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- <!DOCTYPE HTML>
- <html lang="en">
- <head>
- <title>three.js canvas/webgl - geometry - text</title>
- <meta charset="utf-8">
- <meta name="viewport" content="width=device-width; initial-scale=1.0; maximum-scale=1.0; user-scalable=0;"/>
- <style type="text/css">
- body {
- font-family: Monospace;
- background-color: #f0f0f0;
- margin: 0px;
- overflow: hidden;
- }
- </style>
- </head>
- <body>
- <script type="text/javascript" src="../build/Three.js"></script>
- <script type="text/javascript" src="js/RequestAnimationFrame.js"></script>
- <script type="text/javascript" src="js/Stats.js"></script>
- <script type="text/javascript" src="js/Tween.js"></script>
- <script type="text/javascript" src="js/Sparks.js"></script>
-
- <script type="text/javascript" src="js/ShaderExtras.js"></script>
- <script type="text/javascript" src="js/postprocessing/EffectComposer.js"></script>
- <script type="text/javascript" src="js/postprocessing/RenderPass.js"></script>
- <script type="text/javascript" src="js/postprocessing/ShaderPass.js"></script>
- <script type="text/javascript" src="js/postprocessing/MaskPass.js"></script>
- <script type="text/javascript" src="js/postprocessing/BloomPass.js"></script>
-
- <!-- load the font file from canvas-text -->
-
- <script type="text/javascript" src="fonts/helvetiker_regular.typeface.js"></script>
- <script type="x-shader/x-vertex" id="vertexshader">
- attribute float size;
- attribute vec4 ca;
- varying vec4 vColor;
- void main() {
- vColor = ca;
- vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );
- gl_PointSize = size * ( 150.0 / length( mvPosition.xyz ) );
- gl_Position = projectionMatrix * mvPosition;
- }
- </script>
- <script type="x-shader/x-fragment" id="fragmentshader">
- uniform vec3 color;
- uniform sampler2D texture;
- varying vec4 vColor;
- uniform float radius;
- uniform vec2 delta;
- varying vec2 texCoord;
- void main() {
- vec4 outColor = texture2D( texture, gl_PointCoord );
- if ( outColor.a < 0.5 ) discard;
- gl_FragColor = outColor * vec4( color * vColor.xyz, 1.0 );
- //float depth = gl_FragCoord.z / gl_FragCoord.w;
- ///const vec3 fogColor = vec3( 0.0 );
- //float fogFactor = smoothstep( 200.0, 600.0, depth );
- //gl_FragColor = mix( gl_FragColor, vec4( fogColor, gl_FragColor.w ), fogFactor );
- }
- </script>
- <script type="text/javascript">
- var container, stats;
- var camera, scene, renderer;
- var text, plane;
- var targetRotation = 0;
- var targetRotationOnMouseDown = 0;
- var mouseX = 0;
- var mouseXOnMouseDown = 0;
- var windowHalfX = window.innerWidth / 2;
- var windowHalfY = window.innerHeight / 2;
- var heartShape, particleCloud, sparksEmitter, emitterPos;
- var _rotation = 0;
- var timeOnShapePath = 0;
- init();
- animate();
- function init() {
- container = document.createElement( 'div' );
- document.body.appendChild( container );
- var info = document.createElement( 'div' );
- info.style.position = 'absolute';
- info.style.top = '10px';
- info.style.width = '100%';
- info.style.textAlign = 'center';
- info.innerHTML = 'Three.js with WebGL Love. Simple Particle Systems with Shapes by <a href="http://www.lab4games.net/zz85/blog">zz85</a><br/>Move your mouse. Click to pause/resume.';
- container.appendChild( info );
- camera = new THREE.Camera( 50, window.innerWidth / window.innerHeight, 1, 1000 );
- camera.position.y = 150;
- camera.position.z = 700;
- camera.target.position.y = 150;
- scene = new THREE.Scene();
- // Get text from hash
- var theText = "THREE.JS";
- var hash = document.location.hash.substr( 1 );
- if ( hash.length !== 0 ) {
- theText = hash;
- }
- var text3d = new THREE.TextGeometry( theText, {
- size: 80,
- height: 20,
- curveSegments: 2,
- font: "helvetiker"
- });
- text3d.computeBoundingBox();
- var centerOffset = -0.5 * ( text3d.boundingBox.x[ 1 ] - text3d.boundingBox.x[ 0 ] );
- var textMaterial = new THREE.MeshBasicMaterial( { color: Math.random() * 0xffffff, wireframe: false } );
- text = new THREE.Mesh( text3d, textMaterial );
- // Potentially, we can extract the vertices or faces of the text to generate particles too.
