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- /*
- * GPU Particle System
- * @author flimshaw - Charlie Hoey - http://charliehoey.com
- *
- * A simple to use, general purpose GPU system. Particles are spawn-and-forget with
- * several options available, and do not require monitoring or cleanup after spawning.
- * Because the paths of all particles are completely deterministic once spawned, the scale
- * and direction of time is also variable.
- *
- * Currently uses a static wrapping perlin noise texture for turbulence, and a small png texture for
- * particles, but adding support for a particle texture atlas or changing to a different type of turbulence
- * would be a fairly light day's work.
- *
- * Shader and javascript packing code derrived from several Stack Overflow examples.
- *
- */
- THREE.GPUParticleSystem = function ( options ) {
- THREE.Object3D.apply( this, arguments );
- options = options || {};
- // parse options and use defaults
- this.PARTICLE_COUNT = options.maxParticles || 1000000;
- this.PARTICLE_CONTAINERS = options.containerCount || 1;
- this.PARTICLE_NOISE_TEXTURE = options.particleNoiseTex || null;
- this.PARTICLE_SPRITE_TEXTURE = options.particleSpriteTex || null;
- this.PARTICLES_PER_CONTAINER = Math.ceil( this.PARTICLE_COUNT / this.PARTICLE_CONTAINERS );
- this.PARTICLE_CURSOR = 0;
- this.time = 0;
- this.particleContainers = [];
- this.rand = [];
- // custom vertex and fragement shader
- var GPUParticleShader = {
- vertexShader: [
- 'uniform float uTime;',
- 'uniform float uScale;',
- 'uniform sampler2D tNoise;',
- 'attribute vec3 positionStart;',
- 'attribute float startTime;',
- 'attribute vec3 velocity;',
- 'attribute float turbulence;',
- 'attribute vec3 color;',
- 'attribute float size;',
- 'attribute float lifeTime;',
- 'varying vec4 vColor;',
- 'varying float lifeLeft;',
- 'void main() {',
- // unpack things from our attributes'
- ' vColor = vec4( color, 1.0 );',
- // convert our velocity back into a value we can use'
- ' vec3 newPosition;',
- ' vec3 v;',
- ' float timeElapsed = uTime - startTime;',
- ' lifeLeft = 1.0 - ( timeElapsed / lifeTime );',
- ' gl_PointSize = ( uScale * size ) * lifeLeft;',
- ' v.x = ( velocity.x - 0.5 ) * 3.0;',
- ' v.y = ( velocity.y - 0.5 ) * 3.0;',
- ' v.z = ( velocity.z - 0.5 ) * 3.0;',
- ' newPosition = positionStart + ( v * 10.0 ) * timeElapsed;',
- ' vec3 noise = texture2D( tNoise, vec2( newPosition.x * 0.015 + ( uTime * 0.05 ), newPosition.y * 0.02 + ( uTime * 0.015 ) ) ).rgb;',
- ' vec3 noiseVel = ( noise.rgb - 0.5 ) * 30.0;',
- ' newPosition = mix( newPosition, newPosition + vec3( noiseVel * ( turbulence * 5.0 ) ), ( timeElapsed / lifeTime ) );',
- ' if( v.y > 0. && v.y < .05 ) {',
- ' lifeLeft = 0.0;',
- ' }',
- ' if( v.x < - 1.45 ) {',
- ' lifeLeft = 0.0;',
- ' }',
- ' if( timeElapsed > 0.0 ) {',
- ' gl_Position = projectionMatrix * modelViewMatrix * vec4( newPosition, 1.0 );',
- ' } else {',
- ' gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );',
- ' lifeLeft = 0.0;',
- ' gl_PointSize = 0.;',
- ' }',
- '}'
- ].join( '\n' ),
- fragmentShader: [
- 'float scaleLinear( float value, vec2 valueDomain ) {',
- ' return ( value - valueDomain.x ) / ( valueDomain.y - valueDomain.x );',
- '}',
- 'float scaleLinear( float value, vec2 valueDomain, vec2 valueRange ) {',
- ' return mix( valueRange.x, valueRange.y, scaleLinear( value, valueDomain ) );',
- '}',
- 'varying vec4 vColor;',
- 'varying float lifeLeft;',
- 'uniform sampler2D tSprite;',
- 'void main() {',
- ' float alpha = 0.;',
- ' if( lifeLeft > 0.995 ) {',
- ' alpha = scaleLinear( lifeLeft, vec2( 1.0, 0.995 ), vec2( 0.0, 1.0 ) );',
- ' } else {',
- ' alpha = lifeLeft * 0.75;',
- ' }',
- ' vec4 tex = texture2D( tSprite, gl_PointCoord );',
- ' gl_FragColor = vec4( vColor.rgb * tex.a, alpha * tex.a );',
- '}'
- ].join( '\n' )
- };
- // preload a million random numbers
- var i;
- for ( i = 1e5; i > 0; i -- ) {
