webgl_particles_dynamic.html 11 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343344345346347348349350351352353354355356357358359360361362363364365366367368369370371372373374375376377378379380381382383384385386387388389390391392393394395396397398399400401402403404405406407408409410411412413414415416417418419420421422423424425426427428429430431432433434435436437438439440441442443444445446447448449450451452453454455456457458459460461462463464465466
  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/ShaderExtras.js"></script>
  37. <script src="js/postprocessing/EffectComposer.js"></script>
  38. <script src="js/postprocessing/MaskPass.js"></script>
  39. <script src="js/postprocessing/RenderPass.js"></script>
  40. <script src="js/postprocessing/BloomPass.js"></script>
  41. <script src="js/postprocessing/ShaderPass.js"></script>
  42. <script src="js/postprocessing/FilmPass.js"></script>
  43. <script src="js/Detector.js"></script>
  44. <script>
  45. if ( ! Detector.webgl ) Detector.addGetWebGLMessage();
  46. var SCREEN_HEIGHT = window.innerHeight;
  47. var SCREEN_WIDTH = window.innerWidth;
  48. var container;
  49. var camera, scene, renderer, mesh, directionalLight;
  50. var parent, meshes = [], clonemeshes = [];
  51. var p;
  52. var aloader, bloader;
  53. var total = 0, totaln = 0;
  54. var composer, effectFocus;
  55. var clock = new THREE.Clock();
  56. init();
  57. animate();
  58. function init() {
  59. container = document.getElementById( 'container' );
  60. camera = new THREE.PerspectiveCamera( 20, SCREEN_WIDTH / SCREEN_HEIGHT, 1, 50000 );
  61. camera.position.set( 0, 700, 7000 );
  62. scene = new THREE.Scene();
  63. scene.fog = new THREE.FogExp2( 0x000104, 0.0000675 );
  64. camera.lookAt( scene.position );
  65. //
  66. aloader = new THREE.JSONLoader( );
  67. bloader = new THREE.BinaryLoader( true );
  68. document.body.appendChild( bloader.statusDomElement );
  69. aloader.load( "obj/terrain.js", function( geometry ) {
  70. createMesh( geometry, scene, 16.8, -11000, -200, -5000, 0x00ff44, false );
  71. createMesh( geometry, scene, 16.8, 11000, -200, -15000, 0x00ff33, false );
  72. createMesh( geometry, scene, 16.8, 0, -200, -15000, 0x00ff33, false );
  73. createMesh( geometry, scene, 16.8, 0, -200, 15000, 0x00ff33, false );
  74. createMesh( geometry, scene, 16.8, 11000, -200, 15000, 0x00ff22, false );
  75. createMesh( geometry, scene, 16.8, -11000, -200, 5000, 0x00ff11, false );
  76. createMesh( geometry, scene, 16.8, 13000, -200, 5000, 0x00ff55, false );
  77. createMesh( geometry, scene, 16.8, 13000, -200, -5000, 0x00ff66, false );
  78. } );
  79. bloader.load( "obj/veyron/VeyronNoUv_bin.js", function( geometry ) { createMesh( geometry, scene, 6.8, 2200, -200, -100, 0x0055ff, false ) } );
  80. bloader.load( "obj/female02/Female02_bin.js", function( geometry ) {
  81. createMesh( geometry, scene, 4.05, -1000, -350, 0, 0xffdd44, true );
  82. createMesh( geometry, scene, 4.05, 0, -350, 0, 0xffffff, true );
  83. createMesh( geometry, scene, 4.05, 1000, -350, 400, 0xff4422, true );
  84. createMesh( geometry, scene, 4.05, 250, -350, 1500, 0xff9955, true );
  85. createMesh( geometry, scene, 4.05, 250, -350, 2500, 0xff77dd, true );
  86. } );
  87. bloader.load( "obj/male02/Male02_bin.js", function( geometry ) {
  88. createMesh( geometry, scene, 4.05, -500, -350, 600, 0xff7744, true );
  89. createMesh( geometry, scene, 4.05, 500, -350, 0, 0xff5522, true );
  90. createMesh( geometry, scene, 4.05, -250, -350, 1500, 0xff9922, true );
