webgl_particles_dynamic.html 11 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 { color: red; }
  25. </style>
  26. </head>
  27. <body>
  28. <div id="container"></div>
  29. <div id="info">
  30. <a href="http://github.com/mrdoob/three.js" target="_blank">three.js</a> - webgl dynamic particles + postprocessing
  31. - models by <a href="http://sketchup.google.com/3dwarehouse/details?mid=2c6fd128fca34052adc5f5b98d513da1" target="_blank">Reallusion</a>
  32. <a href="http://sketchup.google.com/3dwarehouse/details?mid=f526cc4abf7cb68d76cab47c765b7255" target="_blank">iClone</a>,
  33. <a href="http://artist-3d.com/free_3d_models/dnm/model_disp.php?uid=1129" target="_blank">Troyano</a>
  34. </div>
  35. <script src="../build/three.min.js"></script>
  36. <script src="js/shaders/BlitShader.js"></script>
  37. <script src="js/shaders/ConvolutionShader.js"></script>
  38. <script src="js/shaders/FilmShader.js"></script>
  39. <script src="js/shaders/FocusShader.js"></script>
  40. <script src="js/postprocessing/EffectComposer.js"></script>
  41. <script src="js/postprocessing/MaskPass.js"></script>
  42. <script src="js/postprocessing/RenderPass.js"></script>
  43. <script src="js/postprocessing/BloomPass.js"></script>
  44. <script src="js/postprocessing/ShaderPass.js"></script>
  45. <script src="js/postprocessing/FilmPass.js"></script>
  46. <script src="js/Detector.js"></script>
  47. <script>
  48. if ( ! Detector.webgl ) Detector.addGetWebGLMessage();
  49. var SCREEN_HEIGHT = window.innerHeight;
  50. var SCREEN_WIDTH = window.innerWidth;
  51. var container;
  52. var camera, scene, renderer, mesh, directionalLight;
  53. var parent, meshes = [], clonemeshes = [];
  54. var p;
  55. var aloader, bloader;
  56. var total = 0, totaln = 0;
  57. var composer, effectFocus;
  58. var clock = new THREE.Clock();
  59. init();
  60. animate();
  61. function init() {
  62. container = document.getElementById( 'container' );
  63. camera = new THREE.PerspectiveCamera( 20, SCREEN_WIDTH / SCREEN_HEIGHT, 1, 50000 );
  64. camera.position.set( 0, 700, 7000 );
  65. scene = new THREE.Scene();
  66. scene.fog = new THREE.FogExp2( 0x000104, 0.0000675 );
  67. camera.lookAt( scene.position );
  68. //
  69. aloader = new THREE.JSONLoader( );
  70. bloader = new THREE.BinaryLoader( true );
  71. document.body.appendChild( bloader.statusDomElement );
  72. aloader.load( "obj/terrain.js", 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( "obj/veyron/VeyronNoUv_bin.js", function( geometry ) { createMesh( geometry, scene, 6.8, 2200, -200, -100, 0x0055ff, false ) } );
  83. bloader.load( "obj/female02/Female02_bin.js", 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( "obj/male02/Male02_bin.js", 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. parent = new THREE.Object3D();
  105. scene.add( parent );
  106. var grid = new THREE.ParticleSystem( new THREE.PlaneGeometry( 15000, 15000, 64, 64 ), new THREE.ParticleBasicMaterial( { color: 0xff0000, size: 10 } ) );
  107. grid.position.y = -400;
  108. grid.rotation.x = - Math.PI / 2;
  109. parent.add( grid );
