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three.js
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bc73d017
编写于
7月 15, 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 alpha-test particle billboards example.
上级
5859ac66
变更
1
隐藏空白更改
内联
并排
Showing
1 changed file
with
282 addition
and
0 deletion
+282
-0
examples/webgl_custom_attributes_particles3.html
examples/webgl_custom_attributes_particles3.html
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-0
未找到文件。
examples/webgl_custom_attributes_particles3.html
0 → 100644
浏览文件 @
bc73d017
<!doctype html>
<html>
<head>
<meta
charset=
"utf-8"
/>
<title>
three.js webgl - custom attributes [particles][billboards][alphatest]
</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 - alphatest
</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/Detector.js"
></script>
<script
type=
"text/javascript"
src=
"js/Stats.js"
></script>
<script
type=
"x-shader/x-vertex"
id=
"vertexshader"
>
attribute
float
size
;
attribute
vec4
ca
;
varying
vec4
vColor
;
void
main
()
{
vColor
=
ca
;
vec4
mvPosition
=
modelViewMatrix
*
vec4
(
position
,
1.0
);
gl_PointSize
=
size
*
(
150.0
/
length
(
mvPosition
.
xyz
)
);
gl_Position
=
projectionMatrix
*
mvPosition
;
}
</script>
<script
type=
"x-shader/x-fragment"
id=
"fragmentshader"
>
uniform
vec3
color
;
uniform
sampler2D
texture
;
varying
vec4
vColor
;
void
main
()
{
vec4
outColor
=
texture2D
(
texture
,
gl_PointCoord
);
if
(
outColor
.
a
<
0.5
)
discard
;
gl_FragColor
=
outColor
*
vec4
(
color
*
vColor
.
xyz
,
1.0
);
float
depth
=
gl_FragCoord
.
z
/
gl_FragCoord
.
w
;
const
vec3
fogColor
=
vec3
(
0.0
);
float
fogFactor
=
smoothstep
(
200.0
,
600.0
,
depth
);
gl_FragColor
=
mix
(
gl_FragColor
,
vec4
(
fogColor
,
gl_FragColor
.
w
),
fogFactor
);
}
</script>
<script
type=
"text/javascript"
>
if
(
!
Detector
.
webgl
)
Detector
.
addGetWebGLMessage
();
var
renderer
,
scene
,
camera
,
stats
;
var
object
,
uniforms
,
attributes
;
var
vc1
;
var
WIDTH
=
window
.
innerWidth
,
HEIGHT
=
window
.
innerHeight
;
init
();
animate
();
function
init
()
{
camera
=
new
THREE
.
Camera
(
40
,
WIDTH
/
HEIGHT
,
1
,
1000
);
camera
.
position
.
z
=
500
;
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/ball.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
,
inner
=
0.6
*
radius
;
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
);
if
(
(
vector
.
x
>
inner
||
vector
.
x
<
-
inner
)
||
(
vector
.
y
>
inner
||
vector
.
y
<
-
inner
)
||
(
vector
.
z
>
inner
||
vector
.
z
<
-
inner
)
)
geometry
.
vertices
.
push
(
new
THREE
.
Vertex
(
vector
)
);
}
vc1
=
geometry
.
vertices
.
length
;
var
m
,
dummyMaterial
=
new
THREE
.
MeshFaceMaterial
();
radius
=
200
;
var
geometry2
=
new
THREE
.
CubeGeometry
(
radius
,
0.1
*
radius
,
0.1
*
radius
,
50
,
5
,
5
);
function
addGeo
(
geo
,
x
,
y
,
z
,
ry
)
{
m
=
new
THREE
.
Mesh
(
geo
,
dummyMaterial
);
m
.
rotation
.
y
=
ry
;
m
.
position
.
set
(
x
,
y
,
z
);
THREE
.
GeometryUtils
.
merge
(
geometry
,
m
);
}
// side 1
addGeo
(
geometry2
,
0
,
110
,
110
,
0
);
addGeo
(
geometry2
,
0
,
110
,
-
110
,
0
);
addGeo
(
geometry2
,
0
,
-
110
,
110
,
0
);
addGeo
(
geometry2
,
0
,
-
110
,
-
110
,
0
);
// side 2
addGeo
(
geometry2
,
110
,
110
,
0
,
1.57
);
addGeo
(
geometry2
,
110
,
-
110
,
0
,
1.57
);
addGeo
(
geometry2
,
-
110
,
110
,
0
,
1.57
);
addGeo
(
geometry2
,
-
110
,
-
110
,
0
,
1.57
);
// corner edges
var
geometry3
=
new
THREE
.
CubeGeometry
(
0.1
*
radius
,
radius
*
1.2
,
0.1
*
radius
,
5
,
60
,
5
);
addGeo
(
geometry3
,
110
,
0
,
110
,
0
);
addGeo
(
geometry3
,
110
,
0
,
-
110
,
0
);
addGeo
(
geometry3
,
-
110
,
0
,
110
,
0
);
addGeo
(
geometry3
,
-
110
,
0
,
-
110
,
0
);
// particle system
object
=
new
THREE
.
ParticleSystem
(
geometry
,
shaderMaterial
);
object
.
dynamic
=
true
;
// custom attributes
var
vertices
=
object
.
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
(
0.5
+
0.2
*
(
v
/
vc1
),
0.99
,
1.0
);
}
else
{
values_size
[
v
]
=
55
;
values_color
[
v
].
setHSV
(
0.1
,
0.99
,
1.0
);
}
}
console
.
log
(
vertices
.
length
);
scene
.
addObject
(
object
);
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
()
*
0.01
;
object
.
rotation
.
y
=
0.02
*
time
;
object
.
rotation
.
z
=
0.02
*
time
;
for
(
i
=
0
;
i
<
attributes
.
size
.
value
.
length
;
i
++
)
{
if
(
i
<
vc1
)
attributes
.
size
.
value
[
i
]
=
26
+
32
*
Math
.
sin
(
0.1
*
i
+
0.6
*
time
);
}
attributes
.
size
.
needsUpdate
=
true
;
renderer
.
render
(
scene
,
camera
);
}
</script>
</body>
</html>
\ No newline at end of file
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