webgl_particles_dynamic.html 14 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. <style type="text/css">
  7. body {
  8. color: #fff;
  9. font-family:Monospace;
  10. font-size:13px;
  11. text-align:center;
  12. font-weight: bold;
  13. background-color: #000;
  14. margin: 0px;
  15. overflow: hidden;
  16. }
  17. #info {
  18. color:#fff;
  19. position: absolute;
  20. top: 0px; width: 100%;
  21. padding: 5px;
  22. }
  23. a { color: red; }
  24. </style>
  25. </head>
  26. <body>
  27. <div id="container"></div>
  28. <div id="info">
  29. <a href="http://github.com/mrdoob/three.js" target="_blank">three.js</a> - webgl dynamic particles + postprocessing
  30. - models by <a href="http://sketchup.google.com/3dwarehouse/details?mid=2c6fd128fca34052adc5f5b98d513da1" target="_blank">Reallusion</a>
  31. <a href="http://sketchup.google.com/3dwarehouse/details?mid=f526cc4abf7cb68d76cab47c765b7255" target="_blank">iClone</a>,
  32. <a href="http://artist-3d.com/free_3d_models/dnm/model_disp.php?uid=1129" target="_blank">Troyano</a>
  33. </div>
  34. <script type="text/javascript" src="../build/Three.js"></script>
  35. <script type="text/javascript" src="js/ShaderExtras.js"></script>
  36. <script type="text/javascript" src="js/postprocessing/EffectComposer.js"></script>
  37. <script type="text/javascript" src="js/postprocessing/RenderPass.js"></script>
  38. <script type="text/javascript" src="js/postprocessing/BloomPass.js"></script>
  39. <script type="text/javascript" src="js/postprocessing/ShaderPass.js"></script>
  40. <script type="text/javascript" src="js/postprocessing/FilmPass.js"></script>
  41. <script type="text/javascript" src="js/Stats.js"></script>
  42. <script type="text/javascript" src="js/Detector.js"></script>
  43. <script type="text/javascript" src="js/RequestAnimationFrame.js"></script>
  44. <script type="text/javascript">
  45. if ( ! Detector.webgl ) Detector.addGetWebGLMessage();
  46. var SCREEN_HEIGHT = window.innerHeight;
  47. var SCREEN_WIDTH = window.innerWidth;
  48. var container, stats;
  49. var camera, scene, renderer, mesh, directionalLight;
  50. var parent,
  51. meshes = [], clonemeshes = [];
  52. var p;
  53. var aloader, bloader;
  54. var total = 0, totaln = 0;
  55. var composer;
  56. init();
  57. animate();
  58. function init() {
  59. container = document.getElementById( 'container' );
  60. camera = new THREE.Camera( 20, SCREEN_WIDTH / SCREEN_HEIGHT, 1, 50000 );
  61. camera.position.z = 7000;
  62. camera.position.y = 700;
  63. scene = new THREE.Scene();
  64. scene.fog = new THREE.FogExp2( 0x000104, 0.0000675 );
  65. directionalLight = new THREE.DirectionalLight( 0xffffff );
  66. directionalLight.position.set( 0, 0, 1 );
  67. directionalLight.position.normalize();
  68. scene.addLight( directionalLight );
  69. aloader = new THREE.JSONLoader( );
  70. bloader = new THREE.BinaryLoader( true );
  71. document.body.appendChild( bloader.statusDomElement );
  72. aloader.load( { model: "obj/terrain.js", callback: function( geometry ) {
  73. createMesh( geometry, scene, 16.8, -11000, -200, -5000, 0x00ff44, false );
  74. createMesh( geometry, scene, 16.8, 11000, -200, -15000, 0x00ff33, false );
  75. createMesh( geometry, scene, 16.8, 0, -200, -15000, 0x00ff33, false );
  76. createMesh( geometry, scene, 16.8, 0, -200, 15000, 0x00ff33, false );
  77. createMesh( geometry, scene, 16.8, 11000, -200, 15000, 0x00ff22, false );
  78. createMesh( geometry, scene, 16.8, -11000, -200, 5000, 0x00ff11, false );
