webgl_particles_dynamic.html 12 KB

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  1. <!DOCTYPE HTML>
  2. <html lang="en">
  3. <head>
  4. <title>three.js webgl - particles - dynamic - postprocessing</title>
  5. <meta charset="utf-8">
  6. <style type="text/css">
  7. body {
  8. color: #fff;
  9. font-family:Monospace;
  10. font-size:13px;
  11. text-align:center;
  12. font-weight: bold;
  13. background-color: #000;
  14. margin: 0px;
  15. overflow: hidden;
  16. }
  17. #info {
  18. color:#fff;
  19. position: absolute;
  20. top: 0px; width: 100%;
  21. padding: 5px;
  22. }
  23. a { color: red; }
  24. </style>
  25. </head>
  26. <body>
  27. <div id="container"></div>
  28. <div id="info">
  29. <a href="http://github.com/mrdoob/three.js" target="_blank">three.js</a> - webgl dynamic particles + postprocessing
  30. - models by <a href="http://sketchup.google.com/3dwarehouse/details?mid=2c6fd128fca34052adc5f5b98d513da1" target="_blank">Reallusion</a>
  31. <a href="http://sketchup.google.com/3dwarehouse/details?mid=f526cc4abf7cb68d76cab47c765b7255" target="_blank">iClone</a>,
  32. <a href="http://artist-3d.com/free_3d_models/dnm/model_disp.php?uid=1129" target="_blank">Troyano</a>
  33. </div>
  34. <script type="text/javascript" src="../build/Three.js"></script>
  35. <script type="text/javascript" src="js/ShaderExtras.js"></script>
  36. <script type="text/javascript" src="js/postprocessing/EffectComposer.js"></script>
  37. <script type="text/javascript" src="js/postprocessing/RenderPass.js"></script>
  38. <script type="text/javascript" src="js/postprocessing/BloomPass.js"></script>
  39. <script type="text/javascript" src="js/postprocessing/ShaderPass.js"></script>
  40. <script type="text/javascript" src="js/postprocessing/FilmPass.js"></script>
  41. <script type="text/javascript" src="js/Stats.js"></script>
  42. <script type="text/javascript" src="js/Detector.js"></script>
  43. <script type="text/javascript" src="js/RequestAnimationFrame.js"></script>
  44. <script type="text/javascript">
  45. if ( ! Detector.webgl ) Detector.addGetWebGLMessage();
  46. var SCREEN_HEIGHT = window.innerHeight;
  47. var SCREEN_WIDTH = window.innerWidth;
  48. var container, stats;
  49. var camera, scene, renderer, mesh, directionalLight;
  50. var parent,
  51. meshes = [], clonemeshes = [];
  52. var p;
  53. var aloader, bloader;
  54. var total = 0, totaln = 0;
  55. var composer, effectFocus;
  56. init();
  57. animate();
  58. function init() {
  59. container = document.getElementById( 'container' );
  60. camera = new THREE.Camera( 20, SCREEN_WIDTH / SCREEN_HEIGHT, 1, 50000 );
  61. camera.position.z = 7000;
  62. camera.position.y = 700;
  63. scene = new THREE.Scene();
  64. scene.fog = new THREE.FogExp2( 0x000104, 0.0000675 );
  65. directionalLight = new THREE.DirectionalLight( 0xffffff );
  66. directionalLight.position.set( 0, 0, 1 );
  67. directionalLight.position.normalize();
  68. scene.addLight( directionalLight );
  69. aloader = new THREE.JSONLoader( );
  70. bloader = new THREE.BinaryLoader( true );
