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- <!DOCTYPE html>
- <html lang="en">
- <head>
- <title>three.js webgl - particles - shapes</title>
- <meta charset="utf-8">
- <meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0">
- <style>
- body {
- font-family: Monospace;
- color: #aaa;
- background-color: #000;
- margin: 0px;
- overflow: hidden;
- }
- </style>
- </head>
- <body>
- <script src="../build/three.min.js"></script>
- <script src="js/libs/stats.min.js"></script>
- <script src="js/libs/tween.min.js"></script>
- <script src="js/Sparks.js"></script>
- <script src="js/shaders/CopyShader.js"></script>
- <script src="js/shaders/FilmShader.js"></script>
- <script src="js/shaders/FocusShader.js"></script>
- <script src="js/shaders/HorizontalBlurShader.js"></script>
- <script src="js/shaders/TriangleBlurShader.js"></script>
- <script src="js/shaders/VerticalBlurShader.js"></script>
- <script src="js/postprocessing/EffectComposer.js"></script>
- <script src="js/postprocessing/RenderPass.js"></script>
- <script src="js/postprocessing/ShaderPass.js"></script>
- <script src="js/postprocessing/MaskPass.js"></script>
- <script src="js/postprocessing/BloomPass.js"></script>
- <script src="js/postprocessing/FilmPass.js"></script>
- <!-- load the font file from canvas-text -->
- <script src="fonts/helvetiker_regular.typeface.js"></script>
- <script type="x-shader/x-vertex" id="vertexshader">
- attribute float size;
- attribute vec3 pcolor;
- varying vec3 vColor;
- void main() {
- vColor = pcolor;
- vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );
- gl_PointSize = size * ( 200.0 / length( mvPosition.xyz ) );
- gl_Position = projectionMatrix * mvPosition;
- }
- </script>
- <script type="x-shader/x-fragment" id="fragmentshader">
- uniform sampler2D texture;
- varying vec3 vColor;
- void main() {
- vec4 outColor = texture2D( texture, gl_PointCoord );
- gl_FragColor = outColor * vec4( vColor, 1.0 );
- }
- </script>
- <script>
- var container, stats;
- var camera, scene, renderer;
- var group, text, plane;
- var speed = 50;
- var pointLight;
- var targetRotation = 0;
- var targetRotationOnMouseDown = 0;
- var mouseX = 0;
- var mouseXOnMouseDown = 0;
- var windowHalfX = window.innerWidth / 2;
- var windowHalfY = window.innerHeight / 2;
- var delta = 1, clock = new THREE.Clock();
- var heartShape, particleCloud, sparksEmitter, emitterPos;
- var _rotation = 0;
- var timeOnShapePath = 0;
- var composer;
- var effectBlurX, effectBlurY, hblur, vblur;
- 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 - 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
- camera = new THREE.PerspectiveCamera( 70, window.innerWidth / window.innerHeight, 1, 2000 );
- camera.position.set( 0, 150, 400 );
- // SCENE
- scene = new THREE.Scene();
- // LIGHTS
- var directionalLight = new THREE.DirectionalLight( 0xffffff, 0.5 );
- directionalLight.position.set( 0, -1, 1 );
- directionalLight.position.normalize();
- scene.add( directionalLight );
- pointLight = new THREE.PointLight( 0xffffff, 2, 300 );
- pointLight.position.set( 0, 0, 0 );
- scene.add( pointLight );
- // TEXT
- var theText = "THREE.JS";
- // Get text from hash
- var hash = document.location.hash.substr( 1 );
- if ( hash.length !== 0 ) {
- theText = hash;
- }
- var material = new THREE.MeshFaceMaterial( [
- new THREE.MeshLambertMaterial( { color: 0xffffff, shading: THREE.FlatShading, opacity: 0.95 } ),
- new THREE.MeshLambertMaterial( { color: 0xffffff } )
- ] );
- var text3d = new THREE.TextGeometry( theText, {
- size: 70,
- height: 25,
- curveSegments: 4,
- font: "helvetiker",
- bevelEnabled: true,
- bevelThickness: 2,
- bevelSize: 2,
- material: 0,
- extrudeMaterial: 1
- });
- text3d.computeVertexNormals();
- text3d.computeBoundingBox();
- var centerOffset = -0.5 * ( text3d.boundingBox.max.x - text3d.boundingBox.min.x );
- group = new THREE.Group();
- scene.add( group );
- text = new THREE.Mesh( text3d, material );
- // Potentially, we can extract the vertices or faces of the text to generate particles too.