  79. createMesh( geometry, scene, 16.8, 13000, -200, 5000, 0x00ff55, false );
  80. createMesh( geometry, scene, 16.8, 13000, -200, -5000, 0x00ff66, false );
  81. } } );
  82. bloader.load( { model: "obj/veyron/VeyronNoUv_bin.js", callback: function( geometry ) { createMesh( geometry, scene, 6.8, 2200, -200, -100, 0x0055ff, false ) } } );
  83. bloader.load( { model: "obj/female02/Female02_bin.js", callback: function( geometry ) {
  84. createMesh( geometry, scene, 4.05, -1000, -350, 0, 0xffdd44, true );
  85. createMesh( geometry, scene, 4.05, 0, -350, 0, 0xffffff, true );
  86. createMesh( geometry, scene, 4.05, 1000, -350, 400, 0xff4422, true );
  87. createMesh( geometry, scene, 4.05, 250, -350, 1500, 0xff9955, true );
  88. createMesh( geometry, scene, 4.05, 250, -350, 2500, 0xff77dd, true );
  89. } } );
  90. bloader.load( { model: "obj/male02/Male02_bin.js", callback: function( geometry ) {
  91. createMesh( geometry, scene, 4.05, -500, -350, 600, 0xff7744, true );
  92. createMesh( geometry, scene, 4.05, 500, -350, 0, 0xff5522, true );
  93. createMesh( geometry, scene, 4.05, -250, -350, 1500, 0xff9922, true );
  94. createMesh( geometry, scene, 4.05, -250, -350, -1500, 0xff99ff, true );
  95. } } );
  96. //
  97. renderer = new THREE.WebGLRenderer( { clearColor: 0x000000, clearAlpha: 1, antialias: false } );
  98. renderer.setSize( SCREEN_WIDTH, SCREEN_HEIGHT );
  99. renderer.autoClear = false;
  100. renderer.sortObjects = false;
  101. container.appendChild( renderer.domElement );
  102. renderer.setClearColor( scene.fog.color, 1 );
  103. //
  104. stats = new Stats();
  105. stats.domElement.style.position = 'absolute';
  106. stats.domElement.style.top = '0px';
  107. //container.appendChild( stats.domElement );
  108. //
  109. parent = new THREE.Object3D();
  110. scene.addObject( parent );
  111. var grid = new THREE.ParticleSystem( new THREE.PlaneGeometry( 15000, 15000, 64, 64 ), new THREE.ParticleBasicMaterial( { color: 0xff0000, size: 10 } ) );
  112. grid.rotation.x = 1.57;
  113. grid.position.y = -400;
  114. parent.addChild( grid );
  115. totaln += 1;
  116. total += grid.geometry.vertices.length;
  117. // postprocessing
  118. var renderModel = new THREE.RenderPass( scene, camera );
  119. var effectBloom = new THREE.BloomPass( 0.75 );
  120. var effectFilm = new THREE.FilmPass( 0.5, 0.5, 1448, false );
  121. var effectFocus = new THREE.ShaderPass( generateFocusShader(), "map" );
  122. effectFocus.renderToScreen = true;
  123. composer = new THREE.EffectComposer( renderer );
  124. composer.addPass( renderModel );
  125. composer.addPass( effectBloom );
  126. composer.addPass( effectFilm );
  127. composer.addPass( effectFocus );
  128. }
  129. function createMesh( originalGeometry, scene, scale, x, y, z, color, dynamic ) {
  130. var i, c;
  131. var vertices = originalGeometry.vertices;
  132. var vl = vertices.length;
  133. var geometry = new THREE.Geometry();
  134. var vertices_tmp = [];
  135. for( i = 0; i < vl; i++ ) {
  136. p = vertices[ i ].position;
  137. geometry.vertices[ i ] = new THREE.Vertex( p.clone() );
  138. vertices_tmp[ i ] = [ p.x, p.y, p.z, 0, 0 ];
  139. }
  140. var clones = [
  141. [ 6000, 0, -4000 ],
  142. [ 5000, 0, 0 ],
  143. [ 1000, 0, 5000 ],
  144. [ 1000, 0, -5000 ],
  145. [ 4000, 0, 2000 ],
  146. [ -4000, 0, 1000 ],
  147. [ -5000, 0, -5000 ],
  148. [ 0, 0, 0 ]
  149. ];
  150. if ( dynamic ) {
  151. for( i = 0; i < clones.length; i++ ) {