  71. document.body.appendChild( bloader.statusDomElement );
  72. aloader.load( { model: "obj/terrain.js", callback: function( geometry ) {
  73. createMesh( geometry, scene, 16.8, -11000, -200, -5000, 0x00ff44, false );
  74. createMesh( geometry, scene, 16.8, 11000, -200, -15000, 0x00ff33, false );
  75. createMesh( geometry, scene, 16.8, 0, -200, -15000, 0x00ff33, false );
  76. createMesh( geometry, scene, 16.8, 0, -200, 15000, 0x00ff33, false );
  77. createMesh( geometry, scene, 16.8, 11000, -200, 15000, 0x00ff22, false );
  78. createMesh( geometry, scene, 16.8, -11000, -200, 5000, 0x00ff11, false );
  79. createMesh( geometry, scene, 16.8, 13000, -200, 5000, 0x00ff55, false );
  80. createMesh( geometry, scene, 16.8, 13000, -200, -5000, 0x00ff66, false );
  81. } } );
  82. bloader.load( { model: "obj/veyron/VeyronNoUv_bin.js", callback: function( geometry ) { createMesh( geometry, scene, 6.8, 2200, -200, -100, 0x0055ff, false ) } } );
  83. bloader.load( { model: "obj/female02/Female02_bin.js", callback: function( geometry ) {
  84. createMesh( geometry, scene, 4.05, -1000, -350, 0, 0xffdd44, true );
  85. createMesh( geometry, scene, 4.05, 0, -350, 0, 0xffffff, true );
  86. createMesh( geometry, scene, 4.05, 1000, -350, 400, 0xff4422, true );
  87. createMesh( geometry, scene, 4.05, 250, -350, 1500, 0xff9955, true );
  88. createMesh( geometry, scene, 4.05, 250, -350, 2500, 0xff77dd, true );
  89. } } );
  90. bloader.load( { model: "obj/male02/Male02_bin.js", callback: function( geometry ) {
  91. createMesh( geometry, scene, 4.05, -500, -350, 600, 0xff7744, true );
  92. createMesh( geometry, scene, 4.05, 500, -350, 0, 0xff5522, true );
  93. createMesh( geometry, scene, 4.05, -250, -350, 1500, 0xff9922, true );
  94. createMesh( geometry, scene, 4.05, -250, -350, -1500, 0xff99ff, true );
  95. } } );
  96. //
  97. renderer = new THREE.WebGLRenderer( { clearColor: 0x000000, clearAlpha: 1, antialias: false } );
  98. renderer.setSize( SCREEN_WIDTH, SCREEN_HEIGHT );
  99. renderer.autoClear = false;
  100. renderer.sortObjects = false;
  101. container.appendChild( renderer.domElement );
  102. renderer.setClearColor( scene.fog.color, 1 );
  103. //
  104. stats = new Stats();
  105. stats.domElement.style.position = 'absolute';
  106. stats.domElement.style.top = '0px';
  107. //container.appendChild( stats.domElement );
  108. //
  109. parent = new THREE.Object3D();
  110. scene.addObject( parent );
  111. var grid = new THREE.ParticleSystem( new THREE.PlaneGeometry( 15000, 15000, 64, 64 ), new THREE.ParticleBasicMaterial( { color: 0xff0000, size: 10 } ) );
  112. grid.rotation.x = 1.57;
  113. grid.position.y = -400;
  114. parent.addChild( grid );
  115. totaln += 1;
  116. total += grid.geometry.vertices.length;
  117. // postprocessing
  118. var renderModel = new THREE.RenderPass( scene, camera );
  119. var effectBloom = new THREE.BloomPass( 0.75 );
  120. var effectFilm = new THREE.FilmPass( 0.5, 0.5, 1448, false );
  121. effectFocus = new THREE.ShaderPass( THREE.ShaderExtras[ "focus" ] );