  91. createMesh( geometry, scene, 4.05, -250, -350, -1500, 0xff99ff, true );
  92. } );
  93. //
  94. renderer = new THREE.WebGLRenderer( { clearColor: 0x000000, clearAlpha: 1, antialias: false } );
  95. renderer.setSize( SCREEN_WIDTH, SCREEN_HEIGHT );
  96. renderer.autoClear = false;
  97. renderer.sortObjects = false;
  98. container.appendChild( renderer.domElement );
  99. renderer.setClearColor( scene.fog.color, 1 );
  100. //
  101. parent = new THREE.Object3D();
  102. scene.add( parent );
  103. var grid = new THREE.ParticleSystem( new THREE.PlaneGeometry( 15000, 15000, 64, 64 ), new THREE.ParticleBasicMaterial( { color: 0xff0000, size: 10 } ) );
  104. grid.position.y = -400;
  105. grid.rotation.x = - Math.PI / 2;
  106. parent.add( grid );
  107. totaln += 1;
  108. total += grid.geometry.vertices.length;
  109. // postprocessing
  110. var renderModel = new THREE.RenderPass( scene, camera );
  111. var effectBloom = new THREE.BloomPass( 0.75 );
  112. var effectFilm = new THREE.FilmPass( 0.5, 0.5, 1448, false );
  113. effectFocus = new THREE.ShaderPass( THREE.ShaderExtras[ "focus" ] );
  114. effectFocus.uniforms[ "screenWidth" ].value = window.innerWidth;
  115. effectFocus.uniforms[ "screenHeight" ].value = window.innerHeight;
  116. effectFocus.renderToScreen = true;
  117. composer = new THREE.EffectComposer( renderer );
  118. composer.addPass( renderModel );
  119. composer.addPass( effectBloom );
  120. composer.addPass( effectFilm );
  121. composer.addPass( effectFocus );
  122. //
  123. window.addEventListener( 'resize', onWindowResize, false );
  124. }
  125. //
  126. function onWindowResize( event ) {
  127. renderer.setSize( window.innerWidth, window.innerHeight );
  128. camera.aspect = window.innerWidth / window.innerHeight;
  129. camera.updateProjectionMatrix();
  130. camera.lookAt( scene.position );
  131. composer.reset();
  132. effectFocus.uniforms[ "screenWidth" ].value = window.innerWidth;
  133. effectFocus.uniforms[ "screenHeight" ].value = window.innerHeight;
  134. }
  135. //
  136. function createMesh( originalGeometry, scene, scale, x, y, z, color, dynamic ) {
  137. var i, c;
  138. var vertices = originalGeometry.vertices;
  139. var vl = vertices.length;
  140. var geometry = new THREE.Geometry();
  141. var vertices_tmp = [];
  142. for ( i = 0; i < vl; i ++ ) {
  143. p = vertices[ i ];
  144. geometry.vertices[ i ] = p.clone();
  145. vertices_tmp[ i ] = [ p.x, p.y, p.z, 0, 0 ];
  146. }
  147. var clones = [
  148. [ 6000, 0, -4000 ],
  149. [ 5000, 0, 0 ],
  150. [ 1000, 0, 5000 ],
  151. [ 1000, 0, -5000 ],
  152. [ 4000, 0, 2000 ],
  153. [ -4000, 0, 1000 ],
  154. [ -5000, 0, -5000 ],
  155. [ 0, 0, 0 ]
  156. ];
  157. if ( dynamic ) {
  158. for ( i = 0; i < clones.length; i ++ ) {
  159. c = ( i < clones.length -1 ) ? 0x252525 : color;
  160. mesh = new THREE.ParticleSystem( geometry, new THREE.ParticleBasicMaterial( { size: 3, color: c } ) );
  161. mesh.scale.x = mesh.scale.y = mesh.scale.z = scale;
  162. mesh.position.x = x + clones[ i ][ 0 ];
  163. mesh.position.y = y + clones[ i ][ 1 ];
  164. mesh.position.z = z + clones[ i ][ 2 ];
  165. parent.add( mesh );
  166. clonemeshes.push( { mesh: mesh, speed: 0.5 + Math.random() } );
  167. }
  168. totaln += clones.length;
  169. total += clones.length * vl;
  170. } else {
  171. mesh = new THREE.ParticleSystem( geometry, new THREE.ParticleBasicMaterial( { size: 3, color: color } ) );
  172. mesh.scale.x = mesh.scale.y = mesh.scale.z = scale;
