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webgl_nodes_points.html
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<!DOCTYPE html>
<html lang="en">
<head>
<title>three.js webgl - node particles</title>
<meta charset="utf-8">
<meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0">
<link type="text/css" rel="stylesheet" href="main.css">
</head>
<body>
<div id="info">
<a href="https://threejs.org" target="_blank" rel="noopener">three.js</a> - webgl node particles example
</div>
<!-- Import maps polyfill -->
<!-- Remove this when import maps will be widely supported -->
<script async src="https://unpkg.com/[email protected]/dist/es-module-shims.js"></script>
<script type="importmap">
{
"imports": {
"three": "../build/three.module.js",
"three/addons/": "./jsm/",
"three/nodes": "./jsm/nodes/Nodes.js"
}
}
</script>
<script type="module">
import * as THREE from 'three';
import * as Nodes from 'three/nodes';
import Stats from 'three/addons/libs/stats.module.js';
import { GUI } from 'three/addons/libs/lil-gui.module.min.js';
import { TeapotGeometry } from 'three/addons/geometries/TeapotGeometry.js';
import { OrbitControls } from 'three/addons/controls/OrbitControls.js';
import { nodeFrame } from 'three/addons/renderers/webgl/nodes/WebGLNodes.js';
let camera, scene, renderer, stats;
init();
animate();
function init() {
camera = new THREE.PerspectiveCamera( 55, window.innerWidth / window.innerHeight, 2, 2000 );
camera.position.x = 0;
camera.position.y = 100;
camera.position.z = - 300;
scene = new THREE.Scene();
scene.fog = new THREE.FogExp2( 0x000000, 0.001 );
// geometries
const teapotGeometry = new TeapotGeometry( 50, 7 );
const sphereGeometry = new THREE.SphereGeometry( 50, 130, 16 );
const geometry = new THREE.BufferGeometry();
// buffers
const speed = [];
const intensity = [];
const size = [];
const positionAttribute = teapotGeometry.getAttribute( 'position' );
const particleCount = positionAttribute.count;
for ( let i = 0; i < particleCount; i ++ ) {
speed.push( 20 + Math.random() * 50 );
intensity.push( Math.random() * .15 );
size.push( 30 + Math.random() * 230 );
}
geometry.setAttribute( 'position', positionAttribute );
geometry.setAttribute( 'targetPosition', sphereGeometry.getAttribute( 'position' ) );
geometry.setAttribute( 'particleSpeed', new THREE.Float32BufferAttribute( speed, 1 ) );
geometry.setAttribute( 'particleIntensity', new THREE.Float32BufferAttribute( intensity, 1 ) );
geometry.setAttribute( 'particleSize', new THREE.Float32BufferAttribute( size, 1 ) );
// maps
// Forked from: https://answers.unrealengine.com/questions/143267/emergency-need-help-with-fire-fx-weird-loop.html
const fireMap = new THREE.TextureLoader().load( 'textures/sprites/firetorch_1.jpg' );
// nodes
const targetPosition = new Nodes.AttributeNode( 'targetPosition', 'vec3' );
const particleSpeed = new Nodes.AttributeNode( 'particleSpeed', 'float' );
const particleIntensity = new Nodes.AttributeNode( 'particleIntensity', 'float' );
const particleSize = new Nodes.AttributeNode( 'particleSize', 'float' );
const time = new Nodes.TimerNode();
const spriteSheetCount = new Nodes.ConstNode( new THREE.Vector2( 6, 6 ) );
const fireUV = new Nodes.SpriteSheetUVNode(
spriteSheetCount, // count
new Nodes.PointUVNode(), // uv
new Nodes.OperatorNode( '*', time, particleSpeed ) // current frame
);
const fireSprite = new Nodes.TextureNode( fireMap, fireUV );
const fire = new Nodes.OperatorNode( '*', fireSprite, particleIntensity );
const lerpPosition = new Nodes.UniformNode( 0 );
const positionNode = new Nodes.MathNode( Nodes.MathNode.MIX, new Nodes.PositionNode( Nodes.PositionNode.LOCAL ), targetPosition, lerpPosition );
// material
const material = new Nodes.PointsNodeMaterial( {
depthWrite: false,
transparent: true,
sizeAttenuation: true,
blending: THREE.AdditiveBlending
} );
material.colorNode = fire;
material.sizeNode = particleSize;
material.positionNode = positionNode;
const particles = new THREE.Points( geometry, material );
scene.add( particles );
// renderer
renderer = new THREE.WebGLRenderer();
renderer.setPixelRatio( window.devicePixelRatio );
renderer.setSize( window.innerWidth, window.innerHeight );
document.body.appendChild( renderer.domElement );
// stats
stats = new Stats();
document.body.appendChild( stats.dom );
// gui
const gui = new GUI();
const guiNode = { lerpPosition: 0 };
gui.add( material, 'sizeAttenuation' ).onChange( function () {
material.needsUpdate = true;
} );
gui.add( guiNode, 'lerpPosition', 0, 1 ).onChange( function () {
lerpPosition.value = guiNode.lerpPosition;
} );
gui.open();
// controls
const controls = new OrbitControls( camera, renderer.domElement );
controls.maxDistance = 1000;
controls.update();
// events
window.addEventListener( 'resize', onWindowResize );
}
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() {
nodeFrame.update();
renderer.render( scene, camera );
}
</script>
</body>
</html>