Doodle3D-Slicer/three.js-master/examples/webgl_interactive_particles.html
2015-06-12 15:58:26 +02:00

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HTML
Executable File

<!doctype html>
<html lang="en">
<head>
<title>three.js webgl - interactive particles</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;
background-color: #000000;
margin: 0px;
overflow: hidden;
}
#info {
position: absolute;
top: 0px;
width: 100%;
padding: 5px;
font-family: Monospace;
font-size: 13px;
text-align: center;
font-weight: bold;
}
a {
color: #fff;
}
</style>
</head>
<body>
<div id="container"></div>
<div id="info"><a href="http://threejs.org" target="_blank">three.js</a> webgl - interactive - particles</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 vec3 customColor;
varying vec3 vColor;
void main() {
vColor = customColor;
vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );
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 );
if ( gl_FragColor.a < ALPHATEST ) discard;
}
</script>
<script>
if ( ! Detector.webgl ) Detector.addGetWebGLMessage();
var renderer, scene, camera, stats;
var particles, uniforms, attributes;
var PARTICLE_SIZE = 20;
var raycaster, intersects;
var mouse, INTERSECTED;
init();
animate();
function init() {
container = document.getElementById( 'container' );
scene = new THREE.Scene();
camera = new THREE.PerspectiveCamera( 45, window.innerWidth / window.innerHeight, 1, 10000 );
camera.position.z = 250;
//
attributes = {
size: { type: 'f', value: [] },
customColor: { type: 'c', value: [] }
};
uniforms = {
color: { type: "c", value: new THREE.Color( 0xffffff ) },
texture: { type: "t", value: THREE.ImageUtils.loadTexture( "textures/sprites/disc.png" ) }
};
var shaderMaterial = new THREE.ShaderMaterial( {
uniforms: uniforms,
attributes: attributes,
vertexShader: document.getElementById( 'vertexshader' ).textContent,
fragmentShader: document.getElementById( 'fragmentshader' ).textContent,
alphaTest: 0.9,
} );
var geometry = new THREE.BoxGeometry( 200, 200, 200, 16, 16, 16 );
particles = new THREE.PointCloud( geometry, shaderMaterial );
var values_size = attributes.size.value;
var values_color = attributes.customColor.value;
var vertices = particles.geometry.vertices;
for( var v = 0, vl = vertices.length; v < vl; v++ ) {
values_size[ v ] = PARTICLE_SIZE * 0.5;
values_color[ v ] = new THREE.Color().setHSL( 0.01 + 0.1 * ( v / vl ), 1.0, 0.5 );
}
scene.add( particles );
//
renderer = new THREE.WebGLRenderer();
renderer.setPixelRatio( window.devicePixelRatio );
renderer.setSize( window.innerWidth, window.innerHeight );
container.appendChild( renderer.domElement );
//
raycaster = new THREE.Raycaster();
mouse = new THREE.Vector2()
//
stats = new Stats();
stats.domElement.style.position = 'absolute';
stats.domElement.style.top = '0px';
container.appendChild( stats.domElement );
//
window.addEventListener( 'resize', onWindowResize, false );
document.addEventListener( 'mousemove', onDocumentMouseMove, false );
}
function onDocumentMouseMove( event ) {
event.preventDefault();
mouse.x = ( event.clientX / window.innerWidth ) * 2 - 1;
mouse.y = - ( event.clientY / window.innerHeight ) * 2 + 1;
}
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() {
particles.rotation.x += 0.0005;
particles.rotation.y += 0.001;
raycaster.setFromCamera( mouse, camera );
intersects = raycaster.intersectObject( particles );
if ( intersects.length > 0 ) {
if ( INTERSECTED != intersects[ 0 ].index ) {
attributes.size.value[ INTERSECTED ] = PARTICLE_SIZE;
INTERSECTED = intersects[ 0 ].index;
attributes.size.value[ INTERSECTED ] = PARTICLE_SIZE * 1.25;
attributes.size.needsUpdate = true;
}
} else if ( INTERSECTED !== null ) {
attributes.size.value[ INTERSECTED ] = PARTICLE_SIZE;
attributes.size.needsUpdate = true;
INTERSECTED = null;
}
renderer.render( scene, camera );
}
</script>
</body>
</html>