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sparksjs

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Sparks library for three.js with theen.js

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<!DOCTYPE HTML> <html lang="en"> <head> <title>Sparks.js - three.js webgl particles - WebGL Example</title> <meta charset="utf-8"> <meta name="viewport" content="width=device-width; initial-scale=1.0; maximum-scale=1.0; user-scalable=0;"/> <style type="text/css"> body { background-color: #000000; margin: 0px; overflow: hidden; } a { color:#0078ff; } </style> </head> <body> <!-- <script type="text/javascript" src="https://raw.github.com/zz85/three.js/experimental/build/Three.js"></script> <script type="text/javascript" src="http://mrdoob.github.com/three.js/examples/js/RequestAnimationFrame.js"></script> <script type="text/javascript" src="http://mrdoob.github.com/three.js/examples/js/Stats.js"></script> <script type="text/javascript" src="http://sole.github.com/tween.js/src/Tween.js"></script> <script type="text/javascript" src="https://raw.github.com/zz85/sparks.js/master/Sparks.js"></script> --> <script type="text/javascript" src="js/Three.js"></script> <script type="text/javascript" src="js/RequestAnimationFrame.js"></script> <script type="text/javascript" src="js/Stats.js"></script> <script type="text/javascript" src="js/Tween.js"></script> <script type="text/javascript" src="../Sparks.js"></script> <script type="text/javascript" src="js/ShaderExtras.js"></script> <script type="text/javascript" src="js/postprocessing/EffectComposer.js"></script> <script type="text/javascript" src="js/postprocessing/RenderPass.js"></script> <script type="text/javascript" src="js/postprocessing/ShaderPass.js"></script> <script type="text/javascript" src="js/postprocessing/MaskPass.js"></script> <script type="text/javascript" src="js/postprocessing/BloomPass.js"></script> <script type="text/javascript" src="js/postprocessing/FilmPass.js"></script> <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 / length( mvPosition.xyz ) ); gl_Position = projectionMatrix * mvPosition; } </script> <script type="x-shader/x-fragment" id="fragmentshader"> uniform vec3 color; uniform sampler2D texture; varying vec4 vColor; uniform float radius; uniform vec2 delta; varying vec2 texCoord; void main() { vec4 outColor = texture2D( texture, gl_PointCoord ); if ( outColor.a < 0.2 ) 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> <script type="text/javascript"> // Inspired from http://wonderfl.net/c/qTwn and mr doob three.js examples var container, stats; var camera, scene, renderer, group, particle; var mouseX = 0, mouseY = 0; var windowHalfX = window.innerWidth / 2; var windowHalfY = window.innerHeight / 2; var lasttime = Date.now(), elapsed; init(); animate(); var sparksEmitter; function init() { container = document.createElement( 'div' ); document.body.appendChild( container ); camera = new THREE.Camera( 75, window.innerWidth / window.innerHeight, 1, 3000 ); camera.position.z = 200; //1000 scene = new THREE.Scene(); var PI2 = Math.PI * 2; var particleslength = 10000; var particles = new THREE.Geometry(); function newpos(x, y, z) { return new THREE.Vertex( new THREE.Vector3(x, y, z) ); } var Pool = { __pools: [], // Get a new Vector get: function() { if (this.__pools.length>0) { return this.__pools.pop(); } console.log("pool ran out!") return null; }, // Release a vector back into the pool add: function(v) { this.__pools.push(v); }, }; for ( i = 0; i < particleslength; i++ ) { particles.vertices.push(newpos(Math.random() *200 - 100, Math.random() *100+150, Math.random() *50)); Pool.add(i); } // Create pools of vectors //A attributes = { size: { type: 'f', value: [] }, ca: { type: 'c', value: [] } //ca //customColor }; //B var sprite = generateSprite() ; var idata = sprite[1] var canvasTexture = sprite[0]; textu = new THREE.Texture ( canvasTexture ); textu.needsUpdate = true; // var textu = new THREE.DataTexture (new Uint8Array(idata.data), 128,128); // textu.needsUpdate = true; uniforms = { amplitude: { type: "f", value: 1.0 }, color: { type: "c", value: new THREE.Color( 0xffffff ) }, texture: { type: "t", value: 0, texture:textu} // // }; function generateSprite() { var canvas = document.createElement( 'canvas' ); canvas.width = 128; canvas.height = 128; var context = canvas.getContext( '2d' ); context.fillStyle = "white"; context.strokeStyle = "white"; context.beginPath(); context.arc(64, 64, 60, 0, Math.PI*2, false); context.closePath(); context.lineWidth = 0.5; //0.05 context.stroke(); var gradient = context.createRadialGradient( canvas.width /2, canvas.height /2, 0, canvas.width /2, canvas.height /2, canvas.width /2 ); // gradient.addColorStop( 0, 'rgba(255,255,255,1)' ); // gradient.addColorStop( 0.2, 'rgba(255,255,255,1)' ); // gradient.addColorStop( 0.8, 'rgba(128,128,128,1)' ); // gradient.addColorStop( 1, 'rgba(0,0,0,1)' ); gradient.addColorStop( 0, 'rgba(255,255,255,1)' ); gradient.addColorStop( 0.2, 'rgba(255,255,255,1)' ); //gradient.addColorStop( 