate();
function init() {
camera = new THREE.Camera( 45, WIDTH / HEIGHT, 1, 10000 );
camera.position.z = 300;
scene = new THREE.Scene();
attributes = {
size: { type: 'f', value: [] },
ca: { 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/disc.png" ) },
};
uniforms.texture.texture.wrapS = uniforms.texture.texture.wrapT = THREE.RepeatWrapping;
var shaderMaterial = new THREE.MeshShaderMaterial( {
uniforms: uniforms,
attributes: attributes,
vertexShader: document.getElementById( 'vertexshader' ).textContent,
fragmentShader: document.getElementById( 'fragmentshader' ).textContent
});
var radius = 100, segments = 68, rings = 38;
var geometry = new THREE.SphereGeometry( radius, segments, rings );
vc1 = geometry.vertices.length;
var geometry2 = new THREE.CubeGeometry( 0.8 * radius, 0.8 * radius, 0.8 * radius, 10, 10, 10 );
GeometryUtils.merge( geometry, geometry2 );
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.ca.value;
for( var v = 0; v < vertices.length; v++ ) {
values_size[ v ] = 10;
values_color[ v ] = new THREE.Color( 0xffffff );
if ( v < vc1 ) {
values_color[ v ].setHSV( 0.01 + 0.1 * ( v / vc1 ), 0.99, ( vertices[ v ].position.y + radius ) / ( 2 *radius ) );
} else {
values_size[ v ] = 40;
values_color[ v ].setHSV( 0.6, 0.75, 0.5 + vertices[ v ].position.y / ( 0.8 * radius ) );
}
}
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.y = 0.02 * time;
sphere.rotation.z = 0.02 * time;
for( i = 0; i < attributes.size.value.length; i++ ) {
if ( i < vc1 )
attributes.size.value[ i ] = 16 + 12 * Math.sin( 0.1 * i + time );
}
attributes.size.needsUpdate = true;
renderer.render( scene, camera );
}
</script>
</body>
</html>
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