webgl_points_dynamic.html 9.8 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. <meta property="og:title" content="three.js webgl - particles - dynamic - postprocessing">
  8. <meta property="og:type" content="website">
  9. <meta property="og:url" content="https://threejs.org/examples/webgl_points_dynamic.html">
  10. <meta property="og:image" content="https://threejs.org/examples/screenshots/webgl_points_dynamic.jpg">
  11. <link type="text/css" rel="stylesheet" href="main.css">
  12. </head>
  13. <body>
  14. <div id="container"></div>
  15. <div id="info">
  16. <a href="https://threejs.org" target="_blank" rel="noopener">three.js</a> - webgl dynamic particles + postprocessing<br/>
  17. models by <a href="http://sketchup.google.com/3dwarehouse/details?mid=2c6fd128fca34052adc5f5b98d513da1" target="_blank" rel="noopener">Reallusion</a>
  18. <a href="http://sketchup.google.com/3dwarehouse/details?mid=f526cc4abf7cb68d76cab47c765b7255" target="_blank" rel="noopener">iClone</a>
  19. </div>
  20. <script type="importmap">
  21. {
  22. "imports": {
  23. "three": "../build/three.module.js",
  24. "three/addons/": "./jsm/"
  25. }
  26. }
  27. </script>
  28. <script type="module">
  29. import * as THREE from 'three';
  30. import Stats from 'three/addons/libs/stats.module.js';
  31. import { EffectComposer } from 'three/addons/postprocessing/EffectComposer.js';
  32. import { RenderPass } from 'three/addons/postprocessing/RenderPass.js';
  33. import { ShaderPass } from 'three/addons/postprocessing/ShaderPass.js';
  34. import { BloomPass } from 'three/addons/postprocessing/BloomPass.js';
  35. import { FilmPass } from 'three/addons/postprocessing/FilmPass.js';
  36. import { FocusShader } from 'three/addons/shaders/FocusShader.js';
  37. import { OBJLoader } from 'three/addons/loaders/OBJLoader.js';
  38. import { OutputPass } from 'three/addons/postprocessing/OutputPass.js';
  39. let camera, scene, renderer, mesh;
  40. let parent;
  41. const meshes = [], clonemeshes = [];
  42. let composer, effectFocus;
  43. const timer = new THREE.Timer();
  44. timer.connect( document );
  45. let stats;
  46. init();
  47. function init() {
  48. const container = document.querySelector( '#container' );
  49. camera = new THREE.PerspectiveCamera( 20, window.innerWidth / window.innerHeight, 1, 50000 );
  50. camera.position.set( 0, 700, 7000 );
  51. scene = new THREE.Scene();
  52. scene.background = new THREE.Color( 0x000104 );
  53. scene.fog = new THREE.FogExp2( 0x000104, 0.0000675 );
  54. camera.lookAt( scene.position );
  55. const loader = new OBJLoader();
  56. loader.load( 'models/obj/male02/male02.obj', function ( object ) {
  57. const positions = combineBuffer( object, 'position' );
  58. createMesh( positions, scene, 4.05, - 500, - 350, 600, 0xff7744 );
  59. createMesh( positions, scene, 4.05, 500, - 350, 0, 0xff5522 );
  60. createMesh( positions, scene, 4.05, - 250, - 350, 1500, 0xff9922 );
  61. createMesh( positions, scene, 4.05, - 250, - 350, - 1500, 0xff99ff );
  62. } );
  63. loader.load( 'models/obj/female02/female02.obj', function ( object ) {
  64. const positions = combineBuffer( object, 'position' );
  65. createMesh( positions, scene, 4.05, - 1000, - 350, 0, 0xffdd44 );
  66. createMesh( positions, scene, 4.05, 0, - 350, 0, 0xffffff );
  67. createMesh( positions, scene, 4.05, 1000, - 350, 400, 0xff4422 );