  122. effectFocus.uniforms[ "screenWidth" ].value = window.innerWidth;
  123. effectFocus.uniforms[ "screenHeight" ].value = window.innerHeight;
  124. effectFocus.renderToScreen = true;
  125. composer = new THREE.EffectComposer( renderer );
  126. composer.addPass( renderModel );
  127. composer.addPass( effectBloom );
  128. composer.addPass( effectFilm );
  129. composer.addPass( effectFocus );
  130. //
  131. window.addEventListener( 'resize', onWindowResize, false );
  132. }
  133. //
  134. function onWindowResize( event ) {
  135. renderer.setSize( window.innerWidth, window.innerHeight );
  136. camera.aspect = window.innerWidth / window.innerHeight;
  137. camera.updateProjectionMatrix();
  138. composer.reset();
  139. effectFocus.uniforms[ "screenWidth" ].value = window.innerWidth;
  140. effectFocus.uniforms[ "screenHeight" ].value = window.innerHeight;
  141. }
  142. //
  143. function createMesh( originalGeometry, scene, scale, x, y, z, color, dynamic ) {
  144. var i, c;
  145. var vertices = originalGeometry.vertices;
  146. var vl = vertices.length;
  147. var geometry = new THREE.Geometry();
  148. var vertices_tmp = [];
  149. for( i = 0; i < vl; i++ ) {
  150. p = vertices[ i ].position;
  151. geometry.vertices[ i ] = new THREE.Vertex( p.clone() );
  152. vertices_tmp[ i ] = [ p.x, p.y, p.z, 0, 0 ];
  153. }
  154. var clones = [
  155. [ 6000, 0, -4000 ],
  156. [ 5000, 0, 0 ],
  157. [ 1000, 0, 5000 ],
  158. [ 1000, 0, -5000 ],
  159. [ 4000, 0, 2000 ],
  160. [ -4000, 0, 1000 ],
  161. [ -5000, 0, -5000 ],
  162. [ 0, 0, 0 ]
  163. ];
  164. if ( dynamic ) {
  165. for( i = 0; i < clones.length; i++ ) {
  166. c = ( i < clones.length -1 ) ? 0x252525 : color;
  167. mesh = new THREE.ParticleSystem( geometry, new THREE.ParticleBasicMaterial( { size: 3, color: c } ) );
  168. mesh.scale.x = mesh.scale.y = mesh.scale.z = scale;
  169. mesh.position.x = x + clones[ i ][ 0 ];
  170. mesh.position.y = y + clones[ i ][ 1 ];
  171. mesh.position.z = z + clones[ i ][ 2 ];
  172. parent.addChild( mesh );
  173. clonemeshes.push( { mesh: mesh, speed: 0.5 + Math.random() } );
  174. }
  175. totaln += clones.length;
  176. total += clones.length * vl;
  177. } else {
  178. mesh = new THREE.ParticleSystem( geometry, new THREE.ParticleBasicMaterial( { size: 3, color: color } ) );
  179. mesh.scale.x = mesh.scale.y = mesh.scale.z = scale;
  180. mesh.position.x = x;
  181. mesh.position.y = y;
  182. mesh.position.z = z;
  183. parent.addChild( mesh );
  184. totaln += 1;
  185. total += vl;
  186. }
  187. bloader.statusDomElement.style.display = "none";
  188. meshes.push( { mesh: mesh, vertices: geometry.vertices, vertices_tmp: vertices_tmp, vl: vl,
  189. down: 0, up: 0, direction: 0, speed: 35, delay: Math.floor( 200 + 200 * Math.random() ),
  190. started: false, start: Math.floor( 100 + 200 * Math.random() ),
  191. dynamic: dynamic,
  192. bb: geometry.boundingBox } );
  193. //console.log( total, totaln );
  194. }
  195. var j, jl, cm, data, vertices, vertices_tmp, vl, d, vt,
  196. time, oldTime, delta;
  197. function animate() {
