123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343344345346347348349350351352353354355356357358359360361362363364365366367368369370371372373374375376377378379380381382383384385386387388389390391392393394395396397398399400401402403404405406407408409410411412413414415416417418419420421422423424425426427428429430431432433434435436437438439440441442443444445446447448449450451452453454455456457458459460461462463464465466467468469470471472473474475476477478479480481482483484485486487488489490491492493494495496497498499500501502503504505506507508 |
- /*
- * 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) {
- var self = this;
- var options = options || {};
- // parse options and use defaults
- self.PARTICLE_COUNT = options.maxParticles || 1000000;
- self.PARTICLE_CONTAINERS = options.containerCount || 1;
-
- self.PARTICLE_NOISE_TEXTURE = options.particleNoiseTex || null;
- self.PARTICLE_SPRITE_TEXTURE = options.particleSpriteTex || null;
-
- self.PARTICLES_PER_CONTAINER = Math.ceil(self.PARTICLE_COUNT / self.PARTICLE_CONTAINERS);
- self.PARTICLE_CURSOR = 0;
- self.time = 0;
- // Custom vertex and fragement shader
- var GPUParticleShader = {
- vertexShader: [
- 'precision highp float;',
- 'const vec4 bitSh = vec4(256. * 256. * 256., 256. * 256., 256., 1.);',
- 'const vec4 bitMsk = vec4(0.,vec3(1./256.0));',
- 'const vec4 bitShifts = vec4(1.) / bitSh;',
- '#define FLOAT_MAX 1.70141184e38',
- '#define FLOAT_MIN 1.17549435e-38',
- 'lowp vec4 encode_float(highp float v) {',
- 'highp float av = abs(v);',
- '//Handle special cases',
- 'if(av < FLOAT_MIN) {',
- 'return vec4(0.0, 0.0, 0.0, 0.0);',
- '} else if(v > FLOAT_MAX) {',
- 'return vec4(127.0, 128.0, 0.0, 0.0) / 255.0;',
- '} else if(v < -FLOAT_MAX) {',
- 'return vec4(255.0, 128.0, 0.0, 0.0) / 255.0;',
- '}',
- 'highp vec4 c = vec4(0,0,0,0);',
- '//Compute exponent and mantissa',
- 'highp float e = floor(log2(av));',
- 'highp float m = av * pow(2.0, -e) - 1.0;',
- //Unpack mantissa
- 'c[1] = floor(128.0 * m);',
- 'm -= c[1] / 128.0;',
- 'c[2] = floor(32768.0 * m);',
- 'm -= c[2] / 32768.0;',
- 'c[3] = floor(8388608.0 * m);',
- '//Unpack exponent',
- 'highp float ebias = e + 127.0;',
- 'c[0] = floor(ebias / 2.0);',
- 'ebias -= c[0] * 2.0;',
- 'c[1] += floor(ebias) * 128.0;',
- '//Unpack sign bit',
- 'c[0] += 128.0 * step(0.0, -v);',
- '//Scale back to range',
- 'return c / 255.0;',
- '}',
- 'vec4 pack(const in float depth)',
- '{',
- 'const vec4 bit_shift = vec4(256.0*256.0*256.0, 256.0*256.0, 256.0, 1.0);',
- 'const vec4 bit_mask = vec4(0.0, 1.0/256.0, 1.0/256.0, 1.0/256.0);',
- 'vec4 res = mod(depth*bit_shift*vec4(255), vec4(256))/vec4(255);',
- 'res -= res.xxyz * bit_mask;',
- 'return res;',
- '}',
- 'float unpack(const in vec4 rgba_depth)',
- '{',
- 'const vec4 bit_shift = vec4(1.0/(256.0*256.0*256.0), 1.0/(256.0*256.0), 1.0/256.0, 1.0);',
- 'float depth = dot(rgba_depth, bit_shift);',
- 'return depth;',
- '}',
- 'uniform float uTime;',
- 'uniform float uScale;',
- 'uniform sampler2D tNoise;',
- 'attribute vec4 particlePositionsStartTime;',
- 'attribute vec4 particleVelColSizeLife;',
- 'varying vec4 vColor;',
- 'varying float lifeLeft;',
- 'void main() {',
- '// unpack things from our attributes',
- 'vColor = encode_float( particleVelColSizeLife.y );',
- '// convert our velocity back into a value we can use',
- 'vec4 velTurb = encode_float( particleVelColSizeLife.x );',
- 'vec3 velocity = vec3( velTurb.xyz );',
- 'float turbulence = velTurb.w;',
- 'vec3 newPosition;',
- 'float timeElapsed = uTime - particlePositionsStartTime.a;',
- 'lifeLeft = 1. - (timeElapsed / particleVelColSizeLife.w);',
- 'gl_PointSize = ( uScale * particleVelColSizeLife.z ) * lifeLeft;',
