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<!DOCTYPE html>
<html lang="en">
<head>
<title>three.js webgl - custom attributes [particles][billboards][alphatest]</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> - custom attributes example - billboards - alphatest</div>
<div id="container"></div>
<script type="x-shader/x-vertex" id="vertexshader">
attribute float size;
attribute vec4 ca;
varying vec4 vColor;
void main() {
vColor = ca;
vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );
gl_PointSize = size * ( 150.0 / -mvPosition.z );
gl_Position = projectionMatrix * mvPosition;
}
</script>
<script type="x-shader/x-fragment" id="fragmentshader">
uniform vec3 color;
uniform sampler2D pointTexture;
varying vec4 vColor;
void main() {
vec4 outColor = texture2D( pointTexture, gl_PointCoord );
if ( outColor.a < 0.5 ) discard;
gl_FragColor = outColor * vec4( color * vColor.xyz, 1.0 );
float depth = gl_FragCoord.z / gl_FragCoord.w;
const vec3 fogColor = vec3( 0.0 );
float fogFactor = smoothstep( 200.0, 600.0, depth );
gl_FragColor = mix( gl_FragColor, vec4( fogColor, gl_FragColor.w ), fogFactor );
}
</script>
<!-- Import maps polyfill -->
<!-- Remove this when import maps will be widely supported -->
<script async src="https://unpkg.com/es-module-shims@1.8.0/dist/es-module-shims.js"></script>
<script type="importmap">
{
"imports": {
"three": "../build/three.module.js",
"three/addons/": "./jsm/"
}
}
</script>
<script type="module">
import * as THREE from 'three';
import Stats from 'three/addons/libs/stats.module.js';
import * as BufferGeometryUtils from 'three/addons/utils/BufferGeometryUtils.js';
let renderer, scene, camera, stats;
let object;
let vertices1;
const WIDTH = window.innerWidth;
const HEIGHT = window.innerHeight;
init();
animate();
function init() {
camera = new THREE.PerspectiveCamera( 40, WIDTH / HEIGHT, 1, 1000 );
camera.position.z = 500;
scene = new THREE.Scene();
let radius = 100;
const inner = 0.6 * radius;
const vertex = new THREE.Vector3();
const vertices = [];
for ( let i = 0; i < 100000; i ++ ) {
vertex.x = Math.random() * 2 - 1;
vertex.y = Math.random() * 2 - 1;
vertex.z = Math.random() * 2 - 1;
vertex.multiplyScalar( radius );
if ( ( vertex.x > inner || vertex.x < - inner ) ||
( vertex.y > inner || vertex.y < - inner ) ||
( vertex.z > inner || vertex.z < - inner ) )
vertices.push( vertex.x, vertex.y, vertex.z );
}
vertices1 = vertices.length / 3;
radius = 200;
let boxGeometry1 = new THREE.BoxGeometry( radius, 0.1 * radius, 0.1 * radius, 50, 5, 5 );
// if normal and uv attributes are not removed, mergeVertices() can't consolidate indentical vertices with different normal/uv data
boxGeometry1.deleteAttribute( 'normal' );
boxGeometry1.deleteAttribute( 'uv' );
boxGeometry1 = BufferGeometryUtils.mergeVertices( boxGeometry1 );
const matrix = new THREE.Matrix4();
const position = new THREE.Vector3();
const rotation = new THREE.Euler();
const quaternion = new THREE.Quaternion();
const scale = new THREE.Vector3( 1, 1, 1 );
function addGeo( geo, x, y, z, ry ) {
position.set( x, y, z );
rotation.set( 0, ry, 0 );
matrix.compose( position, quaternion.setFromEuler( rotation ), scale );
const positionAttribute = geo.getAttribute( 'position' );
for ( let i = 0, l = positionAttribute.count; i < l; i ++ ) {
vertex.fromBufferAttribute( positionAttribute, i );
vertex.applyMatrix4( matrix );
vertices.push( vertex.x, vertex.y, vertex.z );
}
}
// side 1
addGeo( boxGeometry1, 0, 110, 110, 0 );
addGeo( boxGeometry1, 0, 110, - 110, 0 );
addGeo( boxGeometry1, 0, - 110, 110, 0 );
addGeo( boxGeometry1, 0, - 110, - 110, 0 );
// side 2
addGeo( boxGeometry1, 110, 110, 0, Math.PI / 2 );
addGeo( boxGeometry1, 110, - 110, 0, Math.PI / 2 );
addGeo( boxGeometry1, - 110, 110, 0, Math.PI / 2 );
addGeo( boxGeometry1, - 110, - 110, 0, Math.PI / 2 );
// corner edges
let boxGeometry2 = new THREE.BoxGeometry( 0.1 * radius, radius * 1.2, 0.1 * radius, 5, 60, 5 );
boxGeometry2.deleteAttribute( 'normal' );
boxGeometry2.deleteAttribute( 'uv' );
boxGeometry2 = BufferGeometryUtils.mergeVertices( boxGeometry2 );
addGeo( boxGeometry2, 110, 0, 110, 0 );
addGeo( boxGeometry2, 110, 0, - 110, 0 );
addGeo( boxGeometry2, - 110, 0, 110, 0 );
addGeo( boxGeometry2, - 110, 0, - 110, 0 );
const positionAttribute = new THREE.Float32BufferAttribute( vertices, 3 );
const colors = [];
const sizes = [];
const color = new THREE.Color();
for ( let i = 0; i < positionAttribute.count; i ++ ) {
if ( i < vertices1 ) {
color.setHSL( 0.5 + 0.2 * ( i / vertices1 ), 1, 0.5 );
} else {
color.setHSL( 0.1, 1, 0.5 );
}
color.toArray( colors, i * 3 );
sizes[ i ] = i < vertices1 ? 10 : 40;
}
const geometry = new THREE.BufferGeometry();
geometry.setAttribute( 'position', positionAttribute );
geometry.setAttribute( 'ca', new THREE.Float32BufferAttribute( colors, 3 ) );
geometry.setAttribute( 'size', new THREE.Float32BufferAttribute( sizes, 1 ) );
//
const texture = new THREE.TextureLoader().load( 'textures/sprites/ball.png' );
texture.wrapS = THREE.RepeatWrapping;
texture.wrapT = THREE.RepeatWrapping;
const material = new THREE.ShaderMaterial( {
uniforms: {
amplitude: { value: 1.0 },
color: { value: new THREE.Color( 0xffffff ) },
pointTexture: { value: texture }
},
vertexShader: document.getElementById( 'vertexshader' ).textContent,
fragmentShader: document.getElementById( 'fragmentshader' ).textContent
} );
//
object = new THREE.Points( geometry, material );
scene.add( object );
//
renderer = new THREE.WebGLRenderer();
renderer.setPixelRatio( window.devicePixelRatio );
renderer.setSize( WIDTH, HEIGHT );
const container = document.getElementById( 'container' );
container.appendChild( renderer.domElement );
stats = new Stats();
container.appendChild( stats.dom );
//
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() {
const time = Date.now() * 0.01;
object.rotation.y = object.rotation.z = 0.02 * time;
const geometry = object.geometry;
const attributes = geometry.attributes;
for ( let i = 0; i < attributes.size.array.length; i ++ ) {
if ( i < vertices1 ) {
attributes.size.array[ i ] = Math.max( 0, 26 + 32 * Math.sin( 0.1 * i + 0.6 * time ) );
}
}
attributes.size.needsUpdate = true;
renderer.render( scene, camera );
}
</script>
</body>
</html>