- // Geo > Vertices > Position
- text.doubleSided = false;
- text.position.x = centerOffset;
- text.position.y = 100;
- text.position.z = 0;
- text.rotation.x = 0;
- text.rotation.y = Math.PI * 2;
- text.overdraw = true;
- parent = new THREE.Object3D();
- parent.addChild( text );
- scene.addObject( parent );
- ///// Create particle objects for Three.js
- var particleslength = 50000;
- var particles = new THREE.Geometry();
- function newpos(x, y, z) {
- return new THREE.Vertex(
- new THREE.Vector3(x, y, z)
- );
- }
- var Pool = {
- __pools: [],
- // Get a new Vector
- get: function() {
- if (this.__pools.length>0) {
- return this.__pools.pop();
- }
- console.log("pool ran out!")
- return null;
- },
- // Release a vector back into the pool
- add: function(v) {
- this.__pools.push(v);
- },
- };
- for ( i = 0; i < particleslength; i++ ) {
- particles.vertices.push(newpos(Math.random() *200 - 100, Math.random() *100+150, Math.random() *50));
- Pool.add(i);
- }
- // Create pools of vectors
- attributes = {
- size: { type: 'f', value: [] },
- ca: { type: 'c', value: [] } //ca //customColor
- };
- var sprite = generateSprite() ;
- textu = new THREE.Texture ( sprite );
- textu.needsUpdate = true;
- uniforms = {
- amplitude: { type: "f", value: 1.0 },
- color: { type: "c", value: new THREE.Color( 0xffffff ) },
- texture: { type: "t", value: 0, texture:textu} //
- //
- };
- // PARAMS.
- // Steadycounter
- // Life
- // Opacity
- // Hue Speed
- // Movement Speed
- function generateSprite() {
- var canvas = document.createElement( 'canvas' );
- canvas.width = 128;
- canvas.height = 128;
- var context = canvas.getContext( '2d' );
- // Just a square, doesnt work too bad with blur pp.
- // context.fillStyle = "white";
- // context.strokeStyle = "white";
- // context.fillRect(0, 0, 63, 63) ;
- // Heart Shapes are not too pretty here
- // var x = 4, y = 0;
- // context.save();
- // context.scale(8, 8); // Scale so canvas render can redraw within bounds
- // context.beginPath();
- // context.bezierCurveTo( x + 2.5, y + 2.5, x + 2.0, y, x, y );
- // context.bezierCurveTo( x - 3.0, y, x - 3.0, y + 3.5,x - 3.0,y + 3.5 );
- // context.bezierCurveTo( x - 3.0, y + 5.5, x - 1.0, y + 7.7, x + 2.5, y + 9.5 );
- // context.bezierCurveTo( x + 6.0, y + 7.7, x + 8.0, y + 5.5, x + 8.0, y + 3.5 );
- // context.bezierCurveTo( x + 8.0, y + 3.5, x + 8.0, y, x + 5.0, y );
- // context.bezierCurveTo( x + 3.5, y, x + 2.5, y + 2.5, x + 2.5, y + 2.5 );
- // context.closePath();
- context.beginPath();
- context.arc(64, 64, 60, 0, Math.PI*2, false);
- context.closePath();
- context.lineWidth = 0.5; //0.05
- context.stroke();
- context.restore();
- var gradient = context.createRadialGradient( canvas.width /2, canvas.height /2, 0, canvas.width /2, canvas.height /2, canvas.width /2 );
- gradient.addColorStop( 0, 'rgba(255,255,255,1)' );
- gradient.addColorStop( 0.2, 'rgba(255,255,255,1)' );
- //gradient.addColorStop( 0.6, 'rgba(200,200,200,1)' );
- gradient.addColorStop( 0.4, 'rgba(128,128,128,1)' );
- gradient.addColorStop( 1, 'rgba(0,0,0,1)' );
- context.fillStyle = gradient;
- context.fill();
- //var idata =context.getImageData(0, 0, canvas.width, canvas.height);
- //document.body.appendChild(canvas);
- return canvas;
- }
- var shaderMaterial = new THREE.MeshShaderMaterial( {
- uniforms: uniforms,
- attributes: attributes,