- this.rand.push( Math.random() - 0.5 );
- }
- this.random = function () {
- return ++ i >= this.rand.length ? this.rand[ i = 1 ] : this.rand[ i ];
- };
- var textureLoader = new THREE.TextureLoader();
- this.particleNoiseTex = this.PARTICLE_NOISE_TEXTURE || textureLoader.load( 'textures/perlin-512.png' );
- this.particleNoiseTex.wrapS = this.particleNoiseTex.wrapT = THREE.RepeatWrapping;
- this.particleSpriteTex = this.PARTICLE_SPRITE_TEXTURE || textureLoader.load( 'textures/particle2.png' );
- this.particleSpriteTex.wrapS = this.particleSpriteTex.wrapT = THREE.RepeatWrapping;
- this.particleShaderMat = new THREE.ShaderMaterial( {
- transparent: true,
- depthWrite: false,
- uniforms: {
- 'uTime': {
- value: 0.0
- },
- 'uScale': {
- value: 1.0
- },
- 'tNoise': {
- value: this.particleNoiseTex
- },
- 'tSprite': {
- value: this.particleSpriteTex
- }
- },
- blending: THREE.AdditiveBlending,
- vertexShader: GPUParticleShader.vertexShader,
- fragmentShader: GPUParticleShader.fragmentShader
- } );
- // define defaults for all values
- this.particleShaderMat.defaultAttributeValues.particlePositionsStartTime = [ 0, 0, 0, 0 ];
- this.particleShaderMat.defaultAttributeValues.particleVelColSizeLife = [ 0, 0, 0, 0 ];
- this.init = function () {
- for ( var i = 0; i < this.PARTICLE_CONTAINERS; i ++ ) {
- var c = new THREE.GPUParticleContainer( this.PARTICLES_PER_CONTAINER, this );
- this.particleContainers.push( c );
- this.add( c );
- }
- };
- this.spawnParticle = function ( options ) {
- this.PARTICLE_CURSOR ++;
- if ( this.PARTICLE_CURSOR >= this.PARTICLE_COUNT ) {
- this.PARTICLE_CURSOR = 1;
- }
- var currentContainer = this.particleContainers[ Math.floor( this.PARTICLE_CURSOR / this.PARTICLES_PER_CONTAINER ) ];
- currentContainer.spawnParticle( options );
- };
- this.update = function ( time ) {
- for ( var i = 0; i < this.PARTICLE_CONTAINERS; i ++ ) {
- this.particleContainers[ i ].update( time );
- }
- };
- this.dispose = function () {
- this.particleShaderMat.dispose();
- this.particleNoiseTex.dispose();
- this.particleSpriteTex.dispose();
- for ( var i = 0; i < this.PARTICLE_CONTAINERS; i ++ ) {
- this.particleContainers[ i ].dispose();
- }
- };
- this.init();
- };
- THREE.GPUParticleSystem.prototype = Object.create( THREE.Object3D.prototype );
- THREE.GPUParticleSystem.prototype.constructor = THREE.GPUParticleSystem;
- // Subclass for particle containers, allows for very large arrays to be spread out
- THREE.GPUParticleContainer = function ( maxParticles, particleSystem ) {
- THREE.Object3D.apply( this, arguments );
- this.PARTICLE_COUNT = maxParticles || 100000;
- this.PARTICLE_CURSOR = 0;
- this.time = 0;
- this.offset = 0;
- this.count = 0;
- this.DPR = window.devicePixelRatio;
- this.GPUParticleSystem = particleSystem;
- this.particleUpdate = false;
- // geometry
- this.particleShaderGeo = new THREE.BufferGeometry();
- this.particleShaderGeo.addAttribute( 'position', new THREE.BufferAttribute( new Float32Array( this.PARTICLE_COUNT * 3 ), 3 ).setDynamic( true ) );
- this.particleShaderGeo.addAttribute( 'positionStart', new THREE.BufferAttribute( new Float32Array( this.PARTICLE_COUNT * 3 ), 3 ).setDynamic( true ) );
- this.particleShaderGeo.addAttribute( 'startTime', new THREE.BufferAttribute( new Float32Array( this.PARTICLE_COUNT ), 1 ).setDynamic( true ) );
- this.particleShaderGeo.addAttribute( 'velocity', new THREE.BufferAttribute( new Float32Array( this.PARTICLE_COUNT * 3 ), 3 ).setDynamic( true ) );
- this.particleShaderGeo.addAttribute( 'turbulence', new THREE.BufferAttribute( new Float32Array( this.PARTICLE_COUNT ), 1 ).setDynamic( true ) );
- this.particleShaderGeo.addAttribute( 'color', new THREE.BufferAttribute( new Float32Array( this.PARTICLE_COUNT * 3 ), 3 ).setDynamic( true ) );
- this.particleShaderGeo.addAttribute( 'size', new THREE.BufferAttribute( new Float32Array( this.PARTICLE_COUNT ), 1 ).setDynamic( true ) );
