UNPKG

sparksjs

Version:

Sparks library for three.js with theen.js

590 lines (376 loc) 15.7 kB
<!DOCTYPE HTML> <html lang="en"> <head> <title>three.js canvas/webgl - particles - shapes</title> <meta charset="utf-8"> <meta name="viewport" content="width=device-width; initial-scale=1.0; maximum-scale=1.0; user-scalable=0;"/> <style type="text/css"> body { font-family: Monospace; background-color: #000000; margin: 0px; overflow: hidden; } </style> </head> <body> <script type="text/javascript" src="js/Three.js"></script> <script type="text/javascript" src="js/RequestAnimationFrame.js"></script> <script type="text/javascript" src="js/Stats.js"></script> <script type="text/javascript" src="js/Tween.js"></script> <script type="text/javascript" src="../Sparks.js"></script> <script type="text/javascript" src="js/ShaderExtras.js"></script> <script type="text/javascript" src="js/postprocessing/EffectComposer.js"></script> <script type="text/javascript" src="js/postprocessing/RenderPass.js"></script> <script type="text/javascript" src="js/postprocessing/ShaderPass.js"></script> <script type="text/javascript" src="js/postprocessing/MaskPass.js"></script> <script type="text/javascript" src="js/postprocessing/BloomPass.js"></script> <!-- load the font file from canvas-text --> <script type="text/javascript" src="js/helvetiker_regular.typeface.js"></script> <script type="x-shader/x-vertex" id="vertexshader"> attribute float size; attribute vec4 ca; varying vec4 vColor; void main() { vColor = ca; vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 ); gl_PointSize = size * ( 150.0 / length( mvPosition.xyz ) ); gl_Position = projectionMatrix * mvPosition; } </script> <script type="x-shader/x-fragment" id="fragmentshader"> uniform vec3 color; uniform sampler2D texture; varying vec4 vColor; uniform float radius; uniform vec2 delta; varying vec2 texCoord; void main() { vec4 outColor = texture2D( texture, gl_PointCoord ); if ( outColor.a < 0.5 ) discard; gl_FragColor = outColor * vec4( color * vColor.xyz, 1.0 ); //float depth = gl_FragCoord.z / gl_FragCoord.w; ///const vec3 fogColor = vec3( 0.0 ); //float fogFactor = smoothstep( 200.0, 600.0, depth ); //gl_FragColor = mix( gl_FragColor, vec4( fogColor, gl_FragColor.w ), fogFactor ); } </script> <script type="text/javascript"> var container, stats; var camera, scene, renderer; var text, plane; var targetRotation = 0; var targetRotationOnMouseDown = 0; var mouseX = 0; var mouseXOnMouseDown = 0; var windowHalfX = window.innerWidth / 2; var windowHalfY = window.innerHeight / 2; var heartShape, particleCloud, sparksEmitter, emitterPos; var _rotation = 0; var timeOnShapePath = 0; init(); animate(); function init() { container = document.createElement( 'div' ); document.body.appendChild( container ); var info = document.createElement( 'div' ); info.style.position = 'absolute'; info.style.top = '10px'; info.style.width = '100%'; info.style.textAlign = 'center'; info.innerHTML = 'Three.js with WebGL Love. Simple Particle Systems with Shapes by <a href="http://www.lab4games.net/zz85/blog">zz85</a><br/>Move your mouse. Click to pause/resume.'; container.appendChild( info ); // CAMERA camera = new THREE.PerspectiveCamera( 50, window.innerWidth / window.innerHeight, 1, 2000 ); camera.position.set( 0, 150, 700 ); // SCENE scene = new THREE.Scene(); // Get text from hash var theText = "THREE.JS"; var hash = document.location.hash.substr( 1 ); if ( hash.length !== 0 ) { theText = hash; } var text3d = new THREE.TextGeometry( theText, { size: 80, height: 20, curveSegments: 2, font: "helvetiker" }); text3d.computeBoundingBox(); var centerOffset = -0.5 * ( text3d.boundingBox.max.x - text3d.boundingBox.min.x ); var textMaterial = new THREE.MeshBasicMaterial( { color: Math.random() * 0xffffff, wireframe: false } ); text = new THREE.Mesh( text3d, textMaterial ); // Potentially, we can extract the vertices or faces of the text to generate particles too. // Geo > Vertices > Position text.doubleSided = false; text.position.x = centerOffset; text.position.y = 100; text.position.z = 0; text.rotation.x = 0; text.rotation.y = Math.PI * 2; text.overdraw = true; parent = new THREE.Object3D(); parent.add( text ); scene.add( parent ); ///// Create particle objects for Three.js var particleslength = 50000; var particles = new THREE.Geometry(); function newpos(x, y, z) { return new THREE.Vertex( new THREE.Vector3(x, y, z) ); } var Pool = { __pools: [], // Get a new Vector get: function() { if (this.