  173. mesh.position.x = x;
  174. mesh.position.y = y;
  175. mesh.position.z = z;
  176. parent.add( mesh );
  177. totaln += 1;
  178. total += vl;
  179. }
  180. bloader.statusDomElement.style.display = "none";
  181. meshes.push( {
  182. mesh: mesh, vertices: geometry.vertices, vertices_tmp: vertices_tmp, vl: vl,
  183. down: 0, up: 0, direction: 0, speed: 35, delay: Math.floor( 200 + 200 * Math.random() ),
  184. started: false, start: Math.floor( 100 + 200 * Math.random() ),
  185. dynamic: dynamic
  186. } );
  187. }
  188. var j, jl, cm, data, vertices, vertices_tmp, vl, d, vt;
  189. function animate () {
  190. requestAnimationFrame( animate );
  191. render();
  192. }
  193. function render () {
  194. delta = 10 * clock.getDelta();
  195. delta = delta < 2 ? delta : 2;
  196. parent.rotation.y += -0.02 * delta;
  197. for( j = 0, jl = clonemeshes.length; j < jl; j ++ ) {
  198. cm = clonemeshes[ j ];
  199. cm.mesh.rotation.y += -0.1 * delta * cm.speed;
  200. }
  201. for( j = 0, jl = meshes.length; j < jl; j ++ ) {
  202. data = meshes[ j ];
  203. mesh = data.mesh;
  204. vertices = data.vertices;
  205. vertices_tmp = data.vertices_tmp;
  206. vl = data.vl;
  207. if ( ! data.dynamic ) continue;
  208. if ( data.start > 0 ) {
  209. data.start -= 1;
  210. } else {
  211. if ( !data.started ) {
  212. data.direction = -1;
  213. data.started = true;
  214. }
  215. }
  216. for ( i = 0; i < vl; i ++ ) {
  217. p = vertices[ i ];
  218. vt = vertices_tmp[ i ];
  219. // falling down
  220. if ( data.direction < 0 ) {
  221. // 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 ] );
  222. // if ( d < 200 ) {
  223. if ( p.y > 0 ) {
  224. // p.y += data.direction * data.speed * delta;
  225. p.x += 1.5 * ( 0.50 - Math.random() ) * data.speed * delta;
  226. p.y += 3.0 * ( 0.25 - Math.random() ) * data.speed * delta;
  227. p.z += 1.5 * ( 0.50 - Math.random() ) * data.speed * delta;
  228. } else {
  229. if ( ! vt[ 3 ] ) {
  230. vt[ 3 ] = 1;
  231. data.down += 1;
  232. }
  233. }
  234. }
  235. // rising up
  236. if ( data.direction > 0 ) {
  237. //if ( p.y < vertices_tmp[ i ][ 1 ] ) {
  238. // p.y += data.direction * data.speed * delta;
  239. d = Math.abs( p.x - vt[ 0 ] ) + Math.abs( p.y - vt[ 1 ] ) + Math.abs( p.z - vt[ 2 ] );
  240. if ( d > 1 ) {
  241. p.x += - ( p.x - vt[ 0 ] ) / d * data.speed * delta * ( 0.85 - Math.random() );
  242. p.y += - ( p.y - vt[ 1 ] ) / d * data.speed * delta * ( 1 + Math.random() );
  243. p.z += - ( p.z - vt[ 2 ] ) / d * data.speed * delta * ( 0.85 - Math.random() );
  244. } else {
  245. if ( ! vt[ 4 ] ) {
  246. vt[ 4 ] = 1;
  247. data.up += 1;
  248. }
  249. }
  250. }
  251. }
  252. // all down
  253. if ( data.down === vl ) {
  254. if ( data.delay === 0 ) {
  255. data.direction = 1;
  256. data.speed = 10;
  257. data.down = 0;
  258. data.delay = 320;
  259. for ( i = 0; i < vl; i ++ ) {
  260. vertices_tmp[ i ][ 3 ] = 0;
  261. }
  262. } else {
  263. data.delay -= 1;
  264. }
  265. }
  266. // all up
  267. if ( data.up === vl ) {
  268. if ( data.delay === 0 ) {
  269. data.direction = -1;
  270. data.speed = 35;
  271. data.up = 0;
  272. data.delay = 120;
  273. for ( i = 0; i < vl; i ++ ) {
  274. vertices_tmp[ i ][ 4 ] = 0;
  275. }
  276. } else {
  277. data.delay -= 1;
  278. }
  279. }
  280. mesh.geometry.verticesNeedUpdate = true;
  281. }
  282. renderer.clear();
  283. composer.render( 0.01 );
  284. }
  285. </script>
  286. </body>
  287. </html>