webgl_points_waves.html 4.8 KB

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  1. <!DOCTYPE html>
  2. <html lang="en">
  3. <head>
  4. <title>three.js webgl - particles - waves</title>
  5. <meta charset="utf-8">
  6. <meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0">
  7. <link type="text/css" rel="stylesheet" href="main.css">
  8. </head>
  9. <body>
  10. <div id="info">
  11. <a href="https://threejs.org" target="_blank" rel="noopener">three.js</a> - webgl particles waves example
  12. </div>
  13. <script type="x-shader/x-vertex" id="vertexshader">
  14. attribute float scale;
  15. void main() {
  16. vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );
  17. gl_PointSize = scale * ( 300.0 / - mvPosition.z );
  18. gl_Position = projectionMatrix * mvPosition;
  19. }
  20. </script>
  21. <script type="x-shader/x-fragment" id="fragmentshader">
  22. uniform vec3 color;
  23. void main() {
  24. if ( length( gl_PointCoord - vec2( 0.5, 0.5 ) ) > 0.475 ) discard;
  25. gl_FragColor = vec4( color, 1.0 );
  26. }
  27. </script>
  28. <script type="importmap">
  29. {
  30. "imports": {
  31. "three": "../build/three.module.js",
  32. "three/addons/": "./jsm/"
  33. }
  34. }
  35. </script>
  36. <script type="module">
  37. import * as THREE from 'three';
  38. import Stats from 'three/addons/libs/stats.module.js';
  39. const SEPARATION = 100, AMOUNTX = 50, AMOUNTY = 50;
  40. let container, stats;
  41. let camera, scene, renderer;
  42. let particles, count = 0;
  43. let mouseX = 0, mouseY = 0;
  44. let windowHalfX = window.innerWidth / 2;
  45. let windowHalfY = window.innerHeight / 2;
  46. init();
  47. function init() {
  48. container = document.createElement( 'div' );
  49. document.body.appendChild( container );
  50. camera = new THREE.PerspectiveCamera( 75, window.innerWidth / window.innerHeight, 1, 10000 );
  51. camera.position.z = 1000;
  52. scene = new THREE.Scene();
  53. //
  54. const numParticles = AMOUNTX * AMOUNTY;
  55. const positions = new Float32Array( numParticles * 3 );
  56. const scales = new Float32Array( numParticles );
  57. let i = 0, j = 0;
  58. for ( let ix = 0; ix < AMOUNTX; ix ++ ) {
  59. for ( let iy = 0; iy < AMOUNTY; iy ++ ) {
  60. positions[ i ] = ix * SEPARATION - ( ( AMOUNTX * SEPARATION ) / 2 ); // x
  61. positions[ i + 1 ] = 0; // y
  62. positions[ i + 2 ] = iy * SEPARATION - ( ( AMOUNTY * SEPARATION ) / 2 ); // z
  63. scales[ j ] = 1;
  64. i += 3;
  65. j ++;
  66. }
  67. }
  68. const geometry = new THREE.BufferGeometry();
  69. geometry.setAttribute( 'position', new THREE.BufferAttribute( positions, 3 ) );
  70. geometry.setAttribute( 'scale', new THREE.BufferAttribute( scales, 1 ) );
  71. const material = new THREE.ShaderMaterial( {
  72. uniforms: {
  73. color: { value: new THREE.Color( 0xffffff ) },
  74. },
  75. vertexShader: document.getElementById( 'vertexshader' ).textContent,
  76. fragmentShader: document.getElementById( 'fragmentshader' ).textContent
  77. } );
  78. //
  79. particles = new THREE.Points( geometry, material );
  80. scene.add( particles );
  81. //
  82. renderer = new THREE.WebGLRenderer( { antialias: true } );
  83. renderer.setPixelRatio( window.devicePixelRatio );
  84. renderer.setSize( window.innerWidth, window.innerHeight );
  85. renderer.setAnimationLoop( animate );
  86. container.appendChild( renderer.domElement );
  87. stats = new Stats();
  88. container.appendChild( stats.dom );
  89. container.style.touchAction = 'none';
  90. container.addEventListener( 'pointermove', onPointerMove );
  91. //
  92. window.addEventListener( 'resize', onWindowResize );
  93. }
  94. function onWindowResize() {
  95. windowHalfX = window.innerWidth / 2;
  96. windowHalfY = window.innerHeight / 2;
  97. camera.aspect = window.innerWidth / window.innerHeight;
  98. camera.updateProjectionMatrix();
  99. renderer.setSize( window.innerWidth, window.innerHeight );
  100. }
  101. //
  102. function onPointerMove( event ) {
  103. if ( event.isPrimary === false ) return;
  104. mouseX = event.clientX - windowHalfX;
  105. mouseY = event.clientY - windowHalfY;
  106. }
  107. //
  108. function animate() {
  109. render();
  110. stats.update();
  111. }
  112. function render() {
  113. camera.position.x += ( mouseX - camera.position.x ) * .05;
  114. camera.position.y += ( - mouseY - camera.position.y ) * .05;
  115. camera.lookAt( scene.position );
  116. const positions = particles.geometry.attributes.position.array;
  117. const scales = particles.geometry.attributes.scale.array;
  118. let i = 0, j = 0;
  119. for ( let ix = 0; ix < AMOUNTX; ix ++ ) {
  120. for ( let iy = 0; iy < AMOUNTY; iy ++ ) {
  121. positions[ i + 1 ] = ( Math.sin( ( ix + count ) * 0.3 ) * 50 ) +
  122. ( Math.sin( ( iy + count ) * 0.5 ) * 50 );
  123. scales[ j ] = ( Math.sin( ( ix + count ) * 0.3 ) + 1 ) * 20 +
  124. ( Math.sin( ( iy + count ) * 0.5 ) + 1 ) * 20;
  125. i += 3;
  126. j ++;
  127. }
  128. }
  129. particles.geometry.attributes.position.needsUpdate = true;
  130. particles.geometry.attributes.scale.needsUpdate = true;
  131. renderer.render( scene, camera );
  132. count += 0.1;
  133. }
  134. </script>
  135. </body>
  136. </html>