  68. createMesh( positions, scene, 4.05, 250, - 350, 1500, 0xff9955 );
  69. createMesh( positions, scene, 4.05, 250, - 350, 2500, 0xff77dd );
  70. } );
  71. renderer = new THREE.WebGLRenderer();
  72. renderer.setPixelRatio( window.devicePixelRatio );
  73. renderer.setSize( window.innerWidth, window.innerHeight );
  74. renderer.setAnimationLoop( animate );
  75. renderer.autoClear = false;
  76. container.appendChild( renderer.domElement );
  77. parent = new THREE.Object3D();
  78. scene.add( parent );
  79. const grid = new THREE.Points( new THREE.PlaneGeometry( 15000, 15000, 64, 64 ), new THREE.PointsMaterial( { color: 0xff0000, size: 10 } ) );
  80. grid.position.y = - 400;
  81. grid.rotation.x = - Math.PI / 2;
  82. parent.add( grid );
  83. // postprocessing
  84. const renderModel = new RenderPass( scene, camera );
  85. const effectBloom = new BloomPass( 0.75 );
  86. const effectFilm = new FilmPass();
  87. effectFocus = new ShaderPass( FocusShader );
  88. effectFocus.uniforms[ 'screenWidth' ].value = window.innerWidth * window.devicePixelRatio;
  89. effectFocus.uniforms[ 'screenHeight' ].value = window.innerHeight * window.devicePixelRatio;
  90. const outputPass = new OutputPass();
  91. composer = new EffectComposer( renderer );
  92. composer.addPass( renderModel );
  93. composer.addPass( effectBloom );
  94. composer.addPass( effectFilm );
  95. composer.addPass( effectFocus );
  96. composer.addPass( outputPass );
  97. //stats
  98. stats = new Stats();
  99. container.appendChild( stats.dom );
  100. window.addEventListener( 'resize', onWindowResize );
  101. }
  102. function onWindowResize() {
  103. camera.aspect = window.innerWidth / window.innerHeight;
  104. camera.updateProjectionMatrix();
  105. camera.lookAt( scene.position );
  106. renderer.setSize( window.innerWidth, window.innerHeight );
  107. composer.setSize( window.innerWidth, window.innerHeight );
  108. effectFocus.uniforms[ 'screenWidth' ].value = window.innerWidth * window.devicePixelRatio;
  109. effectFocus.uniforms[ 'screenHeight' ].value = window.innerHeight * window.devicePixelRatio;
  110. }
  111. function combineBuffer( model, bufferName ) {
  112. let count = 0;
  113. model.traverse( function ( child ) {
  114. if ( child.isMesh ) {
  115. const buffer = child.geometry.attributes[ bufferName ];
  116. count += buffer.array.length;
  117. }
  118. } );
  119. const combined = new Float32Array( count );
  120. let offset = 0;
  121. model.traverse( function ( child ) {
  122. if ( child.isMesh ) {
  123. const buffer = child.geometry.attributes[ bufferName ];
  124. combined.set( buffer.array, offset );
  125. offset += buffer.array.length;
  126. }
  127. } );
  128. return new THREE.BufferAttribute( combined, 3 );
  129. }
  130. function createMesh( positions, scene, scale, x, y, z, color ) {
  131. const geometry = new THREE.BufferGeometry();
  132. geometry.setAttribute( 'position', positions.clone() );
  133. geometry.setAttribute( 'initialPosition', positions.clone() );
  134. geometry.attributes.position.setUsage( THREE.DynamicDrawUsage );
  135. const clones = [
  136. [ 6000, 0, - 4000 ],
  137. [ 5000, 0, 0 ],
  138. [ 1000, 0, 5000 ],
  139. [ 1000, 0, - 5000 ],
  140. [ 4000, 0, 2000 ],
  141. [ - 4000, 0, 1000 ],
  142. [ - 5000, 0, - 5000 ],
  143. [ 0, 0, 0 ]
  144. ];
  145. for ( let i = 0; i < clones.length; i ++ ) {
  146. const c = ( i < clones.length - 1 ) ? 0x252525 : color;
