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three.jsをThirdPartyに追加
[webglgame/webgl_framework.git] / webglFramework / Thirdparty / three.js-master / examples / webgl_buffergeometry_custom_attributes_particles.html
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+<!DOCTYPE html>
+<html lang="en">
+       <head>
+               <title>three.js webgl - buffer geometry custom attributes - 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" rel="noopener">three.js</a> webgl - buffergeometry custom attributes - particles</div>
+
+               <script src="../build/three.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 / -mvPosition.z );
+
+                               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 );
+
+                       }
+
+               </script>
+
+
+               <script>
+
+               if ( ! Detector.webgl ) Detector.addGetWebGLMessage();
+
+               var renderer, scene, camera, stats;
+
+               var particleSystem, uniforms, geometry;
+
+               var particles = 100000;
+
+               var WIDTH = window.innerWidth;
+               var HEIGHT = window.innerHeight;
+
+               init();
+               animate();
+
+               function init() {
+
+                       camera = new THREE.PerspectiveCamera( 40, WIDTH / HEIGHT, 1, 10000 );
+                       camera.position.z = 300;
+
+                       scene = new THREE.Scene();
+
+                       uniforms = {
+
+                               color:     { value: new THREE.Color( 0xffffff ) },
+                               texture:   { value: new THREE.TextureLoader().load( "textures/sprites/spark1.png" ) }
+
+                       };
+
+                       var shaderMaterial = new THREE.ShaderMaterial( {
+
+                               uniforms:       uniforms,
+                               vertexShader:   document.getElementById( 'vertexshader' ).textContent,
+                               fragmentShader: document.getElementById( 'fragmentshader' ).textContent,
+
+                               blending:       THREE.AdditiveBlending,
+                               depthTest:      false,
+                               transparent:    true
+
+                       });
+
+
+                       var radius = 200;
+
+                       geometry = new THREE.BufferGeometry();
+
+                       var positions = new Float32Array( particles * 3 );
+                       var colors = new Float32Array( particles * 3 );
+                       var sizes = new Float32Array( particles );
+
+                       var color = new THREE.Color();
+
+                       for ( var i = 0, i3 = 0; i < particles; i ++, i3 += 3 ) {
+
+                               positions[ i3 + 0 ] = ( Math.random() * 2 - 1 ) * radius;
+                               positions[ i3 + 1 ] = ( Math.random() * 2 - 1 ) * radius;
+                               positions[ i3 + 2 ] = ( Math.random() * 2 - 1 ) * radius;
+
+                               color.setHSL( i / particles, 1.0, 0.5 );
+
+                               colors[ i3 + 0 ] = color.r;
+                               colors[ i3 + 1 ] = color.g;
+                               colors[ i3 + 2 ] = color.b;
+
+                               sizes[ i ] = 20;
+
+                       }
+
+                       geometry.addAttribute( 'position', new THREE.BufferAttribute( positions, 3 ) );
+                       geometry.addAttribute( 'customColor', new THREE.BufferAttribute( colors, 3 ) );
+                       geometry.addAttribute( 'size', new THREE.BufferAttribute( sizes, 1 ) );
+
+                       particleSystem = new THREE.Points( geometry, shaderMaterial );
+
+                       scene.add( particleSystem );
+
+                       renderer = new THREE.WebGLRenderer();
+                       renderer.setPixelRatio( window.devicePixelRatio );
+                       renderer.setSize( WIDTH, HEIGHT );
+
+                       var container = document.getElementById( 'container' );
+                       container.appendChild( renderer.domElement );
+
+                       stats = new Stats();
+                       container.appendChild( stats.dom );
+
+                       //
+
+                       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;
+
+                       particleSystem.rotation.z = 0.01 * time;
+
+                       var sizes = geometry.attributes.size.array;
+
+                       for ( var i = 0; i < particles; i++ ) {
+
+                               sizes[ i ] = 10 * ( 1 + Math.sin( 0.1 * i + time ) );
+
+                       }
+
+                       geometry.attributes.size.needsUpdate = true;
+
+                       renderer.render( scene, camera );
+
+               }
+
+       </script>
+
+</body>
+</html>