- 'velocity.x = ( velocity.x - .5 ) * 3.;',
- 'velocity.y = ( velocity.y - .5 ) * 3.;',
- 'velocity.z = ( velocity.z - .5 ) * 3.;',
- 'newPosition = particlePositionsStartTime.xyz + ( velocity * 10. ) * ( uTime - particlePositionsStartTime.a );',
- 'vec3 noise = texture2D( tNoise, vec2( newPosition.x * .015 + (uTime * .05), newPosition.y * .02 + (uTime * .015) )).rgb;',
- 'vec3 noiseVel = ( noise.rgb - .5 ) * 30.;',
- 'newPosition = mix(newPosition, newPosition + vec3(noiseVel * ( turbulence * 5. ) ), (timeElapsed / particleVelColSizeLife.a) );',
- 'if( velocity.y > 0. && velocity.y < .05 ) {',
- 'lifeLeft = 0.;',
- '}',
- 'if( velocity.x < -1.45 ) {',
- 'lifeLeft = 0.;',
- '}',
- 'if( timeElapsed > 0. ) {',
- 'gl_Position = projectionMatrix * modelViewMatrix * vec4( newPosition, 1.0 );',
- '} else {',
- 'gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );',
- 'lifeLeft = 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 > .995 ) {',
- 'alpha = scaleLinear( lifeLeft, vec2(1., .995), vec2(0., 1.));//mix( 0., 1., ( lifeLeft - .95 ) * 100. ) * .75;',
- '} else {',
- 'alpha = lifeLeft * .75;',
- '}',
- 'vec4 tex = texture2D( tSprite, gl_PointCoord );',
- 'gl_FragColor = vec4( vColor.rgb * tex.a, alpha * tex.a );',
- '}'
- ].join("\n")
- };
- // preload a million random numbers
- self.rand = [];
- for (var i = 1e5; i > 0; i--) {
- self.rand.push(Math.random() - .5);
- }
- self.random = function() {
- return ++i >= self.rand.length ? self.rand[i = 1] : self.rand[i];
- };
- var textureLoader = new THREE.TextureLoader();
- self.particleNoiseTex = self.PARTICLE_NOISE_TEXTURE || textureLoader.load("textures/perlin-512.png");
- self.particleNoiseTex.wrapS = self.particleNoiseTex.wrapT = THREE.RepeatWrapping;
- self.particleSpriteTex = self.PARTICLE_SPRITE_TEXTURE || textureLoader.load("textures/particle2.png");
- self.particleSpriteTex.wrapS = self.particleSpriteTex.wrapT = THREE.RepeatWrapping;
- self.particleShaderMat = new THREE.ShaderMaterial({
- transparent: true,
- depthWrite: false,
- uniforms: {
- "uTime": {
- value: 0.0
- },
- "uScale": {
- value: 1.0
- },
- "tNoise": {
- value: self.particleNoiseTex
- },
- "tSprite": {
- value: self.particleSpriteTex
- }
- },
- blending: THREE.AdditiveBlending,
- vertexShader: GPUParticleShader.vertexShader,
- fragmentShader: GPUParticleShader.fragmentShader
- });
- // define defaults for all values
- self.particleShaderMat.defaultAttributeValues.particlePositionsStartTime = [0, 0, 0, 0];
- self.particleShaderMat.defaultAttributeValues.particleVelColSizeLife = [0, 0, 0, 0];
- self.particleContainers = [];
- // extend Object3D
- THREE.Object3D.apply(this, arguments);
- this.init = function() {
- for (var i = 0; i < self.PARTICLE_CONTAINERS; i++) {
- var c = new THREE.GPUParticleContainer(self.PARTICLES_PER_CONTAINER, self);
- self.particleContainers.push(c);
- self.add(c);
- }
- };
- this.spawnParticle = function(options) {
- self.PARTICLE_CURSOR++;
- if (self.PARTICLE_CURSOR >= self.PARTICLE_COUNT) {
- self.PARTICLE_CURSOR = 1;
- }
- var currentContainer = self.particleContainers[Math.floor(self.PARTICLE_CURSOR / self.PARTICLES_PER_CONTAINER)];
- currentContainer.spawnParticle(options);
- };
- this.update = function(time) {
- for (var i = 0; i < self.PARTICLE_CONTAINERS; i++) {
- self.particleContainers[i].update(time);
- }
- };
- 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) {
- var self = this;
- self.PARTICLE_COUNT = maxParticles || 100000;
- self.PARTICLE_CURSOR = 0;
- self.time = 0;
- self.DPR = window.devicePixelRatio;
- self.GPUParticleSystem = particleSystem;
- var particlesPerArray = Math.floor(self.PARTICLE_COUNT / self.MAX_ATTRIBUTES);
