webgl_points_dynamic.html 9.2 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. <script type="module">
  17. import * as THREE from '../build/three.module.js';
  18. import Stats from './jsm/libs/stats.module.js';
  19. import { EffectComposer } from './jsm/postprocessing/EffectComposer.js';
  20. import { RenderPass } from './jsm/postprocessing/RenderPass.js';
  21. import { ShaderPass } from './jsm/postprocessing/ShaderPass.js';
  22. import { BloomPass } from './jsm/postprocessing/BloomPass.js';
  23. import { FilmPass } from './jsm/postprocessing/FilmPass.js';
  24. import { FocusShader } from './jsm/shaders/FocusShader.js';
  25. import { OBJLoader } from './jsm/loaders/OBJLoader.js';
  26. let camera, scene, renderer, mesh;
  27. let parent;
  28. const meshes = [], clonemeshes = [];
  29. let composer, effectFocus;
  30. const clock = new THREE.Clock();
  31. let stats;
  32. init();
  33. animate();
  34. function init() {
  35. const container = document.querySelector( '#container' );
  36. camera = new THREE.PerspectiveCamera( 20, window.innerWidth / window.innerHeight, 1, 50000 );
  37. camera.position.set( 0, 700, 7000 );
  38. scene = new THREE.Scene();
  39. scene.background = new THREE.Color( 0x000104 );
  40. scene.fog = new THREE.FogExp2( 0x000104, 0.0000675 );
  41. camera.lookAt( scene.position );
  42. const loader = new OBJLoader();
  43. loader.load( 'models/obj/male02/male02.obj', function ( object ) {
  44. const positions = combineBuffer( object, 'position' );
  45. createMesh( positions, scene, 4.05, - 500, - 350, 600, 0xff7744 );
  46. createMesh( positions, scene, 4.05, 500, - 350, 0, 0xff5522 );
  47. createMesh( positions, scene, 4.05, - 250, - 350, 1500, 0xff9922 );
  48. createMesh( positions, scene, 4.05, - 250, - 350, - 1500, 0xff99ff );
  49. } );
  50. loader.load( 'models/obj/female02/female02.obj', function ( object ) {
  51. const positions = combineBuffer( object, 'position' );
  52. createMesh( positions, scene, 4.05, - 1000, - 350, 0, 0xffdd44 );
  53. createMesh( positions, scene, 4.05, 0, - 350, 0, 0xffffff );
  54. createMesh( positions, scene, 4.05, 1000, - 350, 400, 0xff4422 );
  55. createMesh( positions, scene, 4.05, 250, - 350, 1500, 0xff9955 );
  56. createMesh( positions, scene, 4.05, 250, - 350, 2500, 0xff77dd );
  57. } );
  58. renderer = new THREE.WebGLRenderer();
  59. renderer.setPixelRatio( window.devicePixelRatio );
  60. renderer.setSize( window.innerWidth, window.innerHeight );
  61. renderer.autoClear = false;
  62. container.appendChild( renderer.domElement );
  63. parent = new THREE.Object3D();
  64. scene.add( parent );
  65. const grid = new THREE.Points( new THREE.PlaneGeometry( 15000, 15000, 64, 64 ), new THREE.PointsMaterial( { color: 0xff0000, size: 10 } ) );
  66. grid.position.y = - 400;
  67. grid.rotation.x = - Math.PI / 2;
  68. parent.add( grid );
  69. // postprocessing
  70. const renderModel = new RenderPass( scene, camera );
  71. const effectBloom = new BloomPass( 0.75 );
  72. const effectFilm = new FilmPass( 0.5, 0.5, 1448, false );
  73. effectFocus = new ShaderPass( FocusShader );
  74. effectFocus.uniforms[ "screenWidth" ].value = window.innerWidth * window.devicePixelRatio;
  75. effectFocus.uniforms[ "screenHeight" ].value = window.innerHeight * window.devicePixelRatio;
  76. composer = new EffectComposer( renderer );
  77. composer.addPass( renderModel );
  78. composer.addPass( effectBloom );
  79. composer.addPass( effectFilm );
  80. composer.addPass( effectFocus );
  81. //stats
  82. stats = new Stats();
  83. container.appendChild( stats.dom );
  84. window.addEventListener( 'resize', onWindowResize );
  85. }
  86. function onWindowResize() {
  87. camera.aspect = window.innerWidth / window.innerHeight;
  88. camera.updateProjectionMatrix();
  89. camera.lookAt( scene.position );
  90. renderer.setSize( window.innerWidth, window.innerHeight );
  91. composer.setSize( window.innerWidth, window.innerHeight );
  92. effectFocus.uniforms[ "screenWidth" ].value = window.innerWidth * window.devicePixelRatio;
  93. effectFocus.uniforms[ "screenHeight" ].value = window.innerHeight * window.devicePixelRatio;
  94. }
  95. function combineBuffer( model, bufferName ) {
  96. let count = 0;
  97. model.traverse( function ( child ) {
  98. if ( child.isMesh ) {
  99. const buffer = child.geometry.attributes[ bufferName ];
  100. count += buffer.array.length;
  101. }
  102. } );
