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- <!DOCTYPE html>
- <html lang="en">
- <head>
- <title>three.js webgl - scenes transition</title>
- <meta charset="utf-8">
- <meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0">
- <link type="text/css" rel="stylesheet" href="main.css">
- </head>
- <body>
- <div id="info">
- <a href="https://threejs.org" target="_blank" rel="noopener">three.js</a> webgl scene transitions<br/>
- by <a href="https://twitter.com/fernandojsg">fernandojsg</a> - <a href="https://github.com/kile/three.js-demos">github</a>
- </div>
- <div id="container"></div>
- <script type="module">
- import * as THREE from '../build/three.module.js';
- import Stats from './jsm/libs/stats.module.js';
- import { GUI } from './jsm/libs/dat.gui.module.js';
- import { BufferGeometryUtils } from './jsm/utils/BufferGeometryUtils.js';
- var container, stats;
- var renderer;
- var transition;
- var transitionParams = {
- "useTexture": true,
- "transition": 0.5,
- "transitionSpeed": 2.0,
- "texture": 5,
- "loopTexture": true,
- "animateTransition": true,
- "textureThreshold": 0.3
- };
- var clock = new THREE.Clock();
- init();
- animate();
- function init() {
- initGUI();
- container = document.getElementById( "container" );
- renderer = new THREE.WebGLRenderer( { antialias: true } );
- renderer.setPixelRatio( window.devicePixelRatio );
- renderer.setSize( window.innerWidth, window.innerHeight );
- container.appendChild( renderer.domElement );
- stats = new Stats();
- container.appendChild( stats.dom );
- var sceneA = new FXScene( "cube", 5000, 1200, 120, new THREE.Vector3( 0, - 0.4, 0 ), 0xffffff );
- var sceneB = new FXScene( "sphere", 500, 2000, 50, new THREE.Vector3( 0, 0.2, 0.1 ), 0x000000 );
- transition = new Transition( sceneA, sceneB );
- }
- function animate() {
- requestAnimationFrame( animate );
- render();
- stats.update();
- }
- function initGUI() {
- var gui = new GUI();
- gui.add( transitionParams, "useTexture" ).onChange( function ( value ) {
- transition.useTexture( value );
- } );
- gui.add( transitionParams, 'loopTexture' );
- gui.add( transitionParams, 'texture', { Perlin: 0, Squares: 1, Cells: 2, Distort: 3, Gradient: 4, Radial: 5 } ).onChange( function ( value ) {
- transition.setTexture( value );
- } ).listen();
- gui.add( transitionParams, "textureThreshold", 0, 1, 0.01 ).onChange( function ( value ) {
- transition.setTextureThreshold( value );
- } );
- gui.add( transitionParams, "animateTransition" );
- gui.add( transitionParams, "transition", 0, 1, 0.01 ).listen();
- gui.add( transitionParams, "transitionSpeed", 0.5, 5, 0.01 );
- }
- function render() {
- transition.render( clock.getDelta() );
- }
- function generateGeometry( objectType, numObjects ) {
- function applyVertexColors( geometry, color ) {
- var position = geometry.attributes.position;
- var colors = [];
- for ( var i = 0; i < position.count; i ++ ) {
- colors.push( color.r, color.g, color.b );
- }
- geometry.setAttribute( 'color', new THREE.Float32BufferAttribute( colors, 3 ) );
- }
- var geometries = [];
- var matrix = new THREE.Matrix4();
- var position = new THREE.Vector3();
- var rotation = new THREE.Euler();
- var quaternion = new THREE.Quaternion();
- var scale = new THREE.Vector3();
- var color = new THREE.Color();
- for ( var i = 0; i < numObjects; i ++ ) {
- position.x = Math.random() * 10000 - 5000;
- position.y = Math.random() * 6000 - 3000;
- position.z = Math.random() * 8000 - 4000;
- rotation.x = Math.random() * 2 * Math.PI;
- rotation.y = Math.random() * 2 * Math.PI;
- rotation.z = Math.random() * 2 * Math.PI;
- quaternion.setFromEuler( rotation );
- scale.x = Math.random() * 200 + 100;
- var geometry;
- if ( objectType === 'cube' ) {
- geometry = new THREE.BoxBufferGeometry( 1, 1, 1 );
- geometry = geometry.toNonIndexed(); // merging needs consistent buffer geometries
- scale.y = Math.random() * 200 + 100;
- scale.z = Math.random() * 200 + 100;
- color.setRGB( 0, 0, 0.1 + 0.9 * Math.random() );
- } else if ( objectType === 'sphere' ) {
- geometry = new THREE.IcosahedronBufferGeometry( 1, 1 );
- scale.y = scale.z = scale.x;
- color.setRGB( 0.1 + 0.9 * Math.random(), 0, 0 );
- }
- // give the geom's vertices a random color, to be displayed
- applyVertexColors( geometry, color );
- matrix.compose( position, quaternion, scale );
- geometry.applyMatrix4( matrix );
- geometries.push( geometry );
- }
- return BufferGeometryUtils.mergeBufferGeometries( geometries );
- }
- function FXScene( type, numObjects, cameraZ, fov, rotationSpeed, clearColor ) {
- this.clearColor = clearColor;
- this.camera = new THREE.PerspectiveCamera( fov, window.innerWidth / window.innerHeight, 1, 10000 );
- this.camera.position.z = cameraZ;
- // Setup scene
- this.scene = new THREE.Scene();
- this.scene.add( new THREE.AmbientLight( 0x555555 ) );
- var light = new THREE.SpotLight( 0xffffff, 1.5 );