- // Geo > Vertices > Position
- text.position.x = centerOffset;
- text.position.y = 130;
- text.position.z = -50;
- text.rotation.x = 0;
- text.rotation.y = Math.PI * 2;
- group.add( text );
- // Create particle objects for Three.js
- var particlesLength = 70000;
- var particles = new THREE.Geometry();
- function newpos( x, y, z ) {
- return 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: [] },
- pcolor: { type: 'c', value: [] }
- };
- var sprite = generateSprite() ;
- texture = new THREE.Texture( sprite );
- texture.needsUpdate = true;
- uniforms = {
- texture: { type: "t", value: texture }
- };
- // PARAMETERS
- // 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.beginPath();
- context.arc( 64, 64, 60, 0, Math.PI * 2, false) ;
- 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( 0.4, 'rgba(200,200,200,1)' );
- gradient.addColorStop( 1, 'rgba(0,0,0,1)' );
- context.fillStyle = gradient;
- context.fill();
- return canvas;
- }
- var shaderMaterial = new THREE.ShaderMaterial( {
- uniforms: uniforms,
- attributes: attributes,
- vertexShader: document.getElementById( 'vertexshader' ).textContent,
- fragmentShader: document.getElementById( 'fragmentshader' ).textContent,
- blending: THREE.AdditiveBlending,
- depthWrite: false,
- transparent: true
- });
- particleCloud = new THREE.PointCloud( particles, shaderMaterial );
- var vertices = particleCloud.geometry.vertices;
- var values_size = attributes.size.value;
- var values_color = attributes.pcolor.value;
- for( var v = 0; v < vertices.length; v ++ ) {
- values_size[ v ] = 50;
- values_color[ v ] = new THREE.Color( 0x000000 );
- particles.vertices[ v ].set( Number.POSITIVE_INFINITY, Number.POSITIVE_INFINITY, Number.POSITIVE_INFINITY );
- }
- group.add( 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 += 0.0003 * delta;
- if ( hue > 1 ) hue -= 1;
- // TODO Create a PointOnShape Action/Zone in the particle engine
- timeOnShapePath += 0.00035 * delta;
- if ( timeOnShapePath > 1 ) timeOnShapePath -= 1;
- var pointOnShape = heartShape.getPointAt( timeOnShapePath );
- emitterpos.x = pointOnShape.x * 5 - 100;
- emitterpos.y = -pointOnShape.y * 5 + 400;
- // pointLight.position.copy( emitterpos );
- pointLight.position.x = emitterpos.x;
- pointLight.position.y = emitterpos.y;
- pointLight.position.z = 100;
- particles.vertices[ target ] = p.position;
- values_color[ target ].setHSL( hue, 0.6, 0.1 );
- pointLight.color.setHSL( hue, 0.8, 0.5 );
- };
- };
- var onParticleDead = function( particle ) {
- var target = particle.target;
- if ( target ) {
- // Hide the particle
- values_color[ target ].setRGB( 0, 0, 0 );
- particles.vertices[ target ].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( 500 ) );
- emitterpos = new THREE.Vector3( 0, 0, 0 );
- sparksEmitter.addInitializer( new SPARKS.Position( new SPARKS.PointZone( emitterpos ) ) );
- sparksEmitter.addInitializer( new SPARKS.Lifetime( 1, 15 ));
- sparksEmitter.addInitializer( new SPARKS.Target( null, setTargetParticle ) );
- sparksEmitter.addInitializer( new SPARKS.Velocity( new SPARKS.PointZone( new THREE.Vector3( 0, -5, 1 ) ) ) );
- sparksEmitter.addAction( new SPARKS.Age() );
- sparksEmitter.addAction( new SPARKS.Accelerate( 0, 0, -50 ) );
- sparksEmitter.addAction( new SPARKS.Move() );
- sparksEmitter.addAction( new SPARKS.RandomDrift( 90, 100, 2000 ) );
- sparksEmitter.addCallback( "created", onParticleCreated );
- sparksEmitter.addCallback( "dead", onParticleDead );
- sparksEmitter.start();
- // End Particles
- renderer = new THREE.WebGLRenderer();
- renderer.setPixelRatio( window.devicePixelRatio );
- 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 effectFocus = new THREE.ShaderPass( THREE.FocusShader );
- var effectCopy = new THREE.ShaderPass( THREE.CopyShader );
- effectFilm = new THREE.FilmPass( 0.5, 0.25, 2048, false );
- var shaderBlur = THREE.TriangleBlurShader;
- effectBlurX = new THREE.ShaderPass( shaderBlur, 'texture' );
- effectBlurY = new THREE.ShaderPass( shaderBlur, 'texture' );
- var radius = 15;
- var blurAmountX = radius / window.innerWidth;
- var blurAmountY = radius / window.innerHeight;
- hblur = new THREE.ShaderPass( THREE.HorizontalBlurShader );
- vblur = new THREE.ShaderPass( THREE.VerticalBlurShader);
- hblur.uniforms[ 'h' ].value = 1 / window.innerWidth;
- vblur.uniforms[ 'v' ].value = 1 / window.innerHeight;
- effectBlurX.uniforms[ 'delta' ].value = new THREE.Vector2( blurAmountX, 0 );
- effectBlurY.uniforms[ 'delta' ].value = new THREE.Vector2( 0, blurAmountY );
- effectFocus.uniforms[ 'sampleDistance' ].value = 0.99; //0.94
- effectFocus.uniforms[ 'waveFactor' ].value = 0.003; //0.00125
- var renderScene = new THREE.RenderPass( scene, camera );
- composer = new THREE.EffectComposer( renderer );
- composer.addPass( renderScene );
- composer.addPass( hblur );
- composer.addPass( vblur );
- // composer.addPass( effectBlurX );
- // composer.addPass( effectBlurY );
- // composer.addPass( effectCopy );
- // composer.addPass( effectFocus );
- // composer.addPass( effectFilm );
- vblur.renderToScreen = true;
- effectBlurY.renderToScreen = true;
- effectFocus.renderToScreen = true;
- effectCopy.renderToScreen = true;
- effectFilm.renderToScreen = true;
- document.addEventListener( 'mousedown', onDocumentMouseDown, false );
- document.addEventListener( 'touchstart', onDocumentTouchStart, false );
- document.addEventListener( 'touchmove', onDocumentTouchMove, false );
- //
- window.addEventListener( 'resize', onWindowResize, false );
- }
- function onWindowResize() {
- windowHalfX = window.innerWidth / 2;
- windowHalfY = window.innerHeight / 2;
- camera.aspect = window.innerWidth / window.innerHeight;
- camera.updateProjectionMatrix();
- renderer.setSize( window.innerWidth, window.innerHeight );
- //
- hblur.uniforms[ 'h' ].value = 1 / window.innerWidth;
- vblur.uniforms[ 'v' ].value = 1 / window.innerHeight;
- var radius = 15;
- var blurAmountX = radius / window.innerWidth;
- var blurAmountY = radius / window.innerHeight;
- effectBlurX.uniforms[ 'delta' ].value = new THREE.Vector2( blurAmountX, 0 );
- effectBlurY.uniforms[ 'delta' ].value = new THREE.Vector2( 0, blurAmountY );
- composer.reset();
- }
- //
- 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() {
- delta = speed * clock.getDelta();
- particleCloud.geometry.verticesNeedUpdate = true;
- attributes.size.needsUpdate = true;
- attributes.pcolor.needsUpdate = true;
- // Pretty cool effect if you enable this
- // particleCloud.rotation.y += 0.05;
- group.rotation.y += ( targetRotation - group.rotation.y ) * 0.05;
- renderer.clear();
- // renderer.render( scene, camera );
- composer.render( 0.1 );
- }
- </script>
- </body>
- </html>
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