- vertexShader: document.getElementById( 'vertexshader' ).textContent,
- fragmentShader: document.getElementById( 'fragmentshader' ).textContent
- ,
- blending: THREE.AdditiveBlending,
- depthTest: false,
- transparent: true
- });
- particleCloud = new THREE.ParticleSystem( particles, shaderMaterial );
- particleCloud.dynamic = true;
- //particleCloud.sortParticles = true;
- var vertices = particleCloud.geometry.vertices;
- var values_size = attributes.size.value;
- var values_color = attributes.ca.value;
- for( var v = 0; v < vertices.length; v++ ) {
- values_size[ v ] = 50;
- values_color[ v ] = new THREE.Color( 0xaaff00 );
- values_color[ v ].setHSV( 0, 0, 0 );
- particles.vertices[v].position.set(Number.POSITIVE_INFINITY,Number.POSITIVE_INFINITY, Number.POSITIVE_INFINITY);
- }
- parent.addChild( particleCloud );
- //scene.addObject( particleCloud );
- particleCloud.y = 800;
- // Create Particle Systems
- // EMITTER STUFF
- // Heart
- var x = 0, y = 0;
- heartShape = new THREE.Shape();
- heartShape.moveTo( x + 25, y + 25 );
- heartShape.bezierCurveTo( x + 25, y + 25, x + 20, y, x, y );
- heartShape.bezierCurveTo( x - 30, y, x - 30, y + 35,x - 30,y + 35 );
- heartShape.bezierCurveTo( x - 30, y + 55, x - 10, y + 77, x + 25, y + 95 );
- heartShape.bezierCurveTo( x + 60, y + 77, x + 80, y + 55, x + 80, y + 35 );
- heartShape.bezierCurveTo( x + 80, y + 35, x + 80, y, x + 50, y );
- heartShape.bezierCurveTo( x + 35, y, x + 25, y + 25, x + 25, y + 25 );
- var hue = 0;
- var setTargetParticle = function() {
- var target = Pool.get();
- values_size[target] = Math.random() * 200 + 100;
- return target;
- };
- var onParticleCreated = function(p) {
- var position = p.position;
- p.target.position = position;
- var target = p.target;
- if (target) {
- //console.log(target,particles.vertices[target]);
- //values_size[target]
- //values_color[target]
- hue += 0.0006;
- if (hue>1) hue-=1;
- // TODO Create a PointOnShape Action/Zone in the particle engine
- timeOnShapePath += 0.002;
- if (timeOnShapePath > 1) timeOnShapePath -= 1;
- var pointOnShape = heartShape.getPointAt(timeOnShapePath);
- emitterpos.x = pointOnShape.x * 5 - 100;
- emitterpos.y = -pointOnShape.y * 5 + 400;
- particles.vertices[target].position = p.position;
- values_color[target].setHSV(hue, 0.8, 0.15);
- };
- };
- var onParticleDead = function(particle) {
- var target = particle.target;
- if (target) {
- // Hide the particle
- values_color[target].setHSV(0, 0, 0);
- particles.vertices[target].position.set(Number.POSITIVE_INFINITY,Number.POSITIVE_INFINITY, Number.POSITIVE_INFINITY);
- // Mark particle system as available by returning to pool
- Pool.add(particle.target);
- }
- };
- var engineLoopUpdate = function() {
- };
- sparksEmitter = new SPARKS.Emitter(new SPARKS.SteadyCounter(600));
- emitterpos = new THREE.Vector3(0,0,0);
- sparksEmitter.addInitializer(new SPARKS.Position( new SPARKS.PointZone( emitterpos ) ) );
- sparksEmitter.addInitializer(new SPARKS.Lifetime(1,4));
- sparksEmitter.addInitializer(new SPARKS.Target(null, setTargetParticle));
- sparksEmitter.addInitializer(new SPARKS.Velocity(new SPARKS.PointZone(new THREE.Vector3(0,-50,10))));
- // TOTRY Set velocity to move away from centroid
- sparksEmitter.addAction(new SPARKS.Age());
- sparksEmitter.addAction(new SPARKS.Accelerate(0,0,50));
- sparksEmitter.addAction(new SPARKS.Move());