  152. c = ( i < clones.length -1 ) ? 0x252525 : color;
  153. mesh = new THREE.ParticleSystem( geometry, new THREE.ParticleBasicMaterial( { size: 3, color: c } ) );
  154. mesh.scale.x = mesh.scale.y = mesh.scale.z = scale;
  155. mesh.position.x = x + clones[ i ][ 0 ];
  156. mesh.position.y = y + clones[ i ][ 1 ];
  157. mesh.position.z = z + clones[ i ][ 2 ];
  158. parent.addChild( mesh );
  159. clonemeshes.push( { mesh: mesh, speed: 0.5 + Math.random() } );
  160. }
  161. totaln += clones.length;
  162. total += clones.length * vl;
  163. } else {
  164. mesh = new THREE.ParticleSystem( geometry, new THREE.ParticleBasicMaterial( { size: 3, color: color } ) );
  165. mesh.scale.x = mesh.scale.y = mesh.scale.z = scale;
  166. mesh.position.x = x;
  167. mesh.position.y = y;
  168. mesh.position.z = z;
  169. parent.addChild( mesh );
  170. totaln += 1;
  171. total += vl;
  172. }
  173. bloader.statusDomElement.style.display = "none";
  174. meshes.push( { mesh: mesh, vertices: geometry.vertices, vertices_tmp: vertices_tmp, vl: vl,
  175. down: 0, up: 0, direction: 0, speed: 35, delay: Math.floor( 200 + 200 * Math.random() ),
  176. started: false, start: Math.floor( 100 + 200 * Math.random() ),
  177. dynamic: dynamic,
  178. bb: geometry.boundingBox } );
  179. console.log( total, totaln );
  180. }
  181. function generateFocusShader() {
  182. var shader = {
  183. uniforms : {
  184. "map": { type: "t", value: 0, texture: null },
  185. "screenWidth": { type: "f", value: SCREEN_WIDTH },
  186. "screenHeight": { type: "f", value: SCREEN_HEIGHT },
  187. "sampleDistance": { type: "f", value: 0.94 },
  188. "waveFactor": { type: "f", value: 0.00125 }
  189. },
  190. vertexShader: [
  191. "varying vec2 vUv;",
  192. "void main() {",
  193. "vUv = vec2( uv.x, 1.0 - uv.y );",
  194. "gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
  195. "}"
  196. ].join("\n"),
  197. fragmentShader: [
  198. "uniform float screenWidth;",
  199. "uniform float screenHeight;",
  200. "uniform float sampleDistance;",
  201. "uniform float waveFactor;",
  202. "uniform sampler2D map;",
  203. "varying vec2 vUv;",
  204. "void main() {",
  205. "vec4 color, org, tmp, add;",
  206. "float sample_dist, f;",
  207. "vec2 vin;",
  208. "vec2 uv = vUv;",
  209. "add += color = org = texture2D( map, uv );",
  210. "vin = ( uv - vec2( 0.5 ) ) * vec2( 1.4 );",
  211. "sample_dist = dot( vin, vin ) * 2.0;",
  212. "f = ( waveFactor * 100.0 + sample_dist ) * sampleDistance * 4.0;",
  213. "vec2 sampleSize = vec2( 1.0 / screenWidth, 1.0 / screenHeight ) * vec2(f);",
  214. "add += tmp = texture2D( map, uv + vec2(0.111964, 0.993712) * sampleSize );",
  215. "if( tmp.b < color.b ) color = tmp;",
  216. "add += tmp = texture2D( map, uv + vec2(0.846724, 0.532032) * sampleSize );",
  217. "if( tmp.b < color.b ) color = tmp;",
  218. "add += tmp = texture2D( map, uv + vec2(0.943883, -0.330279) * sampleSize );",
  219. "if( tmp.b < color.b ) color = tmp;",
  220. "add += tmp = texture2D( map, uv + vec2(0.330279, -0.943883) * sampleSize );",
  221. "if( tmp.b < color.b ) color = tmp;",
  222. "add += tmp = texture2D( map, uv + vec2(-0.532032, -0.846724) * sampleSize );",
  223. "if( tmp.b < color.b ) color = tmp;",
  224. "add += tmp = texture2D( map, uv + vec2(-0.993712, -0.111964) * sampleSize );",
  225. "if( tmp.b < color.b ) color = tmp;",
  226. "add += tmp = texture2D( map, uv + vec2(-0.707107, 0.707107) * sampleSize );",
  227. "if( tmp.b < color.b ) color = tmp;",
