webgl_points_dynamic.html 10.0 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. <meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0">
  7. <style>
  8. body {
  9. color: #fff;
  10. font-family:Monospace;
  11. font-size:13px;
  12. text-align:center;
  13. font-weight: bold;
  14. background-color: #000;
  15. margin: 0px;
  16. overflow: hidden;
  17. }
  18. #info {
  19. color:#fff;
  20. position: absolute;
  21. top: 0px; width: 100%;
  22. padding: 5px;
  23. }
  24. a {
  25. color: red;
  26. }
  27. </style>
  28. </head>
  29. <body>
  30. <div id="container"></div>
  31. <div id="info">
  32. <a href="http://threejs.org" target="_blank">three.js</a> - webgl dynamic particles + postprocessing
  33. - models by <a href="http://sketchup.google.com/3dwarehouse/details?mid=2c6fd128fca34052adc5f5b98d513da1" target="_blank">Reallusion</a>
  34. <a href="http://sketchup.google.com/3dwarehouse/details?mid=f526cc4abf7cb68d76cab47c765b7255" target="_blank">iClone</a>,
  35. <a href="http://artist-3d.com/free_3d_models/dnm/model_disp.php?uid=1129" target="_blank">Troyano</a>
  36. </div>
  37. <script src="../build/three.js"></script>
  38. <script src="js/loaders/BinaryLoader.js"></script>
  39. <script src="js/shaders/ConvolutionShader.js"></script>
  40. <script src="js/shaders/CopyShader.js"></script>
  41. <script src="js/shaders/FilmShader.js"></script>
  42. <script src="js/shaders/FocusShader.js"></script>
  43. <script src="js/postprocessing/EffectComposer.js"></script>
  44. <script src="js/postprocessing/MaskPass.js"></script>
  45. <script src="js/postprocessing/RenderPass.js"></script>
  46. <script src="js/postprocessing/BloomPass.js"></script>
  47. <script src="js/postprocessing/ShaderPass.js"></script>
  48. <script src="js/postprocessing/FilmPass.js"></script>
  49. <script src="js/Detector.js"></script>
  50. <script>
  51. if ( ! Detector.webgl ) Detector.addGetWebGLMessage();
  52. var SCREEN_HEIGHT = window.innerHeight;
  53. var SCREEN_WIDTH = window.innerWidth;
  54. var container;
  55. var camera, scene, renderer, mesh, directionalLight;
  56. var parent, meshes = [], clonemeshes = [];
  57. var p;
  58. var composer, effectFocus;
  59. var clock = new THREE.Clock();
  60. init();
  61. animate();
  62. function init() {
  63. container = document.getElementById( 'container' );
  64. camera = new THREE.PerspectiveCamera( 20, SCREEN_WIDTH / SCREEN_HEIGHT, 1, 50000 );
  65. camera.position.set( 0, 700, 7000 );
  66. scene = new THREE.Scene();
  67. scene.fog = new THREE.FogExp2( 0x000104, 0.0000675 );
  68. camera.lookAt( scene.position );
  69. //
  70. var loader = new THREE.BinaryLoader();
  71. loader.load( "obj/veyron/VeyronNoUv_bin.js", function( geometry ) {
  72. createMesh( geometry, scene, 6.8, 2200, -200, -100, 0x0055ff, false );
  73. } );
  74. loader.load( "obj/female02/Female02_bin.js", function( geometry ) {
  75. createMesh( geometry, scene, 4.05, -1000, -350, 0, 0xffdd44, true );
  76. createMesh( geometry, scene, 4.05, 0, -350, 0, 0xffffff, true );
  77. createMesh( geometry, scene, 4.05, 1000, -350, 400, 0xff4422, true );
  78. createMesh( geometry, scene, 4.05, 250, -350, 1500, 0xff9955, true );
  79. createMesh( geometry, scene, 4.05, 250, -350, 2500, 0xff77dd, true );
  80. } );
  81. loader.load( "obj/male02/Male02_bin.js", function( geometry ) {
  82. createMesh( geometry, scene, 4.05, -500, -350, 600, 0xff7744, true );
