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webgl_points_dynamic.html 9.5 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/WebGL.js"></script>
  48. <script src="js/libs/stats.min.js"></script>
  49. <script>
  50. if ( WEBGL.isWebGLAvailable() === false ) {
  51. document.body.appendChild( WEBGL.getWebGLErrorMessage() );
  52. }
  53. var camera, scene, renderer, mesh;
  54. var parent, meshes = [], clonemeshes = [];
  55. var composer, effectFocus;
  56. var clock = new THREE.Clock();
  57. var stats;
  58. init();
  59. animate();
  60. function init() {
  61. var container = document.querySelector( '#container' );
  62. camera = new THREE.PerspectiveCamera( 20, window.innerWidth / window.innerHeight, 1, 50000 );
  63. camera.position.set( 0, 700, 7000 );
  64. scene = new THREE.Scene();
  65. scene.background = new THREE.Color( 0x000104 );
  66. scene.fog = new THREE.FogExp2( 0x000104, 0.0000675 );
  67. camera.lookAt( scene.position );
  68. var loader = new THREE.OBJLoader();
  69. loader.load( 'models/obj/male02/male02.obj', function ( object ) {
  70. var positions = combineBuffer( object, 'position' );
  71. createMesh( positions, scene, 4.05, - 500, - 350, 600, 0xff7744 );
  72. createMesh( positions, scene, 4.05, 500, - 350, 0, 0xff5522 );
  73. createMesh( positions, scene, 4.05, - 250, - 350, 1500, 0xff9922 );
  74. createMesh( positions, scene, 4.05, - 250, - 350, - 1500, 0xff99ff );
  75. } );
  76. loader.load( 'models/obj/female02/female02.obj', function ( object ) {
  77. var positions = combineBuffer( object, 'position' );
  78. createMesh( positions, scene, 4.05, - 1000, - 350, 0, 0xffdd44 );
  79. createMesh( positions, scene, 4.05, 0, - 350, 0, 0xffffff );
  80. createMesh( positions, scene, 4.05, 1000, - 350, 400, 0xff4422 );
  81. createMesh( positions, scene, 4.05, 250, - 350, 1500, 0xff9955 );
  82. createMesh( positions, scene, 4.05, 250, - 350, 2500, 0xff77dd );
  83. } );
  84. renderer = new THREE.WebGLRenderer();
  85. renderer.setPixelRatio( window.devicePixelRatio );
  86. renderer.setSize( window.innerWidth, window.innerHeight );
  87. renderer.autoClear = false;
  88. container.appendChild( renderer.domElement );
  89. parent = new THREE.Object3D();
  90. scene.add( parent );
  91. var grid = new THREE.Points( new THREE.PlaneBufferGeometry( 15000, 15000, 64, 64 ), new THREE.PointsMaterial( { color: 0xff0000, size: 10 } ) );
  92. grid.position.y = - 400;
  93. grid.rotation.x = - Math.PI / 2;
  94. parent.add( grid );
  95. // postprocessing
  96. var renderModel = new THREE.RenderPass( scene, camera );
  97. var effectBloom = new THREE.BloomPass( 0.75 );
  98. var effectFilm = new THREE.FilmPass( 0.5, 0.5, 1448, false );
  99. effectFocus = new THREE.ShaderPass( THREE.FocusShader );
  100. effectFocus.uniforms[ "screenWidth" ].value = window.innerWidth;
  101. effectFocus.uniforms[ "screenHeight" ].value = window.innerHeight;
  102. effectFocus.renderToScreen = true;
  103. composer = new THREE.EffectComposer( renderer );
  104. composer.addPass( renderModel );
  105. composer.addPass( effectBloom );
  106. composer.addPass( effectFilm );
  107. composer.addPass( effectFocus );
  108. //stats
  109. stats = new Stats();
  110. container.appendChild( stats.dom );
  111. window.addEventListener( 'resize', onWindowResize, false );
  112. }
  113. function onWindowResize() {
  114. renderer.setSize( window.innerWidth, window.innerHeight );
  115. camera.aspect = window.innerWidth / window.innerHeight;
  116. camera.updateProjectionMatrix();
  117. camera.lookAt( scene.position );
  118. composer.reset();
  119. effectFocus.uniforms[ "screenWidth" ].value = window.innerWidth;
  120. effectFocus.uniforms[ "screenHeight" ].value = window.innerHeight;
  121. }
  122. function combineBuffer( model, bufferName ) {
  123. let count = 0;
  124. model.traverse( function ( child ) {
  125. if ( child.isMesh ) {
  126. var buffer = child.geometry.attributes[ bufferName ];
  127. count += buffer.array.length;
  128. }
  129. } );
  130. var combined = new Float32Array( count );
  131. let offset = 0;
  132. model.traverse( function ( child ) {
  133. if ( child.isMesh ) {
  134. var buffer = child.geometry.attributes[ bufferName ];
