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