- this.particleShaderGeo.addAttribute( 'lifeTime', new THREE.BufferAttribute( new Float32Array( this.PARTICLE_COUNT ), 1 ).setDynamic( true ) );
- // material
- this.particleShaderMat = this.GPUParticleSystem.particleShaderMat;
- var position = new THREE.Vector3();
- var velocity = new THREE.Vector3();
- var color = new THREE.Color();
- this.spawnParticle = function ( options ) {
- var positionStartAttribute = this.particleShaderGeo.getAttribute( 'positionStart' );
- var startTimeAttribute = this.particleShaderGeo.getAttribute( 'startTime' );
- var velocityAttribute = this.particleShaderGeo.getAttribute( 'velocity' );
- var turbulenceAttribute = this.particleShaderGeo.getAttribute( 'turbulence' );
- var colorAttribute = this.particleShaderGeo.getAttribute( 'color' );
- var sizeAttribute = this.particleShaderGeo.getAttribute( 'size' );
- var lifeTimeAttribute = this.particleShaderGeo.getAttribute( 'lifeTime' );
- options = options || {};
- // setup reasonable default values for all arguments
- position = options.position !== undefined ? position.copy( options.position ) : position.set( 0, 0, 0 );
- velocity = options.velocity !== undefined ? velocity.copy( options.velocity ) : velocity.set( 0, 0, 0 );
- color = options.color !== undefined ? color.set( options.color ) : color.set( 0xffffff );
- var positionRandomness = options.positionRandomness !== undefined ? options.positionRandomness : 0;
- var velocityRandomness = options.velocityRandomness !== undefined ? options.velocityRandomness : 0;
- var colorRandomness = options.colorRandomness !== undefined ? options.colorRandomness : 1;
- var turbulence = options.turbulence !== undefined ? options.turbulence : 1;
- var lifetime = options.lifetime !== undefined ? options.lifetime : 5;
- var size = options.size !== undefined ? options.size : 10;
- var sizeRandomness = options.sizeRandomness !== undefined ? options.sizeRandomness : 0;
- var smoothPosition = options.smoothPosition !== undefined ? options.smoothPosition : false;
- if ( this.DPR !== undefined ) size *= this.DPR;
- var i = this.PARTICLE_CURSOR;
- // position
- positionStartAttribute.array[ i * 3 + 0 ] = position.x + ( particleSystem.random() * positionRandomness );
- positionStartAttribute.array[ i * 3 + 1 ] = position.y + ( particleSystem.random() * positionRandomness );
- positionStartAttribute.array[ i * 3 + 2 ] = position.z + ( particleSystem.random() * positionRandomness );
- if ( smoothPosition === true ) {
- positionStartAttribute.array[ i * 3 + 0 ] += - ( velocity.x * particleSystem.random() );
- positionStartAttribute.array[ i * 3 + 1 ] += - ( velocity.y * particleSystem.random() );
- positionStartAttribute.array[ i * 3 + 2 ] += - ( velocity.z * particleSystem.random() );
- }
- // velocity
- var maxVel = 2;
- var velX = velocity.x + particleSystem.random() * velocityRandomness;
- var velY = velocity.y + particleSystem.random() * velocityRandomness;
- var velZ = velocity.z + particleSystem.random() * velocityRandomness;
- velX = THREE.Math.clamp( ( velX - ( - maxVel ) ) / ( maxVel - ( - maxVel ) ), 0, 1 );
- velY = THREE.Math.clamp( ( velY - ( - maxVel ) ) / ( maxVel - ( - maxVel ) ), 0, 1 );
- velZ = THREE.Math.clamp( ( velZ - ( - maxVel ) ) / ( maxVel - ( - maxVel ) ), 0, 1 );
- velocityAttribute.array[ i * 3 + 0 ] = velX;
- velocityAttribute.array[ i * 3 + 1 ] = velY;
- velocityAttribute.array[ i * 3 + 2 ] = velZ;
- // color
- color.r = THREE.Math.clamp( color.r + particleSystem.random() * colorRandomness, 0, 1 );
- color.g = THREE.Math.clamp( color.g + particleSystem.random() * colorRandomness, 0, 1 );
- color.b = THREE.Math.clamp( color.b + particleSystem.random() * colorRandomness, 0, 1 );
- colorAttribute.array[ i * 3 + 0 ] = color.r;
- colorAttribute.array[ i * 3 + 1 ] = color.g;
- colorAttribute.array[ i * 3 + 2 ] = color.b;
- // turbulence, size, lifetime and starttime
- turbulenceAttribute.array[ i ] = turbulence;
- sizeAttribute.array[ i ] = size + particleSystem.random() * sizeRandomness;
