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Added custom attributes example for billboard particles.
A test case for sorting of custom attributes.
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<!doctype html>
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<html>
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<head>
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<meta charset="utf-8" />
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<title>three.js webgl - custom attributes [particles][billboards]</title>
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<style>
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body {
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color: #ffffff;
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font-family:Monospace;
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font-size:13px;
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text-align:center;
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font-weight: bold;
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background-color: #000000;
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margin: 0px;
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overflow: hidden;
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}
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#info {
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color: #fff;
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position: absolute;
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top: 0px; width: 100%;
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padding: 5px;
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z-index:100;
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}
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</style>
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</head>
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<body>
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<div id="info"><a href="http://github.com/mrdoob/three.js" target="_blank">three.js</a> - custom attributes example - particles - billboards</div>
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<div id="container"></div>
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<script src="../build/Three.js"></script>
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<script type="text/javascript" src="js/RequestAnimationFrame.js"></script>
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<script type="text/javascript" src="js/Stats.js"></script>
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<script type="x-shader/x-vertex" id="vertexshader">
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attribute float size;
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attribute vec3 ca;
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varying vec3 vColor;
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void main() {
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vColor = ca;
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vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );
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//gl_PointSize = size;
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gl_PointSize = size * ( 300.0 / length( mvPosition.xyz ) );
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gl_Position = projectionMatrix * mvPosition;
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}
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</script>
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<script type="x-shader/x-fragment" id="fragmentshader">
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uniform vec3 color;
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uniform sampler2D texture;
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varying vec3 vColor;
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void main() {
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gl_FragColor = vec4( color * vColor, 1.0 );
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gl_FragColor = gl_FragColor * texture2D( texture, gl_PointCoord );
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}
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</script>
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<script type="text/javascript">
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var renderer, scene, camera, stats;
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var sphere, uniforms, attributes;
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var vc1;
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var WIDTH = window.innerWidth,
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HEIGHT = window.innerHeight;
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init();
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animate();
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function init() {
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camera = new THREE.Camera( 45, WIDTH / HEIGHT, 1, 10000 );
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camera.position.z = 300;
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scene = new THREE.Scene();
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attributes = {
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size: { type: 'f', value: [] },
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ca: { type: 'c', value: [] }
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};
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uniforms = {
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amplitude: { type: "f", value: 1.0 },
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color: { type: "c", value: new THREE.Color( 0xffffff ) },
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texture: { type: "t", value: 0, texture: THREE.ImageUtils.loadTexture( "textures/sprites/disc.png" ) },
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};
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uniforms.texture.texture.wrapS = uniforms.texture.texture.wrapT = THREE.RepeatWrapping;
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var shaderMaterial = new THREE.MeshShaderMaterial( {
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uniforms: uniforms,
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attributes: attributes,
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vertexShader: document.getElementById( 'vertexshader' ).textContent,
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fragmentShader: document.getElementById( 'fragmentshader' ).textContent
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});
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var radius = 100, segments = 68, rings = 38;
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var geometry = new THREE.SphereGeometry( radius, segments, rings );
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vc1 = geometry.vertices.length;
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var geometry2 = new THREE.CubeGeometry( 0.8 * radius, 0.8 * radius, 0.8 * radius, 10, 10, 10 );
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GeometryUtils.merge( geometry, geometry2 );
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sphere = new THREE.ParticleSystem( geometry, shaderMaterial );
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sphere.dynamic = true;
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sphere.sortParticles = true;
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var vertices = sphere.geometry.vertices;
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var values_size = attributes.size.value;
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var values_color = attributes.ca.value;
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for( var v = 0; v < vertices.length; v++ ) {
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values_size[ v ] = 10;
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values_color[ v ] = new THREE.Color( 0xffffff );
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if ( v < vc1 ) {
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values_color[ v ].setHSV( 0.01 + 0.1 * ( v / vc1 ), 0.99, ( vertices[ v ].position.y + radius ) / ( 2 *radius ) );
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} else {
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values_size[ v ] = 40;
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values_color[ v ].setHSV( 0.6, 0.75, 0.5 + vertices[ v ].position.y / ( 0.8 * radius ) );
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}
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}
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scene.addChild( sphere );
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renderer = new THREE.WebGLRenderer( { clearColor: 0x000000, clearAlpha: 1 } );
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renderer.setSize( WIDTH, HEIGHT );
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var container = document.getElementById( 'container' );
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container.appendChild( renderer.domElement );
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stats = new Stats();
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stats.domElement.style.position = 'absolute';
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stats.domElement.style.top = '0px';
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container.appendChild( stats.domElement );
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}
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function cap( x, a, b ) {
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return ( x < a ) ? a : ( ( x > b ) ? b : x );
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}
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var i, value;
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function animate() {
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requestAnimationFrame( animate );
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render();
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stats.update();
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}
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function render() {
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var time = new Date().getTime() * 0.005;
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sphere.rotation.y = 0.02 * time;
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sphere.rotation.z = 0.02 * time;
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for( i = 0; i < attributes.size.value.length; i++ ) {
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if ( i < vc1 )
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attributes.size.value[ i ] = 16 + 12 * Math.sin( 0.1 * i + time );
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}
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attributes.size.needsUpdate = true;
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renderer.render( scene, camera );
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}
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</script>
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</body>
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</html>
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