  83. createMesh( geometry, scene, 4.05, 500, -350, 0, 0xff5522, true );
  84. createMesh( geometry, scene, 4.05, -250, -350, 1500, 0xff9922, true );
  85. createMesh( geometry, scene, 4.05, -250, -350, -1500, 0xff99ff, true );
  86. } );
  87. //
  88. renderer = new THREE.WebGLRenderer( { antialias: false } );
  89. renderer.setClearColor( scene.fog.color );
  90. renderer.setPixelRatio( window.devicePixelRatio );
  91. renderer.setSize( SCREEN_WIDTH, SCREEN_HEIGHT );
  92. renderer.autoClear = false;
  93. renderer.sortObjects = false;
  94. container.appendChild( renderer.domElement );
  95. //
  96. parent = new THREE.Object3D();
  97. scene.add( parent );
  98. var grid = new THREE.Points( new THREE.PlaneBufferGeometry( 15000, 15000, 64, 64 ), new THREE.PointsMaterial( { color: 0xff0000, size: 10 } ) );
  99. grid.position.y = -400;
  100. grid.rotation.x = - Math.PI / 2;
  101. parent.add( grid );
  102. // postprocessing
  103. var renderModel = new THREE.RenderPass( scene, camera );
  104. var effectBloom = new THREE.BloomPass( 0.75 );
  105. var effectFilm = new THREE.FilmPass( 0.5, 0.5, 1448, false );
  106. effectFocus = new THREE.ShaderPass( THREE.FocusShader );
  107. effectFocus.uniforms[ "screenWidth" ].value = window.innerWidth;
  108. effectFocus.uniforms[ "screenHeight" ].value = window.innerHeight;
  109. effectFocus.renderToScreen = true;
  110. composer = new THREE.EffectComposer( renderer );
  111. composer.addPass( renderModel );
  112. composer.addPass( effectBloom );
  113. composer.addPass( effectFilm );
  114. composer.addPass( effectFocus );
  115. //
  116. window.addEventListener( 'resize', onWindowResize, false );
  117. }
  118. //
  119. function onWindowResize( event ) {
  120. renderer.setSize( window.innerWidth, window.innerHeight );
  121. camera.aspect = window.innerWidth / window.innerHeight;
  122. camera.updateProjectionMatrix();
  123. camera.lookAt( scene.position );
  124. composer.reset();
  125. effectFocus.uniforms[ "screenWidth" ].value = window.innerWidth;
  126. effectFocus.uniforms[ "screenHeight" ].value = window.innerHeight;
  127. }
  128. //
  129. function createMesh( originalGeometry, scene, scale, x, y, z, color, dynamic ) {
  130. var i, c;
  131. var vertices = originalGeometry.vertices;
  132. var vl = vertices.length;
  133. var geometry = new THREE.Geometry();
  134. var vertices_tmp = [];
  135. for ( i = 0; i < vl; i ++ ) {
  136. p = vertices[ i ];
  137. geometry.vertices[ i ] = p.clone();
  138. vertices_tmp[ i ] = [ p.x, p.y, p.z, 0, 0 ];
  139. }
  140. var clones = [
  141. [ 6000, 0, -4000 ],
  142. [ 5000, 0, 0 ],
  143. [ 1000, 0, 5000 ],
  144. [ 1000, 0, -5000 ],
  145. [ 4000, 0, 2000 ],
  146. [ -4000, 0, 1000 ],
  147. [ -5000, 0, -5000 ],
  148. [ 0, 0, 0 ]
  149. ];
  150. if ( dynamic ) {
  151. for ( i = 0; i < clones.length; i ++ ) {
  152. c = ( i < clones.length -1 ) ? 0x252525 : color;
  153. mesh = new THREE.Points( geometry, new THREE.PointsMaterial( { size: 30, color: c } ) );
  154. mesh.scale.x = mesh.scale.y = mesh.scale.z = scale;
  155. mesh.position.x = x + clones[ i ][ 0 ];
  156. mesh.position.y = y + clones[ i ][ 1 ];
  157. mesh.position.z = z + clones[ i ][ 2 ];
  158. parent.add( mesh );
  159. clonemeshes.push( { mesh: mesh, speed: 0.5 + Math.random() } );
  160. }
  161. } else {
  162. mesh = new THREE.Points( geometry, new THREE.PointsMaterial( { size: 30, color: color } ) );