- lifeTimeAttribute.array[ i ] = lifetime;
- startTimeAttribute.array[ i ] = this.time + particleSystem.random() * 2e-2;
- // offset
- if ( this.offset === 0 ) {
- this.offset = this.PARTICLE_CURSOR;
- }
- // counter and cursor
- this.count ++;
- this.PARTICLE_CURSOR ++;
- if ( this.PARTICLE_CURSOR >= this.PARTICLE_COUNT ) {
- this.PARTICLE_CURSOR = 0;
- }
- this.particleUpdate = true;
- };
- this.init = function () {
- this.particleSystem = new THREE.Points( this.particleShaderGeo, this.particleShaderMat );
- this.particleSystem.frustumCulled = false;
- this.add( this.particleSystem );
- };
- this.update = function ( time ) {
- this.time = time;
- this.particleShaderMat.uniforms.uTime.value = time;
- this.geometryUpdate();
- };
- this.geometryUpdate = function () {
- if ( this.particleUpdate === true ) {
- this.particleUpdate = false;
- var positionStartAttribute = this.particleShaderGeo.getAttribute( 'positionStart' );
- var startTimeAttribute = this.particleShaderGeo.getAttribute( 'startTime' );
- var velocityAttribute = this.particleShaderGeo.getAttribute( 'velocity' );
- var turbulenceAttribute = this.particleShaderGeo.getAttribute( 'turbulence' );
- var colorAttribute = this.particleShaderGeo.getAttribute( 'color' );
- var sizeAttribute = this.particleShaderGeo.getAttribute( 'size' );
- var lifeTimeAttribute = this.particleShaderGeo.getAttribute( 'lifeTime' );
- if ( this.offset + this.count < this.PARTICLE_COUNT ) {
- positionStartAttribute.updateRange.offset = this.offset * positionStartAttribute.itemSize;
- startTimeAttribute.updateRange.offset = this.offset * startTimeAttribute.itemSize;
- velocityAttribute.updateRange.offset = this.offset * velocityAttribute.itemSize;
- turbulenceAttribute.updateRange.offset = this.offset * turbulenceAttribute.itemSize;
- colorAttribute.updateRange.offset = this.offset * colorAttribute.itemSize;
- sizeAttribute.updateRange.offset = this.offset * sizeAttribute.itemSize;
- lifeTimeAttribute.updateRange.offset = this.offset * lifeTimeAttribute.itemSize;
- positionStartAttribute.updateRange.count = this.count * positionStartAttribute.itemSize;
- startTimeAttribute.updateRange.count = this.count * startTimeAttribute.itemSize;
- velocityAttribute.updateRange.count = this.count * velocityAttribute.itemSize;
- turbulenceAttribute.updateRange.count = this.count * turbulenceAttribute.itemSize;
- colorAttribute.updateRange.count = this.count * colorAttribute.itemSize;
- sizeAttribute.updateRange.count = this.count * sizeAttribute.itemSize;
- lifeTimeAttribute.updateRange.count = this.count * lifeTimeAttribute.itemSize;
- } else {
- positionStartAttribute.updateRange.offset = 0;
- startTimeAttribute.updateRange.offset = 0;
- velocityAttribute.updateRange.offset = 0;
- turbulenceAttribute.updateRange.offset = 0;
- colorAttribute.updateRange.offset = 0;
- sizeAttribute.updateRange.offset = 0;
- lifeTimeAttribute.updateRange.offset = 0;
- // Use -1 to update the entire buffer, see #11476
- positionStartAttribute.updateRange.count = - 1;
- startTimeAttribute.updateRange.count = - 1;
- velocityAttribute.updateRange.count = - 1;
- turbulenceAttribute.updateRange.count = - 1;
- colorAttribute.updateRange.count = - 1;
- sizeAttribute.updateRange.count = - 1;
- lifeTimeAttribute.updateRange.count = - 1;
- }
- positionStartAttribute.needsUpdate = true;
- startTimeAttribute.needsUpdate = true;
- velocityAttribute.needsUpdate = true;
- turbulenceAttribute.needsUpdate = true;
- colorAttribute.needsUpdate = true;
- sizeAttribute.needsUpdate = true;
- lifeTimeAttribute.needsUpdate = true;
- this.offset = 0;
- this.count = 0;
- }
- };
- this.dispose = function () {
- this.particleShaderGeo.dispose();
- };
- this.init();
- };
- THREE.GPUParticleContainer.prototype = Object.create( THREE.Object3D.prototype );
- THREE.GPUParticleContainer.prototype.constructor = THREE.GPUParticleContainer;
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