__pools.length>0) { return this.__pools.pop(); } console.log("pool ran out!") return null; }, // Release a vector back into the pool add: function(v) { this.__pools.push(v); }, }; for ( i = 0; i < particleslength; i++ ) { particles.vertices.push(newpos(Math.random() *200 - 100, Math.random() *100+150, Math.random() *50)); Pool.add(i); } // Create pools of vectors attributes = { size: { type: 'f', value: [] }, ca: { type: 'c', value: [] } //ca //customColor }; var sprite = generateSprite() ; textu = new THREE.Texture ( sprite ); textu.needsUpdate = true; uniforms = { amplitude: { type: "f", value: 1.0 }, color: { type: "c", value: new THREE.Color( 0xffffff ) }, texture: { type: "t", value: 0, texture:textu} // // }; // PARAMS. // Steadycounter // Life // Opacity // Hue Speed // Movement Speed function generateSprite() { var canvas = document.createElement( 'canvas' ); canvas.width = 128; canvas.height = 128; var context = canvas.getContext( '2d' ); // Just a square, doesnt work too bad with blur pp. // context.fillStyle = "white"; // context.strokeStyle = "white"; // context.fillRect(0, 0, 63, 63) ; // Heart Shapes are not too pretty here // var x = 4, y = 0; // context.save(); // context.scale(8, 8); // Scale so canvas render can redraw within bounds // context.beginPath(); // context.bezierCurveTo( x + 2.5, y + 2.5, x + 2.0, y, x, y ); // context.bezierCurveTo( x - 3.0, y, x - 3.0, y + 3.5,x - 3.0,y + 3.5 ); // context.bezierCurveTo( x - 3.0, y + 5.5, x - 1.0, y + 7.7, x + 2.5, y + 9.5 ); // context.bezierCurveTo( x + 6.0, y + 7.7, x + 8.0, y + 5.5, x + 8.0, y + 3.5 ); // context.bezierCurveTo( x + 8.0, y + 3.5, x + 8.0, y, x + 5.0, y ); // context.bezierCurveTo( x + 3.5, y, x + 2.5, y + 2.5, x + 2.5, y + 2.5 ); // context.closePath(); context.beginPath(); context.arc(64, 64, 60, 0, Math.PI*2, false); context.closePath(); context.lineWidth = 0.5; //0.05 context.stroke(); context.restore(); var gradient = context.createRadialGradient( canvas.width /2, canvas.height /2, 0, canvas.width /2, canvas.height /2, canvas.width /2 ); gradient.addColorStop( 0, 'rgba(255,255,255,1)' ); gradient.addColorStop( 0.2, 'rgba(255,255,255,1)' ); //gradient.addColorStop( 0.6, 'rgba(200,200,200,1)' ); gradient.addColorStop( 0.4, 'rgba(128,128,128,1)' ); gradient.addColorStop( 1, 'rgba(0,0,0,1)' ); context.fillStyle = gradient; context.fill(); //var idata =context.getImageData(0, 0, canvas.width, canvas.height); //document.body.appendChild(canvas); return canvas; } var shaderMaterial = new THREE.MeshShaderMaterial( { uniforms: uniforms, attributes: attributes, vertexShader: document.getElementById( 'vertexshader' ).textContent, fragmentShader: document.getElementById( 'fragmentshader' ).textContent , blending: THREE.AdditiveBlending, depthTest: false, transparent: true }); particleCloud = new THREE.ParticleSystem( particles, shaderMaterial ); particleCloud.dynamic = true; //particleCloud.sortParticles = true; var vertices = particleCloud.geometry.vertices; var values_size = attributes.size.value; var values_color = attributes.ca.value; for( var v = 0; v < vertices.length; v++ ) { values_size[ v ] = 50; values_color[ v ] = new THREE.Color( 0xaaff00 ); values_color[ v ].setHSV( 0, 0, 0 ); particles.vertices[v].position.set(Number.POSITIVE_INFINITY,Number.POSITIVE_INFINITY, Number.POSITIVE_INFINITY); } parent.add( particleCloud ); //scene.add( particleCloud ); particleCloud.y = 800; // Create Particle Systems // EMITTER STUFF // Heart var x = 0, y = 0; heartShape = new THREE.Shape(); heartShape.moveTo( x + 25, y + 25 ); heartShape.bezierCurveTo( x + 25, y + 25, x + 20, y, x, y ); heartShape.bezierCurveTo( x - 30, y, x - 30, y + 35,x - 30,y + 35 ); heartShape.bezierCurveTo( x - 30, y + 55, x - 10, y + 77, x + 25, y + 95 ); heartShape.bezierCurveTo( x + 60, y + 77, x + 80, y + 55, x + 80, y + 35 ); heartShape.bezierCurveTo( x + 80, y + 35, x + 80, y, x + 50, y ); heartShape.bezierCurveTo( x + 35, y, x + 25, y + 25, x + 25, y + 25 ); var hue = 0; var setTargetParticle = function() { var target = Pool.get(); values_size[target] = Math.random() * 200 + 100; return target; }; var onParticleCreated = function(p) { var position = p.position; p.target.position = position; var target = p.target; if (target) { //console.log(target,particles.vertices[target]); //values_size[target] //values_color[target] hue += 0.0006; if (hue>1) hue-=1; // TODO Create a PointOnShape Action/Zone in the particle