  163. mesh.scale.x = mesh.scale.y = mesh.scale.z = scale;
  164. mesh.position.x = x;
  165. mesh.position.y = y;
  166. mesh.position.z = z;
  167. parent.add( mesh );
  168. }
  169. meshes.push( {
  170. mesh: mesh, vertices: geometry.vertices, vertices_tmp: vertices_tmp, vl: vl,
  171. down: 0, up: 0, direction: 0, speed: 35, delay: Math.floor( 200 + 200 * Math.random() ),
  172. started: false, start: Math.floor( 100 + 200 * Math.random() ),
  173. dynamic: dynamic
  174. } );
  175. }
  176. var j, jl, cm, data, vertices, vertices_tmp, vl, d, vt;
  177. function animate () {
  178. requestAnimationFrame( animate );
  179. render();
  180. }
  181. function render () {
  182. delta = 10 * clock.getDelta();
  183. delta = delta < 2 ? delta : 2;
  184. parent.rotation.y += -0.02 * delta;
  185. for( j = 0, jl = clonemeshes.length; j < jl; j ++ ) {
  186. cm = clonemeshes[ j ];
  187. cm.mesh.rotation.y += -0.1 * delta * cm.speed;
  188. }
  189. for( j = 0, jl = meshes.length; j < jl; j ++ ) {
  190. data = meshes[ j ];
  191. mesh = data.mesh;
  192. vertices = data.vertices;
  193. vertices_tmp = data.vertices_tmp;
  194. vl = data.vl;
  195. if ( ! data.dynamic ) continue;
  196. if ( data.start > 0 ) {
  197. data.start -= 1;
  198. } else {
  199. if ( !data.started ) {
  200. data.direction = -1;
  201. data.started = true;
  202. }
  203. }
  204. for ( i = 0; i < vl; i ++ ) {
  205. p = vertices[ i ];
  206. vt = vertices_tmp[ i ];
  207. // falling down
  208. if ( data.direction < 0 ) {
  209. // 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 ] );
  210. // if ( d < 200 ) {
  211. if ( p.y > 0 ) {
  212. // p.y += data.direction * data.speed * delta;
  213. p.x += 1.5 * ( 0.50 - Math.random() ) * data.speed * delta;
  214. p.y += 3.0 * ( 0.25 - Math.random() ) * data.speed * delta;
  215. p.z += 1.5 * ( 0.50 - Math.random() ) * data.speed * delta;
  216. } else {
  217. if ( ! vt[ 3 ] ) {
  218. vt[ 3 ] = 1;
  219. data.down += 1;
  220. }
  221. }
  222. }
  223. // rising up
  224. if ( data.direction > 0 ) {
  225. //if ( p.y < vertices_tmp[ i ][ 1 ] ) {
  226. // p.y += data.direction * data.speed * delta;
  227. d = Math.abs( p.x - vt[ 0 ] ) + Math.abs( p.y - vt[ 1 ] ) + Math.abs( p.z - vt[ 2 ] );
  228. if ( d > 1 ) {
  229. p.x += - ( p.x - vt[ 0 ] ) / d * data.speed * delta * ( 0.85 - Math.random() );
  230. p.y += - ( p.y - vt[ 1 ] ) / d * data.speed * delta * ( 1 + Math.random() );
  231. p.z += - ( p.z - vt[ 2 ] ) / d * data.speed * delta * ( 0.85 - Math.random() );
  232. } else {
  233. if ( ! vt[ 4 ] ) {
  234. vt[ 4 ] = 1;
  235. data.up += 1;
  236. }
  237. }
  238. }
  239. }
  240. // all down
  241. if ( data.down === vl ) {
  242. if ( data.delay === 0 ) {
  243. data.direction = 1;
  244. data.speed = 10;
  245. data.down = 0;
  246. data.delay = 320;
  247. for ( i = 0; i < vl; i ++ ) {
  248. vertices_tmp[ i ][ 3 ] = 0;
  249. }
  250. } else {
  251. data.delay -= 1;
  252. }
  253. }
  254. // all up
  255. if ( data.up === vl ) {
  256. if ( data.delay === 0 ) {
  257. data.direction = -1;
  258. data.speed = 35;
  259. data.up = 0;
  260. data.delay = 120;
  261. for ( i = 0; i < vl; i ++ ) {
  262. vertices_tmp[ i ][ 4 ] = 0;
  263. }
  264. } else {
  265. data.delay -= 1;
  266. }
  267. }
  268. mesh.geometry.verticesNeedUpdate = true;
  269. }
  270. renderer.clear();
  271. composer.render( 0.01 );
  272. }
  273. </script>
  274. </body>
  275. </html>