- sparksEmitter.addAction(new SPARKS.RandomDrift(50,50,2000));
- sparksEmitter.addCallback("created", onParticleCreated);
- sparksEmitter.addCallback("dead", onParticleDead);
- sparksEmitter.start();
- //sparksEmitter.addCallback("loopUpdated", engineLoopUpdate);
- //sparksEmitter.addCallback("updated", function(p) {
- // var target = particle.target;
- // if (target) {
- // // update energy properties
- // //values_size[target] = Math.random()*100;
- // }
- //});
- //
- // End Particles
- renderer = new THREE.WebGLRenderer();
- renderer.setSize( window.innerWidth, window.innerHeight );
- container.appendChild( renderer.domElement );
- stats = new Stats();
- stats.domElement.style.position = 'absolute';
- stats.domElement.style.top = '0px';
- container.appendChild( stats.domElement );
- // POST PROCESSING
- var shaderFocus = THREE.ShaderExtras[ "focus" ];
- var effectFocus = new THREE.ShaderPass( shaderFocus );
- var shaderBlur = THREE.ShaderExtras[ "triangleBlur" ];
- var effectBlur = new THREE.ShaderPass( shaderBlur, 'texture' );; //
- var blurAmount = 0.0020;
- effectBlur.uniforms['delta'].value = new THREE.Vector2(blurAmount,blurAmount);
- effectFocus.uniforms['sampleDistance'].value = 0.99; //0.94
- effectFocus.uniforms['waveFactor'].value = 0.002; //0.00125
- var renderScene = new THREE.RenderPass( scene, camera );
- composer = new THREE.EffectComposer( renderer );
- composer.addPass( renderScene );
- composer.addPass( effectBlur ); // effectBlur effectFocus
- effectBlur.renderToScreen = true;
- effectFocus.renderToScreen = true;
- document.addEventListener( 'mousedown', onDocumentMouseDown, false );
- document.addEventListener( 'touchstart', onDocumentTouchStart, false );
- document.addEventListener( 'touchmove', onDocumentTouchMove, false );
- }
- //
- document.addEventListener( 'mousemove', onDocumentMouseMove, false );
- function onDocumentMouseDown( event ) {
- event.preventDefault();
- mouseXOnMouseDown = event.clientX - windowHalfX;
- targetRotationOnMouseDown = targetRotation;
- if (sparksEmitter.isRunning()) {
- sparksEmitter.stop();
- } else {
- sparksEmitter.start();
- }
- }
- function onDocumentMouseMove( event ) {
- mouseX = event.clientX - windowHalfX;
- targetRotation = targetRotationOnMouseDown + ( mouseX - mouseXOnMouseDown ) * 0.02;
- }
- function onDocumentTouchStart( event ) {
- if ( event.touches.length == 1 ) {
- event.preventDefault();
- mouseXOnMouseDown = event.touches[ 0 ].pageX - windowHalfX;
- targetRotationOnMouseDown = targetRotation;
- }
- }
- function onDocumentTouchMove( event ) {
- if ( event.touches.length == 1 ) {
- event.preventDefault();
- mouseX = event.touches[ 0 ].pageX - windowHalfX;
- targetRotation = targetRotationOnMouseDown + ( mouseX - mouseXOnMouseDown ) * 0.05;
- }
- }
- //
- function animate() {
- requestAnimationFrame( animate );
- render();
- stats.update();
- }
- function render() {
- particleCloud.geometry.__dirtyVertices = true;
- particleCloud.geometry.__dirtyColors = true;
- attributes.size.needsUpdate = true;
- attributes.ca.needsUpdate = true;
- // Pretty cool effect if you enable this
- //particleCloud.rotation.y += 0.05;
- parent.rotation.y += ( targetRotation - parent.rotation.y ) * 0.05;
- //renderer.render( scene, camera );
- composer.render( );
- }
- </script>
- </body>
- </html>
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