- light.position.set( 0, 500, 2000 );
- this.scene.add( light );
- this.rotationSpeed = rotationSpeed;
- var defaultMaterial = new THREE.MeshPhongMaterial( { color: 0xffffff, flatShading: true, vertexColors: THREE.VertexColors } );
- this.mesh = new THREE.Mesh( generateGeometry( type, numObjects ), defaultMaterial );
- this.scene.add( this.mesh );
- var renderTargetParameters = { minFilter: THREE.LinearFilter, magFilter: THREE.LinearFilter, format: THREE.RGBFormat, stencilBuffer: false };
- this.fbo = new THREE.WebGLRenderTarget( window.innerWidth, window.innerHeight, renderTargetParameters );
- this.render = function ( delta, rtt ) {
- this.mesh.rotation.x += delta * this.rotationSpeed.x;
- this.mesh.rotation.y += delta * this.rotationSpeed.y;
- this.mesh.rotation.z += delta * this.rotationSpeed.z;
- renderer.setClearColor( this.clearColor );
- if ( rtt ) {
- renderer.setRenderTarget( this.fbo );
- renderer.clear();
- renderer.render( this.scene, this.camera );
- } else {
- renderer.setRenderTarget( null );
- renderer.render( this.scene, this.camera );
- }
- };
- }
- function Transition( sceneA, sceneB ) {
- this.scene = new THREE.Scene();
- this.cameraOrtho = new THREE.OrthographicCamera( window.innerWidth / - 2, window.innerWidth / 2, window.innerHeight / 2, window.innerHeight / - 2, - 10, 10 );
- this.textures = [];
- var loader = new THREE.TextureLoader();
- for ( var i = 0; i < 6; i ++ )
- this.textures[ i ] = loader.load( 'textures/transition/transition' + ( i + 1 ) + '.png' );
- this.quadmaterial = new THREE.ShaderMaterial( {
- uniforms: {
- tDiffuse1: {
- value: null
- },
- tDiffuse2: {
- value: null
- },
- mixRatio: {
- value: 0.0
- },
- threshold: {
- value: 0.1
- },
- useTexture: {
- value: 1
- },
- tMixTexture: {
- value: this.textures[ 0 ]
- }
- },
- vertexShader: [
- "varying vec2 vUv;",
- "void main() {",
- "vUv = vec2( uv.x, uv.y );",
- "gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
- "}"
- ].join( "\n" ),
- fragmentShader: [
- "uniform float mixRatio;",
- "uniform sampler2D tDiffuse1;",
- "uniform sampler2D tDiffuse2;",
- "uniform sampler2D tMixTexture;",
- "uniform int useTexture;",
- "uniform float threshold;",
- "varying vec2 vUv;",
- "void main() {",
- " vec4 texel1 = texture2D( tDiffuse1, vUv );",
- " vec4 texel2 = texture2D( tDiffuse2, vUv );",
- " if (useTexture==1) {",
- " vec4 transitionTexel = texture2D( tMixTexture, vUv );",
- " float r = mixRatio * (1.0 + threshold * 2.0) - threshold;",
- " float mixf=clamp((transitionTexel.r - r)*(1.0/threshold), 0.0, 1.0);",
- " gl_FragColor = mix( texel1, texel2, mixf );",
- " } else {",
- " gl_FragColor = mix( texel2, texel1, mixRatio );",
- " }",
- "}"
- ].join( "\n" )
- } );
- var quadgeometry = new THREE.PlaneBufferGeometry( window.innerWidth, window.innerHeight );
- this.quad = new THREE.Mesh( quadgeometry, this.quadmaterial );
- this.scene.add( this.quad );
- // Link both scenes and their FBOs
- this.sceneA = sceneA;
- this.sceneB = sceneB;
- this.quadmaterial.uniforms.tDiffuse1.value = sceneA.fbo.texture;
- this.quadmaterial.uniforms.tDiffuse2.value = sceneB.fbo.texture;
- this.needChange = false;
- this.setTextureThreshold = function ( value ) {
- this.quadmaterial.uniforms.threshold.value = value;
- };
- this.useTexture = function ( value ) {
- this.quadmaterial.uniforms.useTexture.value = value ? 1 : 0;
- };
- this.setTexture = function ( i ) {
- this.quadmaterial.uniforms.tMixTexture.value = this.textures[ i ];
- };
- this.render = function ( delta ) {
- // Transition animation
- if ( transitionParams.animateTransition ) {
- var t = ( 1 + Math.sin( transitionParams.transitionSpeed * clock.getElapsedTime() / Math.PI ) ) / 2;
- transitionParams.transition = THREE.MathUtils.smoothstep( t, 0.3, 0.7 );
- // Change the current alpha texture after each transition
- if ( transitionParams.loopTexture && ( transitionParams.transition == 0 || transitionParams.transition == 1 ) ) {
- if ( this.needChange ) {
- transitionParams.texture = ( transitionParams.texture + 1 ) % this.textures.length;
- this.quadmaterial.uniforms.tMixTexture.value = this.textures[ transitionParams.texture ];
- this.needChange = false;
- }
- } else
- this.needChange = true;
- }
- this.quadmaterial.uniforms.mixRatio.value = transitionParams.transition;
- // Prevent render both scenes when it's not necessary
- if ( transitionParams.transition == 0 ) {
- this.sceneB.render( delta, false );
- } else if ( transitionParams.transition == 1 ) {
- this.sceneA.render( delta, false );
- } else {
- // When 0<transition<1 render transition between two scenes
- this.sceneA.render( delta, true );
- this.sceneB.render( delta, true );
- renderer.setRenderTarget( null );
- renderer.clear();
- renderer.render( this.scene, this.cameraOrtho );
- }
- };
- }
- </script>
- </body>
- </html>
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