  110. totaln += 1;
  111. total += grid.geometry.vertices.length;
  112. // postprocessing
  113. var renderModel = new THREE.RenderPass( scene, camera );
  114. var effectBloom = new THREE.BloomPass( 0.75 );
  115. var effectFilm = new THREE.FilmPass( 0.5, 0.5, 1448, false );
  116. effectFocus = new THREE.ShaderPass( THREE.FocusShader );
  117. effectFocus.uniforms[ "screenWidth" ].value = window.innerWidth;
  118. effectFocus.uniforms[ "screenHeight" ].value = window.innerHeight;
  119. effectFocus.renderToScreen = true;
  120. composer = new THREE.EffectComposer( renderer );
  121. composer.addPass( renderModel );
  122. composer.addPass( effectBloom );
  123. composer.addPass( effectFilm );
  124. composer.addPass( effectFocus );
  125. //
  126. window.addEventListener( 'resize', onWindowResize, false );
  127. }
  128. //
  129. function onWindowResize( event ) {
  130. renderer.setSize( window.innerWidth, window.innerHeight );
  131. camera.aspect = window.innerWidth / window.innerHeight;
  132. camera.updateProjectionMatrix();
  133. camera.lookAt( scene.position );
  134. composer.reset();
  135. effectFocus.uniforms[ "screenWidth" ].value = window.innerWidth;
  136. effectFocus.uniforms[ "screenHeight" ].value = window.innerHeight;
  137. }
  138. //
  139. function createMesh( originalGeometry, scene, scale, x, y, z, color, dynamic ) {
  140. var i, c;
  141. var vertices = originalGeometry.vertices;
  142. var vl = vertices.length;
  143. var geometry = new THREE.Geometry();
  144. var vertices_tmp = [];
  145. for ( i = 0; i < vl; i ++ ) {
  146. p = vertices[ i ];
  147. geometry.vertices[ i ] = p.clone();
  148. vertices_tmp[ i ] = [ p.x, p.y, p.z, 0, 0 ];
  149. }
  150. var clones = [
  151. [ 6000, 0, -4000 ],
  152. [ 5000, 0, 0 ],
  153. [ 1000, 0, 5000 ],
  154. [ 1000, 0, -5000 ],
  155. [ 4000, 0, 2000 ],
  156. [ -4000, 0, 1000 ],
  157. [ -5000, 0, -5000 ],
  158. [ 0, 0, 0 ]
  159. ];
  160. if ( dynamic ) {
  161. for ( i = 0; i < clones.length; i ++ ) {
  162. c = ( i < clones.length -1 ) ? 0x252525 : color;
  163. mesh = new THREE.ParticleSystem( geometry, new THREE.ParticleBasicMaterial( { size: 3, color: c } ) );
  164. mesh.scale.x = mesh.scale.y = mesh.scale.z = scale;
  165. mesh.position.x = x + clones[ i ][ 0 ];
  166. mesh.position.y = y + clones[ i ][ 1 ];
  167. mesh.position.z = z + clones[ i ][ 2 ];
  168. parent.add( mesh );
  169. clonemeshes.push( { mesh: mesh, speed: 0.5 + Math.random() } );
  170. }
  171. totaln += clones.length;
  172. total += clones.length * vl;
  173. } else {
  174. mesh = new THREE.ParticleSystem( geometry, new THREE.ParticleBasicMaterial( { size: 3, color: color } ) );
  175. mesh.scale.x = mesh.scale.y = mesh.scale.z = scale;
  176. mesh.position.x = x;
  177. mesh.position.y = y;
  178. mesh.position.z = z;
  179. parent.add( mesh );
  180. totaln += 1;
  181. total += vl;
  182. }
  183. bloader.statusDomElement.style.display = "none";
  184. meshes.push( {
  185. mesh: mesh, vertices: geometry.vertices, vertices_tmp: vertices_tmp, vl: vl,
  186. down: 0, up: 0, direction: 0, speed: 35, delay: Math.floor( 200 + 200 * Math.random() ),
