-
Notifications
You must be signed in to change notification settings - Fork 55
Expand file tree
/
Copy pathGPUParticleSystem2.js
More file actions
303 lines (258 loc) · 12 KB
/
GPUParticleSystem2.js
File metadata and controls
303 lines (258 loc) · 12 KB
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
/*
* modified from the version from the ThreeJS examples repo
*/
const GPUParticleShader = {
vertexShader:
`
uniform float uTime;
uniform float uScale;
uniform bool reverseTime;
uniform float fadeIn;
uniform float fadeOut;
attribute vec3 positionStart;
attribute float startTime;
attribute vec3 velocity;
attribute vec3 acceleration;
attribute vec3 color;
attribute vec3 endColor;
attribute float size;
attribute float lifeTime;
varying vec4 vColor;
varying vec4 vEndColor;
varying float lifeLeft;
varying float alpha;
void main() {
vColor = vec4( color, 1.0 );
vEndColor = vec4( endColor, 1.0);
vec3 newPosition;
float timeElapsed = uTime - startTime;
if(reverseTime) timeElapsed = lifeTime - timeElapsed;
if(timeElapsed < fadeIn) {
alpha = timeElapsed/fadeIn;
}
if(timeElapsed >= fadeIn && timeElapsed <= (lifeTime - fadeOut)) {
alpha = 1.0;
}
if(timeElapsed > (lifeTime - fadeOut)) {
alpha = 1.0 - (timeElapsed - (lifeTime-fadeOut))/fadeOut;
}
lifeLeft = 1.0 - ( timeElapsed / lifeTime );
gl_PointSize = ( uScale * size );// * lifeLeft;
newPosition = positionStart
+ (velocity * timeElapsed)
+ (acceleration * 0.5 * timeElapsed * timeElapsed)
;
if (lifeLeft < 0.0) {
lifeLeft = 0.0;
gl_PointSize = 0.;
}
//while active use the new position
if( timeElapsed > 0.0 ) {
gl_Position = projectionMatrix * modelViewMatrix * vec4( newPosition, 1.0 );
} else {
//if dead use the initial position and set point size to 0
gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
lifeLeft = 0.0;
gl_PointSize = 0.;
}
}
`
,
fragmentShader: `
varying vec4 vColor;
varying vec4 vEndColor;
varying float lifeLeft;
varying float alpha;
uniform sampler2D tSprite;
void main() {
// color based on particle texture and the lifeLeft.
// if lifeLeft is 0 then make invisible
vec4 tex = texture2D( tSprite, gl_PointCoord );
vec4 color = mix(vColor, vEndColor, 1.0-lifeLeft);
gl_FragColor = vec4( color.rgb*tex.rgb, alpha * tex.a);
}
`
};
const UPDATEABLE_ATTRIBUTES = [
'positionStart', 'startTime',
'velocity', 'acceleration',
'color', 'endColor',
'size', 'lifeTime']
export default class GPUParticleSystem extends THREE.Object3D {
constructor(options) {
super()
options = options || {};
this.blending = options.blending? options.blending : THREE.NormalBlending
this.PARTICLE_COUNT = options.maxParticles || 1000000;
this.PARTICLE_CURSOR = 0;
this.time = 0;
this.offset = 0;
this.count = 0;
this.DPR = window.devicePixelRatio;
this.particleUpdate = false;
this.onTick = options.onTick
this.reverseTime = options.reverseTime
this.fadeIn = options.fadeIn || 1
if(this.fadeIn === 0) this.fadeIn = 0.001
this.fadeOut = options.fadeOut || 1
if(this.fadeOut === 0) this.fadeOut = 0.001
// preload a 10_000 random numbers from -0.5 to 0.5
this.rand = [];
let i;
for (i = 1e5; i>0; i--) {
this.rand.push( Math.random() - 0.5 );
}
this.i = i
//setup the texture
this.sprite = options.particleSpriteTex || null;
if(!this.sprite) throw new Error("No particle sprite texture specified")
this.sprite.wrapS = this.sprite.wrapT = THREE.RepeatWrapping;
//setup the shader material
this.material = new THREE.ShaderMaterial( {
transparent: true,
depthWrite: false,
uniforms: {
'uTime': {
value: 0.0
},
'uScale': {
value: 1.0
},
'tSprite': {
value: this.sprite
},
reverseTime: {
value: this.reverseTime
},
fadeIn: {
value: this.fadeIn
},
fadeOut: {
value: this.fadeOut,
}
},
blending: this.blending,
vertexShader: GPUParticleShader.vertexShader,
fragmentShader: GPUParticleShader.fragmentShader
} );
// define defaults for all values
this.material.defaultAttributeValues.particlePositionsStartTime = [ 0, 0, 0, 0 ];
this.material.defaultAttributeValues.particleVelColSizeLife = [ 0, 0, 0, 0 ];
// geometry
this.geometry = new THREE.BufferGeometry();
//vec3 attributes
this.geometry.addAttribute('position', new THREE.BufferAttribute(new Float32Array(this.PARTICLE_COUNT * 3), 3).setDynamic(true));
this.geometry.addAttribute('positionStart', new THREE.BufferAttribute(new Float32Array(this.PARTICLE_COUNT * 3), 3).setDynamic(true));
this.geometry.addAttribute('velocity', new THREE.BufferAttribute(new Float32Array(this.PARTICLE_COUNT * 3), 3).setDynamic(true));
this.geometry.addAttribute('acceleration', new THREE.BufferAttribute(new Float32Array(this.PARTICLE_COUNT * 3), 3).setDynamic(true));
this.geometry.addAttribute('color', new THREE.BufferAttribute(new Float32Array(this.PARTICLE_COUNT * 3), 3).setDynamic(true));
this.geometry.addAttribute('endColor', new THREE.BufferAttribute(new Float32Array(this.PARTICLE_COUNT * 3), 3).setDynamic(true));
//scalar attributes
this.geometry.addAttribute('startTime', new THREE.BufferAttribute(new Float32Array(this.PARTICLE_COUNT), 1).setDynamic(true));
this.geometry.addAttribute('size', new THREE.BufferAttribute(new Float32Array(this.PARTICLE_COUNT), 1).setDynamic(true));
this.geometry.addAttribute('lifeTime', new THREE.BufferAttribute(new Float32Array(this.PARTICLE_COUNT), 1).setDynamic(true));
this.particleSystem = new THREE.Points(this.geometry, this.material);
this.particleSystem.frustumCulled = false;
this.add(this.particleSystem);
}
/*
This updates the geometry on the shader if at least one particle has been spawned.