- // extend Object3D
- THREE.Object3D.apply(this, arguments);
- // construct a couple small arrays used for packing variables into floats etc
- var UINT8_VIEW = new Uint8Array(4);
- var FLOAT_VIEW = new Float32Array(UINT8_VIEW.buffer);
- function decodeFloat(x, y, z, w) {
- UINT8_VIEW[0] = Math.floor(w);
- UINT8_VIEW[1] = Math.floor(z);
- UINT8_VIEW[2] = Math.floor(y);
- UINT8_VIEW[3] = Math.floor(x);
- return FLOAT_VIEW[0]
- }
- function componentToHex(c) {
- var hex = c.toString(16);
- return hex.length == 1 ? "0" + hex : hex;
- }
- function rgbToHex(r, g, b) {
- return "#" + componentToHex(r) + componentToHex(g) + componentToHex(b);
- }
- function hexToRgb(hex) {
- var r = hex >> 16;
- var g = (hex & 0x00FF00) >> 8;
- var b = hex & 0x0000FF;
- if (r > 0) r--;
- if (g > 0) g--;
- if (b > 0) b--;
- return [r, g, b];
- }
- self.particles = [];
- self.deadParticles = [];
- self.particlesAvailableSlot = [];
- // create a container for particles
- self.particleUpdate = false;
- // Shader Based Particle System
- self.particleShaderGeo = new THREE.BufferGeometry();
- // new hyper compressed attributes
- self.particleVertices = new Float32Array(self.PARTICLE_COUNT * 3); // position
- self.particlePositionsStartTime = new Float32Array(self.PARTICLE_COUNT * 4); // position
- self.particleVelColSizeLife = new Float32Array(self.PARTICLE_COUNT * 4);
- for (var i = 0; i < self.PARTICLE_COUNT; i++) {
- self.particlePositionsStartTime[i * 4 + 0] = 100; //x
- self.particlePositionsStartTime[i * 4 + 1] = 0; //y
- self.particlePositionsStartTime[i * 4 + 2] = 0.0; //z
- self.particlePositionsStartTime[i * 4 + 3] = 0.0; //startTime
- self.particleVertices[i * 3 + 0] = 0; //x
- self.particleVertices[i * 3 + 1] = 0; //y
- self.particleVertices[i * 3 + 2] = 0.0; //z
- self.particleVelColSizeLife[i * 4 + 0] = decodeFloat(128, 128, 0, 0); //vel
- self.particleVelColSizeLife[i * 4 + 1] = decodeFloat(0, 254, 0, 254); //color
- self.particleVelColSizeLife[i * 4 + 2] = 1.0; //size
- self.particleVelColSizeLife[i * 4 + 3] = 0.0; //lifespan
- }
- self.particleShaderGeo.addAttribute('position', new THREE.BufferAttribute(self.particleVertices, 3));
- self.particleShaderGeo.addAttribute('particlePositionsStartTime', new THREE.BufferAttribute(self.particlePositionsStartTime, 4).setDynamic(true));
- self.particleShaderGeo.addAttribute('particleVelColSizeLife', new THREE.BufferAttribute(self.particleVelColSizeLife, 4).setDynamic(true));
- self.posStart = self.particleShaderGeo.getAttribute('particlePositionsStartTime');
- self.velCol = self.particleShaderGeo.getAttribute('particleVelColSizeLife');
- self.particleShaderMat = self.GPUParticleSystem.particleShaderMat;
- this.init = function() {
- self.particleSystem = new THREE.Points(self.particleShaderGeo, self.particleShaderMat);
- self.particleSystem.frustumCulled = false;
- this.add(self.particleSystem);
- };
- var options = {},
- position = new THREE.Vector3(),
- velocity = new THREE.Vector3(),
- positionRandomness = 0.,
- velocityRandomness = 0.,
- color = 0xffffff,
- colorRandomness = 0.,
- turbulence = 0.,
- lifetime = 0.,
- size = 0.,
- sizeRandomness = 0.,
- smoothPosition = false,
- i;
- var maxVel = 2;
- var maxSource = 250;
- this.offset = 0;
- this.count = 0;
- this.spawnParticle = function(options) {
- 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.);
- positionRandomness = options.positionRandomness !== undefined ? options.positionRandomness : 0.0;
- velocityRandomness = options.velocityRandomness !== undefined ? options.velocityRandomness : 0.0;
- color = options.color !== undefined ? options.color : 0xffffff;
- colorRandomness = options.colorRandomness !== undefined ? options.colorRandomness : 1.0;
