<!DOCTYPE html> <html lang="en"> <head> <title>three.js webgl - custom attributes [particles][billboards][alphatest]</title> <meta charset="utf-8"> <meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0"> <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://threejs.org" target="_blank">three.js</a> - custom attributes example - particles - billboards - alphatest</div> <div id="container"></div> <script src="../build/three.min.js"></script> <script src="js/Detector.js"></script> <script src="js/libs/stats.min.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> if ( ! Detector.webgl ) Detector.addGetWebGLMessage(); var renderer, scene, camera, stats; var object, uniforms, attributes; var vc1; var WIDTH = window.innerWidth; var HEIGHT = window.innerHeight; init(); animate(); function init() { camera = new THREE.PerspectiveCamera( 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: THREE.ImageUtils.loadTexture( "textures/sprites/ball.png" ) }, }; uniforms.texture.value.wrapS = uniforms.texture.value.wrapT = THREE.RepeatWrapping; var shaderMaterial = new THREE.ShaderMaterial( { 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 ++ ) { var vertex = new THREE.Vector3(); vertex.x = Math.random() * 2 - 1; vertex.y = Math.random() * 2 - 1; vertex.z = Math.random() * 2 - 1; vertex.multiplyScalar( radius ); if ( ( vertex.x > inner || vertex.x < -inner ) || ( vertex.y > inner || vertex.y < -inner ) || ( vertex.z > inner || vertex.z < -inner ) ) geometry.vertices.push( vertex ); } vc1 = geometry.vertices.length; radius = 200; var geometry2 = new THREE.BoxGeometry( radius, 0.1 * radius, 0.1 * radius, 50, 5, 5 ); function addGeo( geo, x, y, z, ry ) { var mesh = new THREE.Mesh( geo ); mesh.position.set( x, y, z ); mesh.rotation.y = ry; mesh.updateMatrix(); geometry.merge( mesh.geometry, mesh.matrix ); } // 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, Math.PI/2 ); addGeo( geometry2, 110, -110, 0, Math.PI/2 ); addGeo( geometry2, -110, 110, 0, Math.PI/2 ); addGeo( geometry2, -110, -110, 0, Math.PI/2 ); // corner edges var geometry3 = new THREE.BoxGeometry( 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.PointCloud( geometry, shaderMaterial ); // 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 ].setHSL( 0.5 + 0.2 * ( v / vc1 ), 1, 0.5 ); } else { values_size[ v ] = 55; values_color[ v ].setHSL( 0.1, 1, 0.5 ); } } //console.log( vertices.length ); scene.add( object ); renderer = new THREE.WebGLRenderer(); renderer.setPixelRatio( window.devicePixelRatio ); 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 ); // window.addEventListener( 'resize', onWindowResize, false ); } function onWindowResize() { camera.aspect = window.innerWidth / window.innerHeight; camera.updateProjectionMatrix(); renderer.setSize( window.innerWidth, window.innerHeight ); } function animate() { requestAnimationFrame( animate ); render(); stats.update(); } function render() { var time = Date.now() * 0.01; object.rotation.y = object.rotation.z = 0.02 * time; for( var i = 0; i < attributes.size.value.length; i ++ ) { if ( i < vc1 ) attributes.size.value[ i ] = Math.max(0, 26 + 32 * Math.sin( 0.1 * i + 0.6 * time )); } attributes.size.needsUpdate = true; renderer.render( scene, camera ); } </script> </body> </html>