It uses the offset and the count to determine which part of the data needs to actually
be sent to the GPU. This ensures no more data than necessary is sent.
*/
geometryUpdate () {
if (this.particleUpdate === true) {
this.particleUpdate = false;
UPDATEABLE_ATTRIBUTES.forEach(name => {
const attr = this.geometry.getAttribute(name)
if (this.offset + this.count < this.PARTICLE_COUNT) {
attr.updateRange.offset = this.offset * attr.itemSize
attr.updateRange.count = this.count * attr.itemSize
} else {
attr.updateRange.offset = 0
attr.updateRange.count = -1
}
attr.needsUpdate = true
})
this.offset = 0;
this.count = 0;
}
}
//use one of the random numbers
random () {
return ++ this.i >= this.rand.length ? this.rand[ this.i = 1 ] : this.rand[ this.i ];
}
update ( ttime ) {
this.time = ttime/1000
this.material.uniforms.uTime.value = this.time;
if(this.onTick) this.onTick(this,this.time)
this.geometryUpdate();
}
dispose () {
this.material.dispose();
this.sprite.dispose();
this.geometry.dispose();
}
/* spawn a particle
This works by updating values inside of
the attribute arrays, then updates the count and the PARTICLE_CURSOR and
sets particleUpdate to true.
This if spawnParticle is called three times in a row before rendering,
then count will be 3 and the cursor will have moved by three.
*/
spawnParticle ( options ) {
let position = new THREE.Vector3()
let velocity = new THREE.Vector3()
let acceleration = new THREE.Vector3()
let color = new THREE.Color()
let endColor = new THREE.Color()
const positionStartAttribute = this.geometry.getAttribute('positionStart')
const startTimeAttribute = this.geometry.getAttribute('startTime')
const velocityAttribute = this.geometry.getAttribute('velocity')
const accelerationAttribute = this.geometry.getAttribute('acceleration')
const colorAttribute = this.geometry.getAttribute('color')
const endcolorAttribute = this.geometry.getAttribute('endColor')
const sizeAttribute = this.geometry.getAttribute('size')
const lifeTimeAttribute = this.geometry.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);
acceleration = options.acceleration !== undefined ? acceleration.copy(options.acceleration) : acceleration.set(0, 0, 0);
color = options.color !== undefined ? color.copy(options.color) : color.set(0xffffff);
endColor = options.endColor !== undefined ? endColor.copy(options.endColor) : endColor.copy(color)
const lifetime = options.lifetime !== undefined ? options.lifetime : 5
let size = options.size !== undefined ? options.size : 10
const sizeRandomness = options.sizeRandomness !== undefined ? options.sizeRandomness : 0
if (this.DPR !== undefined) size *= this.DPR;
const i = this.PARTICLE_CURSOR
// position
positionStartAttribute.array[i * 3 + 0] = position.x
positionStartAttribute.array[i * 3 + 1] = position.y
positionStartAttribute.array[i * 3 + 2] = position.z
velocityAttribute.array[i * 3 + 0] = velocity.x;
velocityAttribute.array[i * 3 + 1] = velocity.y;
velocityAttribute.array[i * 3 + 2] = velocity.z;
accelerationAttribute.array[i * 3 + 0] = acceleration.x;
accelerationAttribute.array[i * 3 + 1] = acceleration.y;
accelerationAttribute.array[i * 3 + 2] = acceleration.z;
colorAttribute.array[i * 3 + 0] = color.r;
colorAttribute.array[i * 3 + 1] = color.g;
colorAttribute.array[i * 3 + 2] = color.b;
endcolorAttribute.array[i * 3 + 0] = endColor.r;
endcolorAttribute.array[i * 3 + 1] = endColor.g;
endcolorAttribute.array[i * 3 + 2] = endColor.b;
//size, lifetime and starttime
sizeAttribute.array[i] = size + this.random() * sizeRandomness;
lifeTimeAttribute.array[i] = lifetime;
startTimeAttribute.array[i] = this.time + this.random() * 2e-2;
// offset
if (this.offset === 0) this.offset = this.PARTICLE_CURSOR;
// counter and cursor
this.count++;
this.PARTICLE_CURSOR++;
//wrap the cursor around
if (this.PARTICLE_CURSOR >= this.PARTICLE_COUNT) this.PARTICLE_CURSOR = 0;
this.particleUpdate = true;
};
}