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https://github.com/wahyd4/three.js.git
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Added alpha-test particle billboards example.
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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][alphatest]</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 - alphatest</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/Detector.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 vec4 ca;
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varying vec4 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 * ( 150.0 / 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 vec4 vColor;
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void main() {
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vec4 outColor = texture2D( texture, gl_PointCoord );
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if ( outColor.a < 0.5 ) discard;
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gl_FragColor = outColor * vec4( color * vColor.xyz, 1.0 );
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float depth = gl_FragCoord.z / gl_FragCoord.w;
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const vec3 fogColor = vec3( 0.0 );
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float fogFactor = smoothstep( 200.0, 600.0, depth );
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gl_FragColor = mix( gl_FragColor, vec4( fogColor, gl_FragColor.w ), fogFactor );
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}
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</script>
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<script type="text/javascript">
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if ( ! Detector.webgl ) Detector.addGetWebGLMessage();
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var renderer, scene, camera, stats;
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var object, 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( 40, WIDTH / HEIGHT, 1, 1000 );
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camera.position.z = 500;
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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/ball.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, inner = 0.6 * radius;
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var geometry = new THREE.Geometry();
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for ( var i = 0; i < 100000; i++ ) {
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vector = new THREE.Vector3( Math.random() * 2 - 1, Math.random() * 2 - 1, Math.random() * 2 - 1 );
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vector.multiplyScalar( radius );
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if ( ( vector.x > inner || vector.x < -inner ) ||
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( vector.y > inner || vector.y < -inner ) ||
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( vector.z > inner || vector.z < -inner ) )
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geometry.vertices.push( new THREE.Vertex( vector ) );
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}
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vc1 = geometry.vertices.length;
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var m, dummyMaterial = new THREE.MeshFaceMaterial();
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radius = 200;
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var geometry2 = new THREE.CubeGeometry( radius, 0.1 * radius, 0.1 * radius, 50, 5, 5 );
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function addGeo( geo, x, y, z, ry ) {
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m = new THREE.Mesh( geo, dummyMaterial );
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m.rotation.y = ry;
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m.position.set( x, y, z );
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THREE.GeometryUtils.merge( geometry, m );
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}
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// side 1
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addGeo( geometry2, 0, 110, 110, 0 );
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addGeo( geometry2, 0, 110, -110, 0 );
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addGeo( geometry2, 0, -110, 110, 0 );
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addGeo( geometry2, 0, -110, -110, 0 );
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// side 2
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addGeo( geometry2, 110, 110, 0, 1.57 );
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addGeo( geometry2, 110, -110, 0, 1.57 );
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addGeo( geometry2, -110, 110, 0, 1.57 );
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addGeo( geometry2, -110, -110, 0, 1.57 );
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// corner edges
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var geometry3 = new THREE.CubeGeometry( 0.1 * radius, radius * 1.2, 0.1 * radius, 5, 60, 5 );
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addGeo( geometry3, 110, 0, 110, 0 );
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addGeo( geometry3, 110, 0, -110, 0 );
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addGeo( geometry3, -110, 0, 110, 0 );
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addGeo( geometry3, -110, 0, -110, 0 );
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// particle system
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object = new THREE.ParticleSystem( geometry, shaderMaterial );
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object.dynamic = true;
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// custom attributes
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var vertices = object.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( 0.5 + 0.2 * ( v / vc1 ), 0.99, 1.0 );
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} else {
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values_size[ v ] = 55;
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values_color[ v ].setHSV( 0.1, 0.99, 1.0 );
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}
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}
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console.log( vertices.length );
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scene.addObject( object );
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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() * 0.01;
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object.rotation.y = 0.02 * time;
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object.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 ] = 26 + 32 * Math.sin( 0.1 * i + 0.6 * 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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