  147. mesh = new THREE.Points( geometry, new THREE.PointsMaterial( { size: 30, color: c } ) );
  148. mesh.scale.x = mesh.scale.y = mesh.scale.z = scale;
  149. mesh.position.x = x + clones[ i ][ 0 ];
  150. mesh.position.y = y + clones[ i ][ 1 ];
  151. mesh.position.z = z + clones[ i ][ 2 ];
  152. parent.add( mesh );
  153. clonemeshes.push( { mesh: mesh, speed: 0.5 + Math.random() } );
  154. }
  155. meshes.push( {
  156. mesh: mesh, verticesDown: 0, verticesUp: 0, direction: 0, speed: 15, delay: Math.floor( 200 + 200 * Math.random() ),
  157. start: Math.floor( 100 + 200 * Math.random() ),
  158. } );
  159. }
  160. function animate() {
  161. timer.update();
  162. render();
  163. stats.update();
  164. }
  165. function render() {
  166. let delta = 10 * timer.getDelta();
  167. delta = delta < 2 ? delta : 2;
  168. parent.rotation.y += - 0.02 * delta;
  169. for ( let j = 0; j < clonemeshes.length; j ++ ) {
  170. const cm = clonemeshes[ j ];
  171. cm.mesh.rotation.y += - 0.1 * delta * cm.speed;
  172. }
  173. for ( let j = 0; j < meshes.length; j ++ ) {
  174. const data = meshes[ j ];
  175. const positions = data.mesh.geometry.attributes.position;
  176. const initialPositions = data.mesh.geometry.attributes.initialPosition;
  177. const count = positions.count;
  178. if ( data.start > 0 ) {
  179. data.start -= 1;
  180. } else {
  181. if ( data.direction === 0 ) {
  182. data.direction = - 1;
  183. }
  184. }
  185. for ( let i = 0; i < count; i ++ ) {
  186. const px = positions.getX( i );
  187. const py = positions.getY( i );
  188. const pz = positions.getZ( i );
  189. // falling down
  190. if ( data.direction < 0 ) {
  191. if ( py > 0 ) {
  192. positions.setXYZ(
  193. i,
  194. px + 1.5 * ( 0.50 - Math.random() ) * data.speed * delta,
  195. py + 3.0 * ( 0.25 - Math.random() ) * data.speed * delta,
  196. pz + 1.5 * ( 0.50 - Math.random() ) * data.speed * delta
  197. );
  198. } else {
  199. data.verticesDown += 1;
  200. }
  201. }
  202. // rising up
  203. if ( data.direction > 0 ) {
  204. const ix = initialPositions.getX( i );
  205. const iy = initialPositions.getY( i );
  206. const iz = initialPositions.getZ( i );
  207. const dx = Math.abs( px - ix );
  208. const dy = Math.abs( py - iy );
  209. const dz = Math.abs( pz - iz );
  210. const d = dx + dy + dx;
  211. if ( d > 1 ) {
  212. positions.setXYZ(
  213. i,
  214. px - ( px - ix ) / dx * data.speed * delta * ( 0.85 - Math.random() ),
  215. py - ( py - iy ) / dy * data.speed * delta * ( 1 + Math.random() ),
  216. pz - ( pz - iz ) / dz * data.speed * delta * ( 0.85 - Math.random() )
  217. );
  218. } else {
  219. data.verticesUp += 1;
  220. }
  221. }
  222. }
  223. // all vertices down
  224. if ( data.verticesDown >= count ) {
  225. if ( data.delay <= 0 ) {
  226. data.direction = 1;
  227. data.speed = 5;
  228. data.verticesDown = 0;
  229. data.delay = 320;
  230. } else {
  231. data.delay -= 1;
  232. }
  233. }
  234. // all vertices up
  235. if ( data.verticesUp >= count ) {
  236. if ( data.delay <= 0 ) {
  237. data.direction = - 1;
  238. data.speed = 15;
  239. data.verticesUp = 0;
  240. data.delay = 120;
  241. } else {
  242. data.delay -= 1;
  243. }
  244. }
  245. positions.needsUpdate = true;
  246. }
  247. composer.render( 0.01 );
  248. }
  249. </script>
  250. </body>
  251. </html>
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