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+<!DOCTYPE html>
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+<html lang="en">
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+ <head>
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+ <title>three.js webgpu - scenes transition</title>
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+ <meta charset="utf-8">
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+ <meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0">
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+ <link type="text/css" rel="stylesheet" href="main.css">
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+ </head>
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+ <body>
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+
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+ <div id="info">
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+ <a href="https://threejs.org" target="_blank" rel="noopener">three.js</a> webgpu scene transitions.<br/>
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+ Original implementation by <a href="https://twitter.com/fernandojsg">fernandojsg</a> - <a href="https://github.com/kile/three.js-demos">github</a>
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+ </div>
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+
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+ <script type="importmap">
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+ {
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+ "imports": {
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+ "three": "../build/three.webgpu.js",
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+ "three/tsl": "../build/three.webgpu.js",
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+ "three/addons/": "./jsm/"
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+ }
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+ }
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+ </script>
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+
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+ <script type="module">
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+
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+ import * as THREE from 'three';
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+
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+ import { GUI } from 'three/addons/libs/lil-gui.module.min.js';
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+ import TWEEN from 'three/addons/libs/tween.module.js';
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+ import { uniform, transition, pass } from 'three/tsl';
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+
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+ let renderer, postProcessing, transitionController, transitionPass;
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+
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+ const textures = [];
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+ const clock = new THREE.Clock();
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+
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+ const effectController = {
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+ animateScene: true,
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+ animateTransition: true,
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+ transition: 0,
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+ _transition: uniform( 0 ),
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+ useTexture: true,
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+ _useTexture: uniform( 1 ),
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+ texture: 5,
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+ cycle: true,
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+ threshold: uniform( 0.1 ),
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+ };
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+
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+ function generateInstancedMesh( geometry, material, count ) {
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+
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+ const mesh = new THREE.InstancedMesh( geometry, material, count );
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+
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+ const dummy = new THREE.Object3D();
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+ const color = new THREE.Color();
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+
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+ for ( let i = 0; i < count; i ++ ) {
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+
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+ dummy.position.x = Math.random() * 100 - 50;
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+ dummy.position.y = Math.random() * 60 - 30;
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+ dummy.position.z = Math.random() * 80 - 40;
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+
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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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+
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+ dummy.scale.x = Math.random() * 2 + 1;
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+
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+ if ( geometry.type === 'BoxGeometry' ) {
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+
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+ dummy.scale.y = Math.random() * 2 + 1;
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+ dummy.scale.z = Math.random() * 2 + 1;
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+
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+ } else {
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+
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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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+ }
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+
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+ dummy.updateMatrix();
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+
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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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+ }
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+
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+ return mesh;
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+
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+ }
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+
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+ function FXScene( geometry, rotationSpeed, backgroundColor ) {
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+
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+ const camera = new THREE.PerspectiveCamera( 50, window.innerWidth / window.innerHeight, 0.1, 100 );
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+ camera.position.z = 20;
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+
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+ // Setup scene
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+ const scene = new THREE.Scene();
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+ scene.background = new THREE.Color( backgroundColor );
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+ scene.add( new THREE.AmbientLight( 0xaaaaaa, 3 ) );
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+
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+ const light = new THREE.DirectionalLight( 0xffffff, 3 );
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+ light.position.set( 0, 1, 4 );
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+ scene.add( light );
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+
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+ this.rotationSpeed = rotationSpeed;
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+
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+ const color = geometry.type === 'BoxGeometry' ? 0x0000ff : 0xff0000;
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+ const material = new THREE.MeshPhongNodeMaterial( { color: color, flatShading: true } );
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+ const mesh = generateInstancedMesh( geometry, material, 500 );
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+ scene.add( mesh );
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+
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+ this.scene = scene;
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+ this.camera = camera;
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+ this.mesh = mesh;
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+
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+ this.update = function ( delta ) {
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+
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+ if ( effectController.animateScene ) {
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+
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+ mesh.rotation.x += this.rotationSpeed.x * delta;
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+ mesh.rotation.y += this.rotationSpeed.y * delta;
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+ mesh.rotation.z += this.rotationSpeed.z * delta;
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+
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+ }
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+
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+ };
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+
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+ this.resize = function () {
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+
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+ camera.aspect = window.innerWidth / window.innerHeight;
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+ camera.updateProjectionMatrix();
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+
