提交 bc73d017 编写于 作者: A alteredq

Added alpha-test particle billboards example.

上级 5859ac66
<!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>
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