- turbulence = options.turbulence !== undefined ? options.turbulence : 1.0;
- lifetime = options.lifetime !== undefined ? options.lifetime : 5.0;
- size = options.size !== undefined ? options.size : 10;
- sizeRandomness = options.sizeRandomness !== undefined ? options.sizeRandomness : 0.0;
- smoothPosition = options.smoothPosition !== undefined ? options.smoothPosition : false;
- if (self.DPR !== undefined) size *= self.DPR;
- i = self.PARTICLE_CURSOR;
- self.posStart.array[i * 4 + 0] = position.x + ((particleSystem.random()) * positionRandomness); // - ( velocity.x * particleSystem.random() ); //x
- self.posStart.array[i * 4 + 1] = position.y + ((particleSystem.random()) * positionRandomness); // - ( velocity.y * particleSystem.random() ); //y
- self.posStart.array[i * 4 + 2] = position.z + ((particleSystem.random()) * positionRandomness); // - ( velocity.z * particleSystem.random() ); //z
- self.posStart.array[i * 4 + 3] = self.time + (particleSystem.random() * 2e-2); //startTime
- if (smoothPosition === true) {
- self.posStart.array[i * 4 + 0] += -(velocity.x * particleSystem.random()); //x
- self.posStart.array[i * 4 + 1] += -(velocity.y * particleSystem.random()); //y
- self.posStart.array[i * 4 + 2] += -(velocity.z * particleSystem.random()); //z
- }
- var velX = velocity.x + (particleSystem.random()) * velocityRandomness;
- var velY = velocity.y + (particleSystem.random()) * velocityRandomness;
- var velZ = velocity.z + (particleSystem.random()) * velocityRandomness;
- // convert turbulence rating to something we can pack into a vec4
- var turbulence = Math.floor(turbulence * 254);
- // clamp our value to between 0. and 1.
- velX = Math.floor(maxSource * ((velX - -maxVel) / (maxVel - -maxVel)));
- velY = Math.floor(maxSource * ((velY - -maxVel) / (maxVel - -maxVel)));
- velZ = Math.floor(maxSource * ((velZ - -maxVel) / (maxVel - -maxVel)));
- self.velCol.array[i * 4 + 0] = decodeFloat(velX, velY, velZ, turbulence); //vel
- var rgb = hexToRgb(color);
- for (var c = 0; c < rgb.length; c++) {
- rgb[c] = Math.floor(rgb[c] + ((particleSystem.random()) * colorRandomness) * 254);
- if (rgb[c] > 254) rgb[c] = 254;
- if (rgb[c] < 0) rgb[c] = 0;
- }
- self.velCol.array[i * 4 + 1] = decodeFloat(rgb[0], rgb[1], rgb[2], 254); //color
- self.velCol.array[i * 4 + 2] = size + (particleSystem.random()) * sizeRandomness; //size
- self.velCol.array[i * 4 + 3] = lifetime; //lifespan
- if (this.offset == 0) {
- this.offset = self.PARTICLE_CURSOR;
- }
- self.count++;
- self.PARTICLE_CURSOR++;
- if (self.PARTICLE_CURSOR >= self.PARTICLE_COUNT) {
- self.PARTICLE_CURSOR = 0;
- }
- self.particleUpdate = true;
- };
- this.update = function(time) {
- self.time = time;
- self.particleShaderMat.uniforms['uTime'].value = time;
- this.geometryUpdate();
- };
- this.geometryUpdate = function() {
- if (self.particleUpdate == true) {
- self.particleUpdate = false;
- // if we can get away with a partial buffer update, do so
- if (self.offset + self.count < self.PARTICLE_COUNT) {
- self.posStart.updateRange.offset = self.velCol.updateRange.offset = self.offset * 4;
- self.posStart.updateRange.count = self.velCol.updateRange.count = self.count * 4;
- } else {
- self.posStart.updateRange.offset = 0;
- self.posStart.updateRange.count = self.velCol.updateRange.count = (self.PARTICLE_COUNT * 4);
- }
- self.posStart.needsUpdate = true;
- self.velCol.needsUpdate = true;
- self.offset = 0;
- self.count = 0;
- }
- };
- this.init();
- };
- THREE.GPUParticleContainer.prototype = Object.create(THREE.Object3D.prototype);
- THREE.GPUParticleContainer.prototype.constructor = THREE.GPUParticleContainer;
|