  103. const combined = new Float32Array( count );
  104. let offset = 0;
  105. model.traverse( function ( child ) {
  106. if ( child.isMesh ) {
  107. const buffer = child.geometry.attributes[ bufferName ];
  108. combined.set( buffer.array, offset );
  109. offset += buffer.array.length;
  110. }
  111. } );
  112. return new THREE.BufferAttribute( combined, 3 );
  113. }
  114. function createMesh( positions, scene, scale, x, y, z, color ) {
  115. const geometry = new THREE.BufferGeometry();
  116. geometry.setAttribute( 'position', positions.clone() );
  117. geometry.setAttribute( 'initialPosition', positions.clone() );
  118. geometry.attributes.position.setUsage( THREE.DynamicDrawUsage );
  119. const clones = [
  120. [ 6000, 0, - 4000 ],
  121. [ 5000, 0, 0 ],
  122. [ 1000, 0, 5000 ],
  123. [ 1000, 0, - 5000 ],
  124. [ 4000, 0, 2000 ],
  125. [ - 4000, 0, 1000 ],
  126. [ - 5000, 0, - 5000 ],
  127. [ 0, 0, 0 ]
  128. ];
  129. for ( let i = 0; i < clones.length; i ++ ) {
  130. const c = ( i < clones.length - 1 ) ? 0x252525 : color;
  131. mesh = new THREE.Points( geometry, new THREE.PointsMaterial( { size: 30, color: c } ) );
  132. mesh.scale.x = mesh.scale.y = mesh.scale.z = scale;
  133. mesh.position.x = x + clones[ i ][ 0 ];
  134. mesh.position.y = y + clones[ i ][ 1 ];
  135. mesh.position.z = z + clones[ i ][ 2 ];
  136. parent.add( mesh );
  137. clonemeshes.push( { mesh: mesh, speed: 0.5 + Math.random() } );
  138. }
  139. meshes.push( {
  140. mesh: mesh, verticesDown: 0, verticesUp: 0, direction: 0, speed: 15, delay: Math.floor( 200 + 200 * Math.random() ),
  141. start: Math.floor( 100 + 200 * Math.random() ),
  142. } );
  143. }
  144. function animate() {
  145. requestAnimationFrame( animate );
  146. render();
  147. stats.update();
  148. }
  149. function render() {
  150. let delta = 10 * clock.getDelta();
  151. delta = delta < 2 ? delta : 2;
  152. parent.rotation.y += - 0.02 * delta;
  153. for ( let j = 0; j < clonemeshes.length; j ++ ) {
  154. const cm = clonemeshes[ j ];
  155. cm.mesh.rotation.y += - 0.1 * delta * cm.speed;
  156. }
  157. for ( let j = 0; j < meshes.length; j ++ ) {
  158. const data = meshes[ j ];
  159. const positions = data.mesh.geometry.attributes.position;
  160. const initialPositions = data.mesh.geometry.attributes.initialPosition;
  161. const count = positions.count;
  162. if ( data.start > 0 ) {
  163. data.start -= 1;
  164. } else {
  165. if ( data.direction === 0 ) {
  166. data.direction = - 1;
  167. }
  168. }
  169. for ( let i = 0; i < count; i ++ ) {
  170. const px = positions.getX( i );
  171. const py = positions.getY( i );
  172. const pz = positions.getZ( i );
  173. // falling down
  174. if ( data.direction < 0 ) {
  175. if ( py > 0 ) {
  176. positions.setXYZ(
  177. i,
  178. px + 1.5 * ( 0.50 - Math.random() ) * data.speed * delta,
  179. py + 3.0 * ( 0.25 - Math.random() ) * data.speed * delta,
  180. pz + 1.5 * ( 0.50 - Math.random() ) * data.speed * delta
  181. );
  182. } else {
  183. data.verticesDown += 1;
  184. }
  185. }
  186. // rising up
  187. if ( data.direction > 0 ) {
  188. const ix = initialPositions.getX( i );
  189. const iy = initialPositions.getY( i );
  190. const iz = initialPositions.getZ( i );
  191. const dx = Math.abs( px - ix );
  192. const dy = Math.abs( py - iy );
  193. const dz = Math.abs( pz - iz );
  194. const d = dx + dy + dx;
  195. if ( d > 1 ) {
  196. positions.setXYZ(
  197. i,
  198. px - ( px - ix ) / dx * data.speed * delta * ( 0.85 - Math.random() ),
  199. py - ( py - iy ) / dy * data.speed * delta * ( 1 + Math.random() ),
  200. pz - ( pz - iz ) / dz * data.speed * delta * ( 0.85 - Math.random() )
  201. );
  202. } else {
  203. data.verticesUp += 1;
  204. }
  205. }
  206. }
  207. // all vertices down
  208. if ( data.verticesDown >= count ) {
  209. if ( data.delay <= 0 ) {
  210. data.direction = 1;
  211. data.speed = 5;
  212. data.verticesDown = 0;
  213. data.delay = 320;
  214. } else {
  215. data.delay -= 1;
  216. }
  217. }
  218. // all vertices up
  219. if ( data.verticesUp >= count ) {
  220. if ( data.delay <= 0 ) {
  221. data.direction = - 1;
  222. data.speed = 15;
  223. data.verticesUp = 0;
  224. data.delay = 120;
  225. } else {
  226. data.delay -= 1;
  227. }
  228. }
  229. positions.needsUpdate = true;
  230. }
  231. composer.render( 0.01 );
  232. }
  233. </script>
  234. </body>
  235. </html>