webgl_points_dynamic.html 9.4 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. font-family: Monospace;
  10. margin: 0px;
  11. overflow: hidden;
  12. }
  13. #info {
  14. color: #fff;
  15. position: absolute;
  16. top: 10px;
  17. width: 100%;
  18. text-align: center;
  19. z-index: 100;
  20. display:block;
  21. }
  22. #info a {
  23. color: #046;
  24. font-weight: bold;
  25. }
  26. </style>
  27. </head>
  28. <body>
  29. <div id="container"></div>
  30. <div id="info">
  31. <a href="http://threejs.org" target="_blank" rel="noopener">three.js</a> - webgl dynamic particles + postprocessing
  32. - models by <a href="http://sketchup.google.com/3dwarehouse/details?mid=2c6fd128fca34052adc5f5b98d513da1" target="_blank" rel="noopener">Reallusion</a>
  33. <a href="http://sketchup.google.com/3dwarehouse/details?mid=f526cc4abf7cb68d76cab47c765b7255" target="_blank" rel="noopener">iClone</a>,
  34. </div>
  35. <script src="../build/three.js"></script>
  36. <script src="js/loaders/OBJLoader.js"></script>
  37. <script src="js/shaders/ConvolutionShader.js"></script>
  38. <script src="js/shaders/CopyShader.js"></script>
  39. <script src="js/shaders/FilmShader.js"></script>
  40. <script src="js/shaders/FocusShader.js"></script>
  41. <script src="js/postprocessing/EffectComposer.js"></script>
  42. <script src="js/postprocessing/MaskPass.js"></script>
  43. <script src="js/postprocessing/RenderPass.js"></script>
  44. <script src="js/postprocessing/BloomPass.js"></script>
  45. <script src="js/postprocessing/ShaderPass.js"></script>
  46. <script src="js/postprocessing/FilmPass.js"></script>
  47. <script src="js/Detector.js"></script>
  48. <script src="js/libs/stats.min.js"></script>
  49. <script>
  50. if ( ! Detector.webgl ) Detector.addGetWebGLMessage();
  51. var camera, scene, renderer, mesh;
  52. var parent, meshes = [], clonemeshes = [];
  53. var composer, effectFocus;
  54. var clock = new THREE.Clock();
  55. var stats;
  56. init();
  57. animate();
  58. function init() {
  59. camera = new THREE.PerspectiveCamera( 20, window.innerWidth / window.innerHeight, 1, 50000 );
  60. camera.position.set( 0, 700, 7000 );
  61. scene = new THREE.Scene();
  62. scene.background = new THREE.Color( 0x000104 );
  63. scene.fog = new THREE.FogExp2( 0x000104, 0.0000675 );
  64. camera.lookAt( scene.position );
  65. var loader = new THREE.OBJLoader();
  66. loader.load( 'models/obj/male02/male02.obj', function ( object ) {
  67. var positions = combineBuffer( object, 'position' );
  68. createMesh( positions, scene, 4.05, -500, -350, 600, 0xff7744 );
  69. createMesh( positions, scene, 4.05, 500, -350, 0, 0xff5522 );
  70. createMesh( positions, scene, 4.05, -250, -350, 1500, 0xff9922 );
  71. createMesh( positions, scene, 4.05, -250, -350, -1500, 0xff99ff );
  72. } );
  73. loader.load( 'models/obj/female02/female02.obj', function ( object ) {
  74. var positions = combineBuffer( object, 'position' );
  75. createMesh( positions, scene, 4.05, -1000, -350, 0, 0xffdd44 );
  76. createMesh( positions, scene, 4.05, 0, -350, 0, 0xffffff );
  77. createMesh( positions, scene, 4.05, 1000, -350, 400, 0xff4422 );
  78. createMesh( positions, scene, 4.05, 250, -350, 1500, 0xff9955 );