  135. combined.set( buffer.array, offset );
  136. offset += buffer.array.length;
  137. }
  138. } );
  139. return new THREE.BufferAttribute( combined, 3 );
  140. }
  141. function createMesh( positions, scene, scale, x, y, z, color ) {
  142. var geometry = new THREE.BufferGeometry();
  143. geometry.addAttribute( 'position', positions.clone() );
  144. geometry.addAttribute( 'initialPosition', positions.clone() );
  145. geometry.attributes.position.setDynamic( true );
  146. var clones = [
  147. [ 6000, 0, - 4000 ],
  148. [ 5000, 0, 0 ],
  149. [ 1000, 0, 5000 ],
  150. [ 1000, 0, - 5000 ],
  151. [ 4000, 0, 2000 ],
  152. [ - 4000, 0, 1000 ],
  153. [ - 5000, 0, - 5000 ],
  154. [ 0, 0, 0 ]
  155. ];
  156. for ( var i = 0; i < clones.length; i ++ ) {
  157. var c = ( i < clones.length - 1 ) ? 0x252525 : color;
  158. mesh = new THREE.Points( geometry, new THREE.PointsMaterial( { size: 30, color: c } ) );
  159. mesh.scale.x = mesh.scale.y = mesh.scale.z = scale;
  160. mesh.position.x = x + clones[ i ][ 0 ];
  161. mesh.position.y = y + clones[ i ][ 1 ];
  162. mesh.position.z = z + clones[ i ][ 2 ];
  163. parent.add( mesh );
  164. clonemeshes.push( { mesh: mesh, speed: 0.5 + Math.random() } );
  165. }
  166. meshes.push( {
  167. mesh: mesh, verticesDown: 0, verticesUp: 0, direction: 0, speed: 15, delay: Math.floor( 200 + 200 * Math.random() ),
  168. start: Math.floor( 100 + 200 * Math.random() ),
  169. } );
  170. }
  171. function animate() {
  172. requestAnimationFrame( animate );
  173. render();
  174. stats.update();
  175. }
  176. function render() {
  177. var delta = 10 * clock.getDelta();
  178. delta = delta < 2 ? delta : 2;
  179. parent.rotation.y += - 0.02 * delta;
  180. for ( var j = 0; j < clonemeshes.length; j ++ ) {
  181. var cm = clonemeshes[ j ];
  182. cm.mesh.rotation.y += - 0.1 * delta * cm.speed;
  183. }
  184. for ( var j = 0; j < meshes.length; j ++ ) {
  185. var data = meshes[ j ];
  186. var positions = data.mesh.geometry.attributes.position;
  187. var initialPositions = data.mesh.geometry.attributes.initialPosition;
  188. var count = positions.count;
  189. if ( data.start > 0 ) {
  190. data.start -= 1;
  191. } else {
  192. if ( data.direction === 0 ) {
  193. data.direction = - 1;
  194. }
  195. }
  196. for ( var i = 0; i < count; i ++ ) {
  197. var px = positions.getX( i );
  198. var py = positions.getY( i );
  199. var pz = positions.getZ( i );
  200. // falling down
  201. if ( data.direction < 0 ) {
  202. if ( py > 0 ) {
  203. positions.setXYZ(
  204. i,
  205. px + 1.5 * ( 0.50 - Math.random() ) * data.speed * delta,
  206. py + 3.0 * ( 0.25 - Math.random() ) * data.speed * delta,
  207. pz + 1.5 * ( 0.50 - Math.random() ) * data.speed * delta
  208. );
  209. } else {
  210. data.verticesDown += 1;
  211. }
  212. }
  213. // rising up
  214. if ( data.direction > 0 ) {
  215. var ix = initialPositions.getX( i );
  216. var iy = initialPositions.getY( i );
  217. var iz = initialPositions.getZ( i );
  218. var dx = Math.abs( px - ix );
  219. var dy = Math.abs( py - iy );
  220. var dz = Math.abs( pz - iz );
  221. var d = dx + dy + dx;
  222. if ( d > 1 ) {
  223. positions.setXYZ(
  224. i,
  225. px - ( px - ix ) / dx * data.speed * delta * ( 0.85 - Math.random() ),
  226. py - ( py - iy ) / dy * data.speed * delta * ( 1 + Math.random() ),
  227. pz - ( pz - iz ) / dz * data.speed * delta * ( 0.85 - Math.random() )
  228. );
  229. } else {
  230. data.verticesUp += 1;
  231. }
  232. }
  233. }
  234. // all vertices down
  235. if ( data.verticesDown >= count ) {
  236. if ( data.delay <= 0 ) {
  237. data.direction = 1;
  238. data.speed = 5;
  239. data.verticesDown = 0;
  240. data.delay = 320;
  241. } else {
  242. data.delay -= 1;
  243. }
  244. }
  245. // all vertices up
  246. if ( data.verticesUp >= count ) {
  247. if ( data.delay <= 0 ) {
  248. data.direction = - 1;
  249. data.speed = 15;
  250. data.verticesUp = 0;
  251. data.delay = 120;
  252. } else {
  253. data.delay -= 1;
  254. }
  255. }
  256. positions.needsUpdate = true;
  257. }
  258. composer.render( 0.01 );
  259. }
  260. </script>
  261. </body>
  262. </html>