engine timeOnShapePath += 0.002; if (timeOnShapePath > 1) timeOnShapePath -= 1; var pointOnShape = heartShape.getPointAt(timeOnShapePath); emitterpos.x = pointOnShape.x * 5 - 100; emitterpos.y = -pointOnShape.y * 5 + 400; particles.vertices[target].position = p.position; values_color[target].setHSV(hue, 0.8, 0.15); }; }; var onParticleDead = function(particle) { var target = particle.target; if (target) { // Hide the particle values_color[target].setHSV(0, 0, 0); particles.vertices[target].position.set(Number.POSITIVE_INFINITY,Number.POSITIVE_INFINITY, Number.POSITIVE_INFINITY); // Mark particle system as available by returning to pool Pool.add(particle.target); } }; var engineLoopUpdate = function() { }; sparksEmitter = new SPARKS.Emitter(new SPARKS.SteadyCounter(600)); emitterpos = new THREE.Vector3(0,0,0); sparksEmitter.addInitializer(new SPARKS.Position( new SPARKS.PointZone( emitterpos ) ) ); sparksEmitter.addInitializer(new SPARKS.Lifetime(1,4)); sparksEmitter.addInitializer(new SPARKS.Target(null, setTargetParticle)); sparksEmitter.addInitializer(new SPARKS.Velocity(new SPARKS.PointZone(new THREE.Vector3(0,-50,10)))); // TOTRY Set velocity to move away from centroid sparksEmitter.addAction(new SPARKS.Age()); sparksEmitter.addAction(new SPARKS.Accelerate(0,0,50)); sparksEmitter.addAction(new SPARKS.Move()); sparksEmitter.addAction(new SPARKS.RandomDrift(50,50,2000)); sparksEmitter.addCallback("created", onParticleCreated); sparksEmitter.addCallback("dead", onParticleDead); sparksEmitter.start(); //sparksEmitter.addCallback("loopUpdated", engineLoopUpdate); //sparksEmitter.addCallback("updated", function(p) { // var target = particle.target; // if (target) { // // update energy properties // //values_size[target] = Math.random()*100; // } //}); // // End Particles renderer = new THREE.WebGLRenderer(); renderer.setSize( window.innerWidth, window.innerHeight ); container.appendChild( renderer.domElement ); stats = new Stats(); stats.domElement.style.position = 'absolute'; stats.domElement.style.top = '0px'; container.appendChild( stats.domElement ); // POST PROCESSING var shaderFocus = THREE.ShaderExtras[ "focus" ]; var effectFocus = new THREE.ShaderPass( shaderFocus ); var shaderBlur = THREE.ShaderExtras[ "triangleBlur" ]; var effectBlur = new THREE.ShaderPass( shaderBlur, 'texture' );; // var blurAmount = 0.0020; effectBlur.uniforms['delta'].value = new THREE.Vector2(blurAmount,blurAmount); effectFocus.uniforms['sampleDistance'].value = 0.99; //0.94 effectFocus.uniforms['waveFactor'].value = 0.002; //0.00125 var renderScene = new THREE.RenderPass( scene, camera ); composer = new THREE.EffectComposer( renderer ); composer.addPass( renderScene ); composer.addPass( effectBlur ); // effectBlur effectFocus effectBlur.renderToScreen = true; effectFocus.renderToScreen = true; document.addEventListener( 'mousedown', onDocumentMouseDown, false ); document.addEventListener( 'touchstart', onDocumentTouchStart, false ); document.addEventListener( 'touchmove', onDocumentTouchMove, false ); } // document.addEventListener( 'mousemove', onDocumentMouseMove, false ); function onDocumentMouseDown( event ) { event.preventDefault(); mouseXOnMouseDown = event.clientX - windowHalfX; targetRotationOnMouseDown = targetRotation; if (sparksEmitter.isRunning()) { sparksEmitter.stop(); } else { sparksEmitter.start(); } } function onDocumentMouseMove( event ) { mouseX = event.clientX - windowHalfX; targetRotation = targetRotationOnMouseDown + ( mouseX - mouseXOnMouseDown ) * 0.02; } function onDocumentTouchStart( event ) { if ( event.touches.length == 1 ) { event.preventDefault(); mouseXOnMouseDown = event.touches[ 0 ].pageX - windowHalfX; targetRotationOnMouseDown = targetRotation; } } function onDocumentTouchMove( event ) { if ( event.touches.length == 1 ) { event.preventDefault(); mouseX = event.touches[ 0 ].pageX - windowHalfX; targetRotation = targetRotationOnMouseDown + ( mouseX - mouseXOnMouseDown ) * 0.05; } } // function animate() { requestAnimationFrame( animate ); render(); stats.update(); } function render() { particleCloud.geometry.__dirtyVertices = true; particleCloud.geometry.__dirtyColors = true; attributes.size.needsUpdate = true; attributes.ca.needsUpdate = true; // Pretty cool effect if you enable this //particleCloud.rotation.y += 0.05; parent.rotation.y += ( targetRotation - parent.rotation.y ) * 0.05; //renderer.render( scene, camera ); composer.render( ); } </script> </body> </html>