  79. createMesh( positions, scene, 4.05, 250, -350, 2500, 0xff77dd );
  80. } );
  81. renderer = new THREE.WebGLRenderer();
  82. renderer.setPixelRatio( window.devicePixelRatio );
  83. renderer.setSize( window.innerWidth,window.innerHeight );
  84. renderer.autoClear = false;
  85. container.appendChild( renderer.domElement );
  86. parent = new THREE.Object3D();
  87. scene.add( parent );
  88. var grid = new THREE.Points( new THREE.PlaneBufferGeometry( 15000, 15000, 64, 64 ), new THREE.PointsMaterial( { color: 0xff0000, size: 10 } ) );
  89. grid.position.y = -400;
  90. grid.rotation.x = - Math.PI / 2;
  91. parent.add( grid );
  92. // postprocessing
  93. var renderModel = new THREE.RenderPass( scene, camera );
  94. var effectBloom = new THREE.BloomPass( 0.75 );
  95. var effectFilm = new THREE.FilmPass( 0.5, 0.5, 1448, false );
  96. effectFocus = new THREE.ShaderPass( THREE.FocusShader );
  97. effectFocus.uniforms[ "screenWidth" ].value = window.innerWidth;
  98. effectFocus.uniforms[ "screenHeight" ].value = window.innerHeight;
  99. effectFocus.renderToScreen = true;
  100. composer = new THREE.EffectComposer( renderer );
  101. composer.addPass( renderModel );
  102. composer.addPass( effectBloom );
  103. composer.addPass( effectFilm );
  104. composer.addPass( effectFocus );
  105. //stats
  106. stats = new Stats();
  107. container.appendChild( stats.dom );
  108. window.addEventListener( 'resize', onWindowResize, false );
  109. }
  110. function onWindowResize( event ) {
  111. renderer.setSize( window.innerWidth, window.innerHeight );
  112. camera.aspect = window.innerWidth / window.innerHeight;
  113. camera.updateProjectionMatrix();
  114. camera.lookAt( scene.position );
  115. composer.reset();
  116. effectFocus.uniforms[ "screenWidth" ].value = window.innerWidth;
  117. effectFocus.uniforms[ "screenHeight" ].value = window.innerHeight;
  118. }
  119. function combineBuffer( model, bufferName ) {
  120. let count = 0;
  121. model.traverse( function ( child ) {
  122. if ( child.isMesh ) {
  123. var buffer = child.geometry.attributes[ bufferName ];
  124. count += buffer.array.length;
  125. }
  126. } );
  127. var combined = new Float32Array(count);
  128. let offset = 0;
  129. model.traverse( function ( child ) {
  130. if ( child.isMesh ) {
  131. var buffer = child.geometry.attributes[ bufferName ];
  132. combined.set( buffer.array, offset );
  133. offset += buffer.array.length;
  134. }
  135. } );
  136. return new THREE.BufferAttribute( combined, 3 );
  137. }
  138. function createMesh( positions, scene, scale, x, y, z, color ) {
  139. var geometry = new THREE.BufferGeometry();
  140. geometry.addAttribute( 'position', positions.clone() );
  141. geometry.addAttribute( 'initialPosition', positions.clone() );
  142. geometry.attributes.position.setDynamic( true );
  143. var clones = [
  144. [ 6000, 0, -4000 ],
  145. [ 5000, 0, 0 ],
  146. [ 1000, 0, 5000 ],
  147. [ 1000, 0, -5000 ],
  148. [ 4000, 0, 2000 ],
  149. [ -4000, 0, 1000 ],
  150. [ -5000, 0, -5000 ],
  151. [ 0, 0, 0 ]
  152. ];
  153. for ( var i = 0; i < clones.length; i ++ ) {
  154. var c = ( i < clones.length -1 ) ? 0x252525 : color;
  155. mesh = new THREE.Points( geometry, new THREE.PointsMaterial( { size: 30, color: c } ) );