0.6, 'rgba(200,200,200,1)' ); gradient.addColorStop( 0.4, 'rgba(128,128,128,1)' ); gradient.addColorStop( 1, 'rgba(0,0,0,1)' ); context.fillStyle = gradient; context.fill(); var idata =context.getImageData(0, 0, canvas.width, canvas.height); document.body.appendChild(canvas); return [canvas, idata]; } var shaderMaterial = new THREE.MeshShaderMaterial( { uniforms: uniforms, attributes: attributes, vertexShader: document.getElementById( 'vertexshader' ).textContent, fragmentShader: document.getElementById( 'fragmentshader' ).textContent , blending: THREE.AdditiveBlending, depthTest: false, transparent: true }); group = new THREE.ParticleSystem( particles, shaderMaterial ); group.dynamic = true; //group.sortParticles = true; var vertices = group.geometry.vertices; var values_size = attributes.size.value; var values_color = attributes.ca.value; for( var v = 0; v < vertices.length; v++ ) { values_size[ v ] = 50; values_color[ v ] = new THREE.Color( 0xaaff00 ); values_color[ v ].setHSV( 0, 0, 0 ); particles.vertices[v].position.set(Number.POSITIVE_INFINITY,Number.POSITIVE_INFINITY, Number.POSITIVE_INFINITY); } scene.add( group ); renderer = new THREE.WebGLRenderer(); renderer.setSize( window.innerWidth, window.innerHeight ); container.appendChild( renderer.domElement ); stats = new Stats(); stats.domElement.style.position = 'absolute'; stats.domElement.style.top = '0px'; container.appendChild( stats.domElement ); document.addEventListener( 'mousemove', onDocumentMouseMove, false ); document.addEventListener( 'touchstart', onDocumentTouchStart, false ); document.addEventListener( 'touchmove', onDocumentTouchMove, false ); //// EMITTER STUFF var h = 0; var k = 0.7; // Push indics var setTargetParticle = function() { // Find available pool var target = Pool.get(); values_size[target] = Math.random() * 50+5; return target; }; var onParticleCreated = function(p) { var target = p.target; if (target) { //console.log(target,particles.vertices[target]); //values_size[target] //values_color[target] h += 0.001; if (h>1) h-=1; particles.vertices[target].position = p.position; values_color[target].setHSV(h, 0.8, 0.15); }; // }; var onParticleDead = function(particle) { var target = particle.target; if (target) { // Hide the particle values_color[target].setHSV(0, 0, 0); particles.vertices[target].position.set(Number.POSITIVE_INFINITY,Number.POSITIVE_INFINITY, Number.POSITIVE_INFINITY); // Mark particle system as available by returning to pool Pool.add(particle.target); } }; sparksEmitter = new SPARKS.Emitter(new SPARKS.SteadyCounter(500)); emitterpos = new THREE.Vector3(0,0,0); var sphereCap = new SPARKS.SphereCapZone(0, 0, 0, 10, 0, 40); sparksEmitter.addInitializer(new SPARKS.Position( new SPARKS.PointZone( emitterpos ) ) ); sparksEmitter.addInitializer(new SPARKS.Lifetime(0,8)); sparksEmitter.addInitializer(new SPARKS.Target(null, setTargetParticle)); //, setTargetParticle //Pool.get() sparksEmitter.addInitializer(new SPARKS.Velocity(sphereCap)); sparksEmitter.addAction(new SPARKS.Age()); sparksEmitter.addAction(new SPARKS.Accelerate(0.2)); sparksEmitter.addAction(new SPARKS.Move()); sparksEmitter.addCallback("created", onParticleCreated); sparksEmitter.addCallback("dead", onParticleDead); sparksEmitter.addCallback("updated", function(p) { var target = particle.target; if (target) { // update energy properties //values_size[target] = Math.random()*100; } }); sparksEmitter.start(); console.log(sparksEmitter); } // End Init function onDocumentMouseMove( event ) { mouseX = event.clientX - windowHalfX; mouseY = event.clientY - windowHalfY; } function onDocumentTouchStart( event ) { if ( event.touches.length == 1 ) { event.preventDefault(); mouseX = event.touches[ 0 ].pageX - windowHalfX; mouseY = event.touches[ 0 ].pageY - windowHalfY; } } function onDocumentTouchMove( event ) { if ( event.touches.length == 1 ) { event.preventDefault(); mouseX = event.touches[ 0 ].pageX - windowHalfX; mouseY = event.touches[ 0 ].pageY - windowHalfY; } } // function animate(time) { requestAnimationFrame( animate ); render(); stats.update(); } var _rotation = 0; var spiralTime = 8 * 1000; function render() { //console.log("render", sparksEmitter._particles.length); group.geometry.__dirtyVertices = true; group.geometry.__dirtyColors = true; attributes.size.needsUpdate = true; attributes.ca.needsUpdate = true; camera.position.x += ( mouseX - camera.position.x ) * 0.05; camera.position.y += ( - mouseY - camera.position.y ) * 0.05; // // group.rotation.x += 0.01; // group.rotation.y += 0.02; _rotation += 6; emitterpos.x = 100 * Math.sin(_rotation * SPARKS.Utils.DEGREE_TO_RADIAN); emitterpos.y = 100 * Math.cos(_rotation * SPARKS.Utils.DEGREE_TO_RADIAN); var progress = (Date.now() % spiralTime / spiralTime); // emitterpos.x = progress * 100 * Math.sin(_rotation * SPARKS.Utils.DEGREE_TO_RADIAN); // emitterpos.y = progress * 100 * Math.cos(_rotation * SPARKS.Utils.DEGREE_TO_RADIAN); emitterpos.z = -200 + 400 * progress ; renderer.render( scene, camera ); } </script> </body> </html>