webgl_points_dynamic.html 9.7 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. <link type="text/css" rel="stylesheet" href="main.css">
  8. </head>
  9. <body>
  10. <div id="container"></div>
  11. <div id="info">
  12. <a href="https://threejs.org" target="_blank" rel="noopener">three.js</a> - webgl dynamic particles + postprocessing<br/>
  13. models by <a href="http://sketchup.google.com/3dwarehouse/details?mid=2c6fd128fca34052adc5f5b98d513da1" target="_blank" rel="noopener">Reallusion</a>
  14. <a href="http://sketchup.google.com/3dwarehouse/details?mid=f526cc4abf7cb68d76cab47c765b7255" target="_blank" rel="noopener">iClone</a>
  15. </div>
  16. <!-- Import maps polyfill -->
  17. <!-- Remove this when import maps will be widely supported -->
  18. <script async src="https://unpkg.com/[email protected]/dist/es-module-shims.js"></script>
  19. <script type="importmap">
  20. {
  21. "imports": {
  22. "three": "../build/three.module.js",
  23. "three/addons/": "./jsm/"
  24. }
  25. }
  26. </script>
  27. <script type="module">
  28. import * as THREE from 'three';
  29. import Stats from 'three/addons/libs/stats.module.js';
  30. import { EffectComposer } from 'three/addons/postprocessing/EffectComposer.js';
  31. import { RenderPass } from 'three/addons/postprocessing/RenderPass.js';
  32. import { ShaderPass } from 'three/addons/postprocessing/ShaderPass.js';
  33. import { BloomPass } from 'three/addons/postprocessing/BloomPass.js';
  34. import { FilmPass } from 'three/addons/postprocessing/FilmPass.js';
  35. import { FocusShader } from 'three/addons/shaders/FocusShader.js';
  36. import { OBJLoader } from 'three/addons/loaders/OBJLoader.js';
  37. import { OutputPass } from 'three/addons/postprocessing/OutputPass.js';
  38. let camera, scene, renderer, mesh;
  39. let parent;
  40. const meshes = [], clonemeshes = [];
  41. let composer, effectFocus;
  42. const clock = new THREE.Clock();
  43. let stats;
  44. init();
  45. animate();
  46. function init() {
  47. const container = document.querySelector( '#container' );
  48. camera = new THREE.PerspectiveCamera( 20, window.innerWidth / window.innerHeight, 1, 50000 );
  49. camera.position.set( 0, 700, 7000 );
  50. scene = new THREE.Scene();
  51. scene.background = new THREE.Color( 0x000104 );
  52. scene.fog = new THREE.FogExp2( 0x000104, 0.0000675 );
  53. camera.lookAt( scene.position );
  54. const loader = new OBJLoader();
  55. loader.load( 'models/obj/male02/male02.obj', function ( object ) {
  56. const positions = combineBuffer( object, 'position' );
  57. createMesh( positions, scene, 4.05, - 500, - 350, 600, 0xff7744 );
  58. createMesh( positions, scene, 4.05, 500, - 350, 0, 0xff5522 );
  59. createMesh( positions, scene, 4.05, - 250, - 350, 1500, 0xff9922 );
  60. createMesh( positions, scene, 4.05, - 250, - 350, - 1500, 0xff99ff );
  61. } );
  62. loader.load( 'models/obj/female02/female02.obj', function ( object ) {
  63. const positions = combineBuffer( object, 'position' );
  64. createMesh( positions, scene, 4.05, - 1000, - 350, 0, 0xffdd44 );
  65. createMesh( positions, scene, 4.05, 0, - 350, 0, 0xffffff );
  66. createMesh( positions, scene, 4.05, 1000, - 350, 400, 0xff4422 );
  67. createMesh( positions, scene, 4.05, 250, - 350, 1500, 0xff9955 );
  68. createMesh( positions, scene, 4.05, 250, - 350, 2500, 0xff77dd );
