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@@ -22,20 +22,18 @@
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import Stats from './jsm/libs/stats.module.js';
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import { GUI } from './jsm/libs/dat.gui.module.js';
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- import * as BufferGeometryUtils from './jsm/utils/BufferGeometryUtils.js';
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-
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let container, stats;
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let renderer;
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let transition;
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const transitionParams = {
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- "useTexture": true,
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- "transition": 0.5,
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- "transitionSpeed": 2.0,
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- "texture": 5,
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- "loopTexture": true,
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- "animateTransition": true,
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- "textureThreshold": 0.3
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+ 'useTexture': true,
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+ 'transition': 0,
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+ 'transitionSpeed': 2.0,
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+ 'texture': 5,
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+ 'loopTexture': true,
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+ 'animateTransition': true,
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+ 'textureThreshold': 0.3
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};
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const clock = new THREE.Clock();
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@@ -47,7 +45,7 @@
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initGUI();
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- container = document.getElementById( "container" );
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+ container = document.getElementById( 'container' );
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renderer = new THREE.WebGLRenderer( { antialias: true } );
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renderer.setPixelRatio( window.devicePixelRatio );
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@@ -57,8 +55,10 @@
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stats = new Stats();
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container.appendChild( stats.dom );
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- const sceneA = new FXScene( "cube", 5000, 1200, 120, new THREE.Vector3( 0, - 0.4, 0 ), 0xffffff );
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- const sceneB = new FXScene( "sphere", 500, 2000, 50, new THREE.Vector3( 0, 0.2, 0.1 ), 0x000000 );
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+ const geometryA = new THREE.BoxGeometry( 1, 1, 1 );
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+ const geometryB = new THREE.IcosahedronGeometry( 1, 1 );
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+ const sceneA = new FXScene( geometryA, 5000, 1200, 120, new THREE.Vector3( 0, - 0.4, 0 ), 0xffffff );
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+ const sceneB = new FXScene( geometryB, 500, 2000, 50, new THREE.Vector3( 0, 0.2, 0.1 ), 0x000000 );
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transition = new Transition( sceneA, sceneB );
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@@ -77,7 +77,7 @@
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const gui = new GUI();
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- gui.add( transitionParams, "useTexture" ).onChange( function ( value ) {
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+ gui.add( transitionParams, 'useTexture' ).onChange( function ( value ) {
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transition.useTexture( value );
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@@ -91,15 +91,15 @@
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} ).listen();
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- gui.add( transitionParams, "textureThreshold", 0, 1, 0.01 ).onChange( function ( value ) {
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+ gui.add( transitionParams, 'textureThreshold', 0, 1, 0.01 ).onChange( function ( value ) {
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transition.setTextureThreshold( value );
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} );
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- gui.add( transitionParams, "animateTransition" );
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- gui.add( transitionParams, "transition", 0, 1, 0.01 ).listen();
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- gui.add( transitionParams, "transitionSpeed", 0.5, 5, 0.01 );
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+ gui.add( transitionParams, 'animateTransition' );
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+ gui.add( transitionParams, 'transition', 0, 1, 0.01 ).listen();
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+ gui.add( transitionParams, 'transitionSpeed', 0.5, 5, 0.01 );
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}
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@@ -110,106 +110,78 @@
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}
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- function generateGeometry( objectType, numObjects ) {
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-
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- function applyVertexColors( geometry, color ) {
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-
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- const position = geometry.attributes.position;
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- const colors = [];
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+ function generateInstancedMesh( geometry, material, count ) {
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- for ( let i = 0; i < position.count; i ++ ) {
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-
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- colors.push( color.r, color.g, color.b );
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-
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- }
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+ const mesh = new THREE.InstancedMesh( geometry, material, count );
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- geometry.setAttribute( 'color', new THREE.Float32BufferAttribute( colors, 3 ) );
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-
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- }
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-
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- const geometries = [];
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-
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- const matrix = new THREE.Matrix4();
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- const position = new THREE.Vector3();
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- const rotation = new THREE.Euler();
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- const quaternion = new THREE.Quaternion();
