Threejs着色器基本使用样例改造

<!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>
<script src="../build/three.js"></script>
<script src="js/Detector.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.x ); gl_Position = projectionMatrix * mvPosition; } </script> <script type="x-shader/x-fragment" id="fragmentshader"> uniform sampler2D texture; varying vec3 vColor; void main() {
gl_FragColor = vec4( 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 = 200; var WIDTH = window.innerWidth;
var HEIGHT = window.innerHeight; init();
animate(); function init() { camera = new THREE.PerspectiveCamera( 40, WIDTH / HEIGHT, 1, 10000 );
camera.position.z = 500;
scene = new THREE.Scene();
uniforms = {
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,
transparent: true
}); var radius = 400;
var geometry = new THREE.BufferGeometry();
var positions = new Float32Array( particles * 3 );
var colors = new Float32Array( particles * 3 );
var sizes = new Float32Array( particles );
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 ] = 0;
colors[ i3 + 0 ] = 1;
colors[ i3 + 1 ] = 1;
colors[ i3 + 2 ] = 1;
sizes[ i ] = 10;
}
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 ); 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 );
renderer.render( scene, camera ); } </script> </body>
</html>

  

上一篇:E. Bear and Drawing


下一篇:还不好好读书吗?清华3D录取通知书出炉,还能动!