  69. } );
  70. renderer = new THREE.WebGLRenderer();
  71. renderer.setPixelRatio( window.devicePixelRatio );
  72. renderer.setSize( window.innerWidth, window.innerHeight );
  73. renderer.autoClear = false;
  74. container.appendChild( renderer.domElement );
  75. parent = new THREE.Object3D();
  76. scene.add( parent );
  77. const grid = new THREE.Points( new THREE.PlaneGeometry( 15000, 15000, 64, 64 ), new THREE.PointsMaterial( { color: 0xff0000, size: 10 } ) );
  78. grid.position.y = - 400;
  79. grid.rotation.x = - Math.PI / 2;
  80. parent.add( grid );
  81. // postprocessing
  82. const renderModel = new RenderPass( scene, camera );
  83. const effectBloom = new BloomPass( 0.75 );
  84. const effectFilm = new FilmPass();
  85. effectFocus = new ShaderPass( FocusShader );
  86. effectFocus.uniforms[ 'screenWidth' ].value = window.innerWidth * window.devicePixelRatio;
  87. effectFocus.uniforms[ 'screenHeight' ].value = window.innerHeight * window.devicePixelRatio;
  88. const outputPass = new OutputPass();
  89. composer = new EffectComposer( renderer );
  90. composer.addPass( renderModel );
  91. composer.addPass( effectBloom );
  92. composer.addPass( effectFilm );
  93. composer.addPass( effectFocus );
  94. composer.addPass( outputPass );
  95. //stats
  96. stats = new Stats();
  97. container.appendChild( stats.dom );
  98. window.addEventListener( 'resize', onWindowResize );
  99. }
  100. function onWindowResize() {
  101. camera.aspect = window.innerWidth / window.innerHeight;
  102. camera.updateProjectionMatrix();
  103. camera.lookAt( scene.position );
  104. renderer.setSize( window.innerWidth, window.innerHeight );
  105. composer.setSize( window.innerWidth, window.innerHeight );
  106. effectFocus.uniforms[ 'screenWidth' ].value = window.innerWidth * window.devicePixelRatio;
  107. effectFocus.uniforms[ 'screenHeight' ].value = window.innerHeight * window.devicePixelRatio;
  108. }
  109. function combineBuffer( model, bufferName ) {
  110. let count = 0;
  111. model.traverse( function ( child ) {
  112. if ( child.isMesh ) {
  113. const buffer = child.geometry.attributes[ bufferName ];
  114. count += buffer.array.length;
  115. }
  116. } );
  117. const combined = new Float32Array( count );
  118. let offset = 0;
  119. model.traverse( function ( child ) {
  120. if ( child.isMesh ) {
  121. const buffer = child.geometry.attributes[ bufferName ];
  122. combined.set( buffer.array, offset );
  123. offset += buffer.array.length;
  124. }
  125. } );
  126. return new THREE.BufferAttribute( combined, 3 );
  127. }
  128. function createMesh( positions, scene, scale, x, y, z, color ) {
  129. const geometry = new THREE.BufferGeometry();
  130. geometry.setAttribute( 'position', positions.clone() );
  131. geometry.setAttribute( 'initialPosition', positions.clone() );
  132. geometry.attributes.position.setUsage( THREE.DynamicDrawUsage );
  133. const clones = [
  134. [ 6000, 0, - 4000 ],
  135. [ 5000, 0, 0 ],
  136. [ 1000, 0, 5000 ],
  137. [ 1000, 0, - 5000 ],
  138. [ 4000, 0, 2000 ],
  139. [ - 4000, 0, 1000 ],
  140. [ - 5000, 0, - 5000 ],
  141. [ 0, 0, 0 ]
  142. ];
  143. for ( let i = 0; i < clones.length; i ++ ) {
  144. const c = ( i < clones.length - 1 ) ? 0x252525 : color;