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- const scale = new THREE.Vector3();
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+ const dummy = new THREE.Object3D();
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const color = new THREE.Color();
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- for ( let i = 0; i < numObjects; i ++ ) {
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-
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- position.x = Math.random() * 10000 - 5000;
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- position.y = Math.random() * 6000 - 3000;
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- position.z = Math.random() * 8000 - 4000;
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+ for ( let i = 0; i < count; i ++ ) {
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- rotation.x = Math.random() * 2 * Math.PI;
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- rotation.y = Math.random() * 2 * Math.PI;
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- rotation.z = Math.random() * 2 * Math.PI;
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- quaternion.setFromEuler( rotation );
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+ dummy.position.x = Math.random() * 10000 - 5000;
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+ dummy.position.y = Math.random() * 6000 - 3000;
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+ dummy.position.z = Math.random() * 8000 - 4000;
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- scale.x = Math.random() * 200 + 100;
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+ dummy.rotation.x = Math.random() * 2 * Math.PI;
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+ dummy.rotation.y = Math.random() * 2 * Math.PI;
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+ dummy.rotation.z = Math.random() * 2 * Math.PI;
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- let geometry;
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+ dummy.scale.x = Math.random() * 200 + 100;
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- if ( objectType === 'cube' ) {
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+ if ( geometry.type === 'BoxGeometry' ) {
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- geometry = new THREE.BoxGeometry( 1, 1, 1 );
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- geometry = geometry.toNonIndexed(); // merging needs consistent buffer geometries
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- scale.y = Math.random() * 200 + 100;
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- scale.z = Math.random() * 200 + 100;
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- color.setRGB( 0, 0, 0.1 + 0.9 * Math.random() );
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+ dummy.scale.y = Math.random() * 200 + 100;
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+ dummy.scale.z = Math.random() * 200 + 100;
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- } else if ( objectType === 'sphere' ) {
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+ } else {
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- geometry = new THREE.IcosahedronGeometry( 1, 1 );
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- scale.y = scale.z = scale.x;
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- color.setRGB( 0.1 + 0.9 * Math.random(), 0, 0 );
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+ dummy.scale.y = dummy.scale.x;
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+ dummy.scale.z = dummy.scale.x;
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}
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- // give the geom's vertices a random color, to be displayed
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- applyVertexColors( geometry, color );
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-
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- matrix.compose( position, quaternion, scale );
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- geometry.applyMatrix4( matrix );
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+ dummy.updateMatrix();
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- geometries.push( geometry );
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+ mesh.setMatrixAt( i, dummy.matrix );
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+ mesh.setColorAt( i, color.setScalar( 0.1 + 0.9 * Math.random() ) );
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}
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- return BufferGeometryUtils.mergeBufferGeometries( geometries );
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+ return mesh;
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}
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- function FXScene( type, numObjects, cameraZ, fov, rotationSpeed, clearColor ) {
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+ function FXScene( geometry, numObjects, cameraZ, fov, rotationSpeed, clearColor ) {
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this.clearColor = clearColor;
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- this.camera = new THREE.PerspectiveCamera( fov, window.innerWidth / window.innerHeight, 1, 10000 );
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- this.camera.position.z = cameraZ;
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+ const camera = new THREE.PerspectiveCamera( fov, window.innerWidth / window.innerHeight, 1, 10000 );
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+ camera.position.z = cameraZ;
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// Setup scene
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- this.scene = new THREE.Scene();
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- this.scene.add( new THREE.AmbientLight( 0x555555 ) );
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+ const scene = new THREE.Scene();
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+ scene.add( new THREE.AmbientLight( 0x555555 ) );
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const light = new THREE.SpotLight( 0xffffff, 1.5 );
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light.position.set( 0, 500, 2000 );
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- this.scene.add( light );
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+ scene.add( light );
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this.rotationSpeed = rotationSpeed;
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- const defaultMaterial = new THREE.MeshPhongMaterial( { color: 0xffffff, flatShading: true, vertexColors: true } );
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- this.mesh = new THREE.Mesh( generateGeometry( type, numObjects ), defaultMaterial );
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- this.scene.add( this.mesh );
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+ const color = geometry.type === 'BoxGeometry' ? 0x0000ff : 0xff0000;
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+ const material = new THREE.MeshPhongMaterial( { color: color, flatShading: true } );
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+ const mesh = generateInstancedMesh( geometry, material, numObjects );
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+ scene.add( mesh );
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const renderTargetParameters = { minFilter: THREE.LinearFilter, magFilter: THREE.LinearFilter, format: THREE.RGBFormat };