  228. "color = color * vec4( 2.0 ) - ( add / vec4( 8.0 ) );",
  229. "color = color + ( add / vec4(8.0) - color ) * ( vec4(1.0) - vec4(sample_dist * 0.5) );",
  230. "gl_FragColor = vec4( color.rgb * color.rgb * vec3( 0.95 ) + color.rgb, 1.0 );",
  231. "}"
  232. ].join("\n")
  233. };
  234. return shader;
  235. }
  236. var j, jl, cm, data, vertices, vertices_tmp, vl, d, vt,
  237. time, oldTime, delta;
  238. function animate() {
  239. requestAnimationFrame( animate );
  240. render();
  241. //stats.update();
  242. }
  243. function render() {
  244. if ( ! oldTime ) {
  245. oldTime = new Date().getTime();
  246. }
  247. time = new Date().getTime();
  248. delta = 0.01 * ( time - oldTime );
  249. oldTime = time;
  250. delta = delta < 2 ? delta : 2;
  251. parent.rotation.y += -0.02 * delta;
  252. for( j = 0, jl = clonemeshes.length; j < jl; j++ ) {
  253. cm = clonemeshes[ j ];
  254. cm.mesh.rotation.y += -0.1 * delta * cm.speed;
  255. }
  256. for( j = 0, jl = meshes.length; j < jl; j++ ) {
  257. data = meshes[ j ];
  258. mesh = data.mesh;
  259. vertices = data.vertices;
  260. vertices_tmp = data.vertices_tmp;
  261. vl = data.vl;
  262. if ( ! data.dynamic ) continue;
  263. if ( data.start > 0 ) {
  264. data.start -= 1;
  265. } else {
  266. if ( !data.started ) {
  267. data.direction = -1;
  268. data.started = true;
  269. }
  270. }
  271. for ( i = 0; i < vl; i ++ ) {
  272. p = vertices[ i ].position;
  273. vt = vertices_tmp[ i ];
  274. // falling down
  275. if ( data.direction < 0 ) {
  276. // 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 ] );
  277. // if ( d < 200 ) {
  278. if ( p.y > 0 ) {
  279. // p.y += data.direction * data.speed * delta;
  280. p.x += 1.5 * ( 0.50 - Math.random() ) * data.speed * delta;
  281. p.y += 3.0 * ( 0.25 - Math.random() ) * data.speed * delta;
  282. p.z += 1.5 * ( 0.50 - Math.random() ) * data.speed * delta;
  283. } else {
  284. if ( ! vt[ 3 ] ) {
  285. vt[ 3 ] = 1;
  286. data.down += 1;
  287. }
  288. }
  289. }
  290. // rising up
  291. if ( data.direction > 0 ) {
  292. //if ( p.y < vertices_tmp[ i ][ 1 ] ) {
  293. // p.y += data.direction * data.speed * delta;
  294. d = Math.abs( p.x - vt[ 0 ] ) + Math.abs( p.y - vt[ 1 ] ) + Math.abs( p.z - vt[ 2 ] );
  295. if ( d > 1 ) {
  296. p.x += - ( p.x - vt[ 0 ] ) / d * data.speed * delta * ( 0.85 - Math.random() );
  297. p.y += - ( p.y - vt[ 1 ] ) / d * data.speed * delta * ( 1 + Math.random() );
  298. p.z += - ( p.z - vt[ 2 ] ) / d * data.speed * delta * ( 0.85 - Math.random() );
  299. } else {
  300. if ( ! vt[ 4 ] ) {
  301. vt[ 4 ] = 1;
  302. data.up += 1;
  303. }
  304. }
  305. }
  306. }
  307. // all down
  308. if ( data.down == vl ) {
  309. if ( data.delay == 0 ) {
  310. data.direction = 1;
  311. data.speed = 10;
  312. data.down = 0;
  313. data.delay = 320;
  314. for ( i = 0; i < vl; i ++ ) {
  315. vertices_tmp[ i ][ 3 ] = 0;
  316. }
  317. } else {
  318. data.delay -= 1;
  319. }
  320. }
  321. // all up
  322. if ( data.up == vl ) {
  323. if ( data.delay == 0 ) {
  324. data.direction = -1;
  325. data.speed = 35;
  326. data.up = 0;
  327. data.delay = 120;
  328. for ( i = 0; i < vl; i ++ ) {
  329. vertices_tmp[ i ][ 4 ] = 0;
  330. }
  331. } else {
  332. data.delay -= 1;
  333. }
  334. }
  335. mesh.geometry.__dirtyVertices = true;
  336. }
  337. renderer.clear();
  338. composer.render( 0.01 );
  339. }
  340. </script>
  341. </body>
  342. </html>
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