  145. mesh = new THREE.Points( geometry, new THREE.PointsMaterial( { size: 30, color: c } ) );
  146. mesh.scale.x = mesh.scale.y = mesh.scale.z = scale;
  147. mesh.position.x = x + clones[ i ][ 0 ];
  148. mesh.position.y = y + clones[ i ][ 1 ];
  149. mesh.position.z = z + clones[ i ][ 2 ];
  150. parent.add( mesh );
  151. clonemeshes.push( { mesh: mesh, speed: 0.5 + Math.random() } );
  152. }
  153. meshes.push( {
  154. mesh: mesh, verticesDown: 0, verticesUp: 0, direction: 0, speed: 15, delay: Math.floor( 200 + 200 * Math.random() ),
  155. start: Math.floor( 100 + 200 * Math.random() ),
  156. } );
  157. }
  158. function animate() {
  159. requestAnimationFrame( animate );
  160. render();
  161. stats.update();
  162. }
  163. function render() {
  164. let delta = 10 * clock.getDelta();
  165. delta = delta < 2 ? delta : 2;
  166. parent.rotation.y += - 0.02 * delta;
  167. for ( let j = 0; j < clonemeshes.length; j ++ ) {
  168. const cm = clonemeshes[ j ];
  169. cm.mesh.rotation.y += - 0.1 * delta * cm.speed;
  170. }
  171. for ( let j = 0; j < meshes.length; j ++ ) {
  172. const data = meshes[ j ];
  173. const positions = data.mesh.geometry.attributes.position;
  174. const initialPositions = data.mesh.geometry.attributes.initialPosition;
  175. const count = positions.count;
  176. if ( data.start > 0 ) {
  177. data.start -= 1;
  178. } else {
  179. if ( data.direction === 0 ) {
  180. data.direction = - 1;
  181. }
  182. }
  183. for ( let i = 0; i < count; i ++ ) {
  184. const px = positions.getX( i );
  185. const py = positions.getY( i );
  186. const pz = positions.getZ( i );
  187. // falling down
  188. if ( data.direction < 0 ) {
  189. if ( py > 0 ) {
  190. positions.setXYZ(
  191. i,
  192. px + 1.5 * ( 0.50 - Math.random() ) * data.speed * delta,
  193. py + 3.0 * ( 0.25 - Math.random() ) * data.speed * delta,
  194. pz + 1.5 * ( 0.50 - Math.random() ) * data.speed * delta
  195. );
  196. } else {
  197. data.verticesDown += 1;
  198. }
  199. }
  200. // rising up
  201. if ( data.direction > 0 ) {
  202. const ix = initialPositions.getX( i );
  203. const iy = initialPositions.getY( i );
  204. const iz = initialPositions.getZ( i );
  205. const dx = Math.abs( px - ix );
  206. const dy = Math.abs( py - iy );
  207. const dz = Math.abs( pz - iz );
  208. const d = dx + dy + dx;
  209. if ( d > 1 ) {
  210. positions.setXYZ(
  211. i,
  212. px - ( px - ix ) / dx * data.speed * delta * ( 0.85 - Math.random() ),
  213. py - ( py - iy ) / dy * data.speed * delta * ( 1 + Math.random() ),
  214. pz - ( pz - iz ) / dz * data.speed * delta * ( 0.85 - Math.random() )
  215. );
  216. } else {
  217. data.verticesUp += 1;
  218. }
  219. }
  220. }
  221. // all vertices down
  222. if ( data.verticesDown >= count ) {
  223. if ( data.delay <= 0 ) {
  224. data.direction = 1;
  225. data.speed = 5;
  226. data.verticesDown = 0;
  227. data.delay = 320;
  228. } else {
  229. data.delay -= 1;
  230. }
  231. }
  232. // all vertices up
  233. if ( data.verticesUp >= count ) {
  234. if ( data.delay <= 0 ) {
  235. data.direction = - 1;
  236. data.speed = 15;
  237. data.verticesUp = 0;
  238. data.delay = 120;
  239. } else {
  240. data.delay -= 1;
  241. }
  242. }
  243. positions.needsUpdate = true;
  244. }
  245. composer.render( 0.01 );
  246. }
  247. </script>
  248. </body>
  249. </html>