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web/static/pkg/solar/js/libs/GPUParticleSystem.js
2024-04-30 14:12:36 +09:00

502 lines
16 KiB
JavaScript

/*
* 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( 'res/comet/perlin-512.png' );
this.particleNoiseTex.wrapS = this.particleNoiseTex.wrapT = THREE.RepeatWrapping;
this.particleSpriteTex = this.PARTICLE_SPRITE_TEXTURE || textureLoader.load( 'res/comet/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;