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+ };
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+
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+ }
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+
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+ const fxSceneA = new FXScene( new THREE.BoxGeometry( 2, 2, 2 ), new THREE.Vector3( 0, - 0.4, 0 ), 0xffffff );
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+ const fxSceneB = new FXScene( new THREE.IcosahedronGeometry( 1, 1 ), new THREE.Vector3( 0, 0.2, 0.1 ), 0x000000 );
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+
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+ function init() {
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+
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+ // Initialize textures
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+
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+ const loader = new THREE.TextureLoader();
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+
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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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+
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+ renderer = new THREE.WebGPURenderer( { antialias: true } );
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+ renderer.setPixelRatio( window.devicePixelRatio );
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+ renderer.setSize( window.innerWidth, window.innerHeight );
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+ renderer.setAnimationLoop( animate );
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+ document.body.appendChild( renderer.domElement );
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+
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+ postProcessing = new THREE.PostProcessing( renderer );
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+
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+ const scenePassA = pass( fxSceneA.scene, fxSceneA.camera );
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+ const scenePassB = pass( fxSceneB.scene, fxSceneB.camera );
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+
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+ transitionPass = transition( scenePassA, scenePassB, new THREE.TextureNode( textures[ effectController.texture ] ), effectController._transition, effectController.threshold, effectController._useTexture );
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+
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+ postProcessing.outputNode = transitionPass;
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+
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+ const gui = new GUI();
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+
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+ gui.add( effectController, 'animateScene' ).name( 'Animate Scene' );
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+ gui.add( effectController, 'animateTransition' ).name( 'Animate Transition' );
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+ transitionController = gui.add( effectController, 'transition', 0, 1, 0.01 ).name( 'transition' ).onChange( () => {
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+
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+ effectController._transition.value = effectController.transition;
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+
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+ } );
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+ gui.add( effectController, 'useTexture' ).onChange( () => {
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+
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+ const value = effectController.useTexture ? 1 : 0;
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+ effectController._useTexture.value = value;
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+
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+ } );
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+ gui.add( effectController, 'texture', { Perlin: 0, Squares: 1, Cells: 2, Distort: 3, Gradient: 4, Radial: 5 } );
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+ gui.add( effectController, 'cycle' );
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+ gui.add( effectController.threshold, 'value', 0, 1, 0.01 ).name( 'threshold' );
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+
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+ }
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+
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+ window.addEventListener( 'resize', onWindowResize );
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+
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+ function onWindowResize() {
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+
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+ fxSceneA.resize();
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+ fxSceneB.resize();
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+ renderer.setSize( window.innerWidth, window.innerHeight );
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+
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+ }
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+
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+ new TWEEN.Tween( effectController )
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+ .to( { transition: 1 }, 1500 )
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+ .onUpdate( function ( ) {
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+
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+ transitionController.setValue( effectController.transition );
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+
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+ // Change the current alpha texture after each transition
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+ if ( effectController.cycle ) {
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+
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+ if ( effectController.transition == 0 || effectController.transition == 1 ) {
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+
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+ effectController.texture = ( effectController.texture + 1 ) % textures.length;
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+
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+ }
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+
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+ }
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+
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+ } )
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+ .repeat( Infinity )
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+ .delay( 2000 )
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+ .yoyo( true )
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+ .start();
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+
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+ function animate() {
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+
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+ if ( effectController.animateTransition ) TWEEN.update();
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+
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+ if ( textures[ effectController.texture ] ) {
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+
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+ const mixTexture = textures[ effectController.texture ];
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+ transitionPass.mixTextureNode.value = mixTexture;
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+
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+ }
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+
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+ const delta = clock.getDelta();
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+ fxSceneA.update( delta );
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+ fxSceneB.update( delta );
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+
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+ render();
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+
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+ }
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+
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+ function render() {
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+
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+ // Prevent render both scenes when it's not necessary
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+ if ( effectController.transition === 0 ) {
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+
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+ renderer.render( fxSceneB.scene, fxSceneB.camera );
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+
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+ } else if ( effectController.transition === 1 ) {
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+
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+ renderer.render( fxSceneA.scene, fxSceneA.camera );
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+
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+ } else {
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+
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+ postProcessing.render();
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+
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+ }
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+
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+ }
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+
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+ init();
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+
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+ </script>
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+ </body>
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+</html>
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