  156. mesh.scale.x = mesh.scale.y = mesh.scale.z = scale;
  157. mesh.position.x = x + clones[ i ][ 0 ];
  158. mesh.position.y = y + clones[ i ][ 1 ];
  159. mesh.position.z = z + clones[ i ][ 2 ];
  160. parent.add( mesh );
  161. clonemeshes.push( { mesh: mesh, speed: 0.5 + Math.random() } );
  162. }
  163. meshes.push( {
  164. mesh: mesh, verticesDown: 0, verticesUp: 0, direction: 0, speed: 15, delay: Math.floor( 200 + 200 * Math.random() ),
  165. start: Math.floor( 100 + 200 * Math.random() ),
  166. } );
  167. }
  168. function animate () {
  169. requestAnimationFrame( animate );
  170. render();
  171. stats.update();
  172. }
  173. function render () {
  174. var delta = 10 * clock.getDelta();
  175. delta = delta < 2 ? delta : 2;
  176. parent.rotation.y += -0.02 * delta;
  177. for( var j = 0; j < clonemeshes.length; j ++ ) {
  178. var cm = clonemeshes[ j ];
  179. cm.mesh.rotation.y += -0.1 * delta * cm.speed;
  180. }
  181. for( var j = 0; j < meshes.length; j ++ ) {
  182. var data = meshes[ j ];
  183. var positions = data.mesh.geometry.attributes.position;
  184. var initialPositions = data.mesh.geometry.attributes.initialPosition;
  185. var count = positions.count;
  186. if ( data.start > 0 ) {
  187. data.start -= 1;
  188. } else {
  189. if ( data.direction === 0 ) {
  190. data.direction = -1;
  191. }
  192. }
  193. for ( var i = 0; i < count; i ++ ) {
  194. var px = positions.getX( i );
  195. var py = positions.getY( i );
  196. var pz = positions.getZ( i );
  197. // falling down
  198. if ( data.direction < 0 ) {
  199. if ( py > 0 ) {
  200. positions.setXYZ(
  201. i,
  202. px + 1.5 * ( 0.50 - Math.random() ) * data.speed * delta,
  203. py + 3.0 * ( 0.25 - Math.random() ) * data.speed * delta,
  204. pz + 1.5 * ( 0.50 - Math.random() ) * data.speed * delta
  205. );
  206. } else {
  207. data.verticesDown += 1;
  208. }
  209. }
  210. // rising up
  211. if ( data.direction > 0 ) {
  212. var ix = initialPositions.getX( i );
  213. var iy = initialPositions.getY( i );
  214. var iz = initialPositions.getZ( i );
  215. var dx = Math.abs( px - ix );
  216. var dy = Math.abs( py - iy );
  217. var dz = Math.abs( pz - iz );
  218. var d = dx + dy + dx;
  219. if ( d > 1 ) {
  220. positions.setXYZ(
  221. i,
  222. px - ( px - ix ) / dx * data.speed * delta * ( 0.85 - Math.random() ),
  223. py - ( py - iy ) / dy * data.speed * delta * ( 1 + Math.random() ),
  224. pz - ( pz - iz ) / dz * data.speed * delta * ( 0.85 - Math.random() ),
  225. );
  226. } else {
  227. data.verticesUp += 1;
  228. }
  229. }
  230. }
  231. // all vertices down
  232. if ( data.verticesDown >= count ) {
  233. if ( data.delay <= 0 ) {
  234. data.direction = 1;
  235. data.speed = 5;
  236. data.verticesDown = 0;
  237. data.delay = 320;
  238. } else {
  239. data.delay -= 1;
  240. }
  241. }
  242. // all vertices up
  243. if ( data.verticesUp >= count ) {
  244. if ( data.delay <= 0 ) {
  245. data.direction = -1;
  246. data.speed = 15;
  247. data.verticesUp = 0;
  248. data.delay = 120;
  249. } else {
  250. data.delay -= 1;
  251. }
  252. }
  253. positions.needsUpdate = true;
  254. }
  255. composer.render( 0.01 );
  256. }
  257. </script>
  258. </body>
  259. </html>