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this.fbo = new THREE.WebGLRenderTarget( window.innerWidth, window.innerHeight, renderTargetParameters );
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this.render = function ( delta, rtt ) {
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- this.mesh.rotation.x += delta * this.rotationSpeed.x;
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- this.mesh.rotation.y += delta * this.rotationSpeed.y;
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- this.mesh.rotation.z += delta * this.rotationSpeed.z;
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+ mesh.rotation.x += delta * this.rotationSpeed.x;
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+ mesh.rotation.y += delta * this.rotationSpeed.y;
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+ mesh.rotation.z += delta * this.rotationSpeed.z;
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renderer.setClearColor( this.clearColor );
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@@ -217,12 +189,12 @@
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renderer.setRenderTarget( this.fbo );
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renderer.clear();
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- renderer.render( this.scene, this.camera );
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+ renderer.render( scene, camera );
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} else {
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renderer.setRenderTarget( null );
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- renderer.render( this.scene, this.camera );
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+ renderer.render( scene, camera );
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}
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@@ -232,18 +204,24 @@
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function Transition( sceneA, sceneB ) {
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- this.scene = new THREE.Scene();
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+ const scene = new THREE.Scene();
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+
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+ const width = window.innerWidth;
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+ const height = window.innerHeight;
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- this.cameraOrtho = new THREE.OrthographicCamera( window.innerWidth / - 2, window.innerWidth / 2, window.innerHeight / 2, window.innerHeight / - 2, - 10, 10 );
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+ const camera = new THREE.OrthographicCamera( width / - 2, width / 2, height / 2, height / - 2, - 10, 10 );
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- this.textures = [];
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+ const textures = [];
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const loader = new THREE.TextureLoader();
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- for ( let i = 0; i < 6; i ++ )
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- this.textures[ i ] = loader.load( 'textures/transition/transition' + ( i + 1 ) + '.png' );
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+ for ( let i = 0; i < 6; i ++ ) {
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+
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+ textures[ i ] = loader.load( 'textures/transition/transition' + ( i + 1 ) + '.png' );
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+
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+ }
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- this.quadmaterial = new THREE.ShaderMaterial( {
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+ const material = new THREE.ShaderMaterial( {
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uniforms: {
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@@ -263,88 +241,83 @@
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value: 1
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},
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tMixTexture: {
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- value: this.textures[ 0 ]
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+ value: textures[ 0 ]
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}
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},
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vertexShader: [
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- "varying vec2 vUv;",
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+ 'varying vec2 vUv;',
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- "void main() {",
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+ 'void main() {',
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- "vUv = vec2( uv.x, uv.y );",
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- "gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
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+ 'vUv = vec2( uv.x, uv.y );',
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+ 'gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );',
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- "}"
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+ '}'
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- ].join( "\n" ),
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+ ].join( '\n' ),
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fragmentShader: [
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- "uniform float mixRatio;",
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+ 'uniform float mixRatio;',
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- "uniform sampler2D tDiffuse1;",
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- "uniform sampler2D tDiffuse2;",
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- "uniform sampler2D tMixTexture;",
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+ 'uniform sampler2D tDiffuse1;',
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+ 'uniform sampler2D tDiffuse2;',
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+ 'uniform sampler2D tMixTexture;',
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- "uniform int useTexture;",
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- "uniform float threshold;",
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+ 'uniform int useTexture;',
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+ 'uniform float threshold;',
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- "varying vec2 vUv;",
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+ 'varying vec2 vUv;',
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- "void main() {",
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+ 'void main() {',
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- " vec4 texel1 = texture2D( tDiffuse1, vUv );",
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- " vec4 texel2 = texture2D( tDiffuse2, vUv );",
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+ ' vec4 texel1 = texture2D( tDiffuse1, vUv );',
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+ ' vec4 texel2 = texture2D( tDiffuse2, vUv );',
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- " if (useTexture==1) {",
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+ ' if (useTexture==1) {',
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- " vec4 transitionTexel = texture2D( tMixTexture, vUv );",
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- " float r = mixRatio * (1.0 + threshold * 2.0) - threshold;",