  198. requestAnimationFrame( animate );
  199. render();
  200. stats.update();
  201. }
  202. function render() {
  203. if ( ! oldTime ) {
  204. oldTime = new Date().getTime();
  205. }
  206. time = new Date().getTime();
  207. delta = 0.01 * ( time - oldTime );
  208. oldTime = time;
  209. delta = delta < 2 ? delta : 2;
  210. parent.rotation.y += -0.02 * delta;
  211. for( j = 0, jl = clonemeshes.length; j < jl; j++ ) {
  212. cm = clonemeshes[ j ];
  213. cm.mesh.rotation.y += -0.1 * delta * cm.speed;
  214. }
  215. for( j = 0, jl = meshes.length; j < jl; j++ ) {
  216. data = meshes[ j ];
  217. mesh = data.mesh;
  218. vertices = data.vertices;
  219. vertices_tmp = data.vertices_tmp;
  220. vl = data.vl;
  221. if ( ! data.dynamic ) continue;
  222. if ( data.start > 0 ) {
  223. data.start -= 1;
  224. } else {
  225. if ( !data.started ) {
  226. data.direction = -1;
  227. data.started = true;
  228. }
  229. }
  230. for ( i = 0; i < vl; i ++ ) {
  231. p = vertices[ i ].position;
  232. vt = vertices_tmp[ i ];
  233. // falling down
  234. if ( data.direction < 0 ) {
  235. // var d = Math.abs( p.x - vertices_tmp[ i ][ 0 ] ) + Math.abs( p.y - vertices_tmp[ i ][ 1 ] ) + Math.abs( p.z - vertices_tmp[ i ][ 2 ] );
  236. // if ( d < 200 ) {
  237. if ( p.y > 0 ) {
  238. // p.y += data.direction * data.speed * delta;
  239. p.x += 1.5 * ( 0.50 - Math.random() ) * data.speed * delta;
  240. p.y += 3.0 * ( 0.25 - Math.random() ) * data.speed * delta;
  241. p.z += 1.5 * ( 0.50 - Math.random() ) * data.speed * delta;
  242. } else {
  243. if ( ! vt[ 3 ] ) {
  244. vt[ 3 ] = 1;
  245. data.down += 1;
  246. }
  247. }
  248. }
  249. // rising up
  250. if ( data.direction > 0 ) {
  251. //if ( p.y < vertices_tmp[ i ][ 1 ] ) {
  252. // p.y += data.direction * data.speed * delta;
  253. d = Math.abs( p.x - vt[ 0 ] ) + Math.abs( p.y - vt[ 1 ] ) + Math.abs( p.z - vt[ 2 ] );
  254. if ( d > 1 ) {
  255. p.x += - ( p.x - vt[ 0 ] ) / d * data.speed * delta * ( 0.85 - Math.random() );
  256. p.y += - ( p.y - vt[ 1 ] ) / d * data.speed * delta * ( 1 + Math.random() );
  257. p.z += - ( p.z - vt[ 2 ] ) / d * data.speed * delta * ( 0.85 - Math.random() );
  258. } else {
  259. if ( ! vt[ 4 ] ) {
  260. vt[ 4 ] = 1;
  261. data.up += 1;
  262. }
  263. }
  264. }
  265. }
  266. // all down
  267. if ( data.down == vl ) {
  268. if ( data.delay == 0 ) {
  269. data.direction = 1;
  270. data.speed = 10;
  271. data.down = 0;
  272. data.delay = 320;
  273. for ( i = 0; i < vl; i ++ ) {
  274. vertices_tmp[ i ][ 3 ] = 0;
  275. }
  276. } else {
  277. data.delay -= 1;
  278. }
  279. }
  280. // all up
  281. if ( data.up == vl ) {
  282. if ( data.delay == 0 ) {
  283. data.direction = -1;
  284. data.speed = 35;
  285. data.up = 0;
  286. data.delay = 120;
  287. for ( i = 0; i < vl; i ++ ) {
  288. vertices_tmp[ i ][ 4 ] = 0;
  289. }
  290. } else {
  291. data.delay -= 1;
  292. }
  293. }
  294. mesh.geometry.__dirtyVertices = true;
  295. }
  296. renderer.clear();
  297. composer.render( 0.01 );
  298. }
  299. </script>
  300. </body>
  301. </html>