Generating procedural textures for particles within the context of three.js

I am working towards creating a particle system that involves procedurally generated textures for each particle's vertices. However, I am facing challenges in developing a prototype that can function seamlessly under both the Canvas and WebGL renderer in three.js.

Here are the specific criteria I am aiming to fulfill:

  1. Renderer independent: I need a solution that works with both ParticleCanvasMaterial and WebGL renderers.
  2. Circular texture: I want to output a circular shape for each particle, which is proving difficult with ParticleBasicMaterial.
  3. Procedurally generated textures: I am looking to generate textures dynamically rather than using pre-made images.

Is it currently feasible to achieve all of this with three.js? Are there any features that I might be overlooking?

//create a texture generation function
function generateTexture() {

    // create a canvas
    var canvas = document.createElement('canvas');
    canvas.width = 100;
    canvas.height = 100;

    // get the drawing context
    var context = canvas.getContext('2d');

    // draw a circular texture
    context.beginPath();
    context.arc(50, 50, 50, 0, Math.PI*2, true); 
    context.closePath();
    context.fillStyle = "red";
    context.fill();

    // create a texture from the canvas
    var texture = new THREE.Texture(canvas);
    texture.needsUpdate = true;
    return texture;

}

// using the texture generation function...

var material = new THREE.ParticleBasicMaterial({
    color: 0xffffff,
    size: 1,
    map: generateTexture,
    blending: THREE.AdditiveBlending,
    transparent: true
});

var system = new THREE.ParticleSystem(particles, material);

Answer №1

There's no solution for question 1. Just utilize ParticleCanvasMaterial for CanvasRenderer.

For questions 2 and 3, it is possible to create a procedurally-generated texture using ParticleBasicMaterial and WebGLRenderer. Check out this example with a circular texture and random vertex colors: http://jsfiddle.net/7yDGy/1/

Answer №2

Have you considered adding an image? It's much easier to adjust its attributes on the spot instead of moving entire blocks of pixels around.

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