  187. started: false, start: Math.floor( 100 + 200 * Math.random() ),
  188. dynamic: dynamic
  189. } );
  190. }
  191. var j, jl, cm, data, vertices, vertices_tmp, vl, d, vt;
  192. function animate () {
  193. requestAnimationFrame( animate );
  194. render();
  195. }
  196. function render () {
  197. delta = 10 * clock.getDelta();
  198. delta = delta < 2 ? delta : 2;
  199. parent.rotation.y += -0.02 * delta;
  200. for( j = 0, jl = clonemeshes.length; j < jl; j ++ ) {
  201. cm = clonemeshes[ j ];
  202. cm.mesh.rotation.y += -0.1 * delta * cm.speed;
  203. }
  204. for( j = 0, jl = meshes.length; j < jl; j ++ ) {
  205. data = meshes[ j ];
  206. mesh = data.mesh;
  207. vertices = data.vertices;
  208. vertices_tmp = data.vertices_tmp;
  209. vl = data.vl;
  210. if ( ! data.dynamic ) continue;
  211. if ( data.start > 0 ) {
  212. data.start -= 1;
  213. } else {
  214. if ( !data.started ) {
  215. data.direction = -1;
  216. data.started = true;
  217. }
  218. }
  219. for ( i = 0; i < vl; i ++ ) {
  220. p = vertices[ i ];
  221. vt = vertices_tmp[ i ];
  222. // falling down
  223. if ( data.direction < 0 ) {
  224. // 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 ] );
  225. // if ( d < 200 ) {
  226. if ( p.y > 0 ) {
  227. // p.y += data.direction * data.speed * delta;
  228. p.x += 1.5 * ( 0.50 - Math.random() ) * data.speed * delta;
  229. p.y += 3.0 * ( 0.25 - Math.random() ) * data.speed * delta;
  230. p.z += 1.5 * ( 0.50 - Math.random() ) * data.speed * delta;
  231. } else {
  232. if ( ! vt[ 3 ] ) {
  233. vt[ 3 ] = 1;
  234. data.down += 1;
  235. }
  236. }
  237. }
  238. // rising up
  239. if ( data.direction > 0 ) {
  240. //if ( p.y < vertices_tmp[ i ][ 1 ] ) {
  241. // p.y += data.direction * data.speed * delta;
  242. d = Math.abs( p.x - vt[ 0 ] ) + Math.abs( p.y - vt[ 1 ] ) + Math.abs( p.z - vt[ 2 ] );
  243. if ( d > 1 ) {
  244. p.x += - ( p.x - vt[ 0 ] ) / d * data.speed * delta * ( 0.85 - Math.random() );
  245. p.y += - ( p.y - vt[ 1 ] ) / d * data.speed * delta * ( 1 + Math.random() );
  246. p.z += - ( p.z - vt[ 2 ] ) / d * data.speed * delta * ( 0.85 - Math.random() );
  247. } else {
  248. if ( ! vt[ 4 ] ) {
  249. vt[ 4 ] = 1;
  250. data.up += 1;
  251. }
  252. }
  253. }
  254. }
  255. // all down
  256. if ( data.down === vl ) {
  257. if ( data.delay === 0 ) {
  258. data.direction = 1;
  259. data.speed = 10;
  260. data.down = 0;
  261. data.delay = 320;
  262. for ( i = 0; i < vl; i ++ ) {
  263. vertices_tmp[ i ][ 3 ] = 0;
  264. }
  265. } else {
  266. data.delay -= 1;
  267. }
  268. }
  269. // all up
  270. if ( data.up === vl ) {
  271. if ( data.delay === 0 ) {
  272. data.direction = -1;
  273. data.speed = 35;
  274. data.up = 0;
  275. data.delay = 120;
  276. for ( i = 0; i < vl; i ++ ) {
  277. vertices_tmp[ i ][ 4 ] = 0;
  278. }
  279. } else {
  280. data.delay -= 1;
  281. }
  282. }
  283. mesh.geometry.verticesNeedUpdate = true;
  284. }
  285. renderer.clear();
  286. composer.render( 0.01 );
  287. }
  288. </script>
  289. </body>
  290. </html>