Doodle3D-Slicer/three.js-master/examples/webgl_custom_attributes_particles2.html
2015-06-12 15:58:26 +02:00

229 lines
4.7 KiB
HTML
Executable File

<!DOCTYPE html>
<html lang="en">
<head>
<title>three.js webgl - custom attributes [particles][billboards]</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</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 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() {
vec4 color = vec4( color * vColor, 1.0 ) * texture2D( texture, gl_PointCoord );
if ( color.w < 0.5 ) discard;
gl_FragColor = color;
}
</script>
<script>
if ( ! Detector.webgl ) Detector.addGetWebGLMessage();
var renderer, scene, camera, stats;
var sphere, uniforms, attributes;
var vc1;
var WIDTH = window.innerWidth;
var HEIGHT = window.innerHeight;
init();
animate();
function init() {
camera = new THREE.PerspectiveCamera( 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: THREE.ImageUtils.loadTexture( "textures/sprites/disc.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,
transparent: true
});
var radius = 100, segments = 68, rings = 38;
var geometry = new THREE.SphereGeometry( radius, segments, rings );
vc1 = geometry.vertices.length;
var geometry2 = new THREE.BoxGeometry( 0.8 * radius, 0.8 * radius, 0.8 * radius, 10, 10, 10 );
geometry.merge( geometry2 );
sphere = new THREE.PointCloud( geometry, shaderMaterial );
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 ].setHSL( 0.01 + 0.1 * ( v / vc1 ), 0.99, ( vertices[ v ].y + radius ) / ( 4 * radius ) );
} else {
values_size[ v ] = 40;
values_color[ v ].setHSL( 0.6, 0.75, 0.25 + vertices[ v ].y / ( 2 * radius ) );
}
}
scene.add( sphere );
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() * 0.005;
sphere.rotation.y = 0.02 * time;
sphere.rotation.z = 0.02 * time;
for( var 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>