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- " float mixf=clamp((transitionTexel.r - r)*(1.0/threshold), 0.0, 1.0);",
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+ ' vec4 transitionTexel = texture2D( tMixTexture, vUv );',
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+ ' float r = mixRatio * (1.0 + threshold * 2.0) - threshold;',
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+ ' float mixf=clamp((transitionTexel.r - r)*(1.0/threshold), 0.0, 1.0);',
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- " gl_FragColor = mix( texel1, texel2, mixf );",
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+ ' gl_FragColor = mix( texel1, texel2, mixf );',
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- " } else {",
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+ ' } else {',
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- " gl_FragColor = mix( texel2, texel1, mixRatio );",
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+ ' gl_FragColor = mix( texel2, texel1, mixRatio );',
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- " }",
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+ ' }',
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- "}"
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+ '}'
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- ].join( "\n" )
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+ ].join( '\n' )
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} );
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- const quadgeometry = new THREE.PlaneGeometry( window.innerWidth, window.innerHeight );
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+ const geometry = new THREE.PlaneGeometry( window.innerWidth, window.innerHeight );
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+ const mesh = new THREE.Mesh( geometry, material );
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+ scene.add( mesh );
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- this.quad = new THREE.Mesh( quadgeometry, this.quadmaterial );
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- this.scene.add( this.quad );
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-
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- // Link both scenes and their FBOs
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- this.sceneA = sceneA;
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- this.sceneB = sceneB;
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-
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- this.quadmaterial.uniforms.tDiffuse1.value = sceneA.fbo.texture;
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- this.quadmaterial.uniforms.tDiffuse2.value = sceneB.fbo.texture;
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+ material.uniforms.tDiffuse1.value = sceneA.fbo.texture;
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+ material.uniforms.tDiffuse2.value = sceneB.fbo.texture;
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this.needChange = false;
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this.setTextureThreshold = function ( value ) {
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- this.quadmaterial.uniforms.threshold.value = value;
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+ material.uniforms.threshold.value = value;
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};
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this.useTexture = function ( value ) {
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- this.quadmaterial.uniforms.useTexture.value = value ? 1 : 0;
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+ material.uniforms.useTexture.value = value ? 1 : 0;
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};
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this.setTexture = function ( i ) {
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- this.quadmaterial.uniforms.tMixTexture.value = this.textures[ i ];
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+ material.uniforms.tMixTexture.value = textures[ i ];
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};
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@@ -361,8 +334,8 @@
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if ( this.needChange ) {
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- transitionParams.texture = ( transitionParams.texture + 1 ) % this.textures.length;
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- this.quadmaterial.uniforms.tMixTexture.value = this.textures[ transitionParams.texture ];
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+ transitionParams.texture = ( transitionParams.texture + 1 ) % textures.length;
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+ material.uniforms.tMixTexture.value = textures[ transitionParams.texture ];
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this.needChange = false;
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}
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@@ -372,26 +345,27 @@
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}
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- this.quadmaterial.uniforms.mixRatio.value = transitionParams.transition;
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+ material.uniforms.mixRatio.value = transitionParams.transition;
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// Prevent render both scenes when it's not necessary
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if ( transitionParams.transition == 0 ) {
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- this.sceneB.render( delta, false );
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+ sceneB.render( delta, false );
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} else if ( transitionParams.transition == 1 ) {
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- this.sceneA.render( delta, false );
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+ sceneA.render( delta, false );
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|
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} else {
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|
|
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// When 0<transition<1 render transition between two scenes
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|
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- this.sceneA.render( delta, true );
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- this.sceneB.render( delta, true );
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+ sceneA.render( delta, true );
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+ sceneB.render( delta, true );
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+
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renderer.setRenderTarget( null );
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renderer.clear();
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- renderer.render( this.scene, this.cameraOrtho );
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+ renderer.render( scene, camera );
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}
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|
@@ -400,7 +374,5 @@
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}
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|
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|
</script>
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|
|
-
|
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</body>
|
|
|
-
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|
|
</html>
|