407 lines
10 KiB
HTML
407 lines
10 KiB
HTML
|
|
<!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';
|
||
|
|
|
||
|
|
let container, stats;
|
||
|
|
let renderer;
|
||
|
|
let transition;
|
||
|
|
|
||
|
|
const transitionParams = {
|
||
|
|
"useTexture": true,
|
||
|
|
"transition": 0.5,
|
||
|
|
"transitionSpeed": 2.0,
|
||
|
|
"texture": 5,
|
||
|
|
"loopTexture": true,
|
||
|
|
"animateTransition": true,
|
||
|
|
"textureThreshold": 0.3
|
||
|
|
};
|
||
|
|
|
||
|
|
const 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 );
|
||
|
|
|
||
|
|
const sceneA = new FXScene( "cube", 5000, 1200, 120, new THREE.Vector3( 0, - 0.4, 0 ), 0xffffff );
|
||
|
|
const 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() {
|
||
|
|
|
||
|
|
const 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 ) {
|
||
|
|
|
||
|
|
const position = geometry.attributes.position;
|
||
|
|
const colors = [];
|
||
|
|
|
||
|
|
for ( let i = 0; i < position.count; i ++ ) {
|
||
|
|
|
||
|
|
colors.push( color.r, color.g, color.b );
|
||
|
|
|
||
|
|
}
|
||
|
|
|
||
|
|
geometry.setAttribute( 'color', new THREE.Float32BufferAttribute( colors, 3 ) );
|
||
|
|
|
||
|
|
}
|
||
|
|
|
||
|
|
const geometries = [];
|
||
|
|
|
||
|
|
const matrix = new THREE.Matrix4();
|
||
|
|
const position = new THREE.Vector3();
|
||
|
|
const rotation = new THREE.Euler();
|
||
|
|
const quaternion = new THREE.Quaternion();
|
||
|
|
const scale = new