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