<!DOCTYPE html> <html lang="en"> <head> <title>three.js webgl - particles - waves</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 particles waves example </div> <script type="x-shader/x-vertex" id="vertexshader"> attribute float scale; void main() { vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 ); gl_PointSize = scale * ( 300.0 / - mvPosition.z ); gl_Position = projectionMatrix * mvPosition; } </script> <script type="x-shader/x-fragment" id="fragmentshader"> uniform vec3 color; void main() { if ( length( gl_PointCoord - vec2( 0.5, 0.5 ) ) > 0.475 ) discard; gl_FragColor = vec4( color, 1.0 ); } </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'; const SEPARATION = 100, AMOUNTX = 50, AMOUNTY = 50; let container, stats; let camera, scene, renderer; let particles, count = 0; let mouseX = 0, mouseY = 0; let windowHalfX = window.innerWidth / 2; let windowHalfY = window.innerHeight / 2; init(); animate(); function init() { container = document.createElement( 'div' ); document.body.appendChild( container ); camera = new THREE.PerspectiveCamera( 75, window.innerWidth / window.innerHeight, 1, 10000 ); camera.position.z = 1000; scene = new THREE.Scene(); // const numParticles = AMOUNTX * AMOUNTY; const positions = new Float32Array( numParticles * 3 ); const scales = new Float32Array( numParticles ); let i = 0, j = 0; for ( let ix = 0; ix < AMOUNTX; ix ++ ) { for ( let iy = 0; iy < AMOUNTY; iy ++ ) { positions[ i ] = ix * SEPARATION - ( ( AMOUNTX * SEPARATION ) / 2 ); // x positions[ i + 1 ] = 0; // y positions[ i + 2 ] = iy * SEPARATION - ( ( AMOUNTY * SEPARATION ) / 2 ); // z scales[ j ] = 1; i += 3; j ++; } } const geometry = new THREE.BufferGeometry(); geometry.setAttribute( 'position', new THREE.BufferAttribute( positions, 3 ) ); geometry.setAttribute( 'scale', new THREE.BufferAttribute( scales, 1 ) ); const material = new THREE.ShaderMaterial( { uniforms: { color: { value: new THREE.Color( 0xffffff ) }, }, vertexShader: document.getElementById( 'vertexshader' ).textContent, fragmentShader: document.getElementById( 'fragmentshader' ).textContent } ); // particles = new THREE.Points( geometry, material ); scene.add( particles ); // renderer = new THREE.WebGLRenderer( { antialias: true } ); renderer.setPixelRatio( window.devicePixelRatio ); renderer.setSize( window.innerWidth, window.innerHeight ); container.appendChild( renderer.domElement ); stats = new Stats(); container.appendChild( stats.dom ); container.style.touchAction = 'none'; container.addEventListener( 'pointermove', onPointerMove ); // window.addEventListener( 'resize', onWindowResize ); } function onWindowResize() { windowHalfX = window.innerWidth / 2; windowHalfY = window.innerHeight / 2; camera.aspect = window.innerWidth / window.innerHeight; camera.updateProjectionMatrix(); renderer.setSize( window.innerWidth, window.innerHeight ); } // function onPointerMove( event ) { if ( event.isPrimary === false ) return; mouseX = event.clientX - windowHalfX; mouseY = event.clientY - windowHalfY; } // function animate() { requestAnimationFrame( animate ); render(); stats.update(); } function render() { camera.position.x += ( mouseX - camera.position.x ) * .05; camera.position.y += ( - mouseY - camera.position.y ) * .05; camera.lookAt( scene.position ); const positions = particles.geometry.attributes.position.array; const scales = particles.geometry.attributes.scale.array; let i = 0, j = 0; for ( let ix = 0; ix < AMOUNTX; ix ++ ) { for ( let iy = 0; iy < AMOUNTY; iy ++ ) { positions[ i + 1 ] = ( Math.sin( ( ix + count ) * 0.3 ) * 50 ) + ( Math.sin( ( iy + count ) * 0.5 ) * 50 ); scales[ j ] = ( Math.sin( ( ix + count ) * 0.3 ) + 1 ) * 20 + ( Math.sin( ( iy + count ) * 0.5 ) + 1 ) * 20; i += 3; j ++; } } particles.geometry.attributes.position.needsUpdate = true; particles.geometry.attributes.scale.needsUpdate = true; renderer.render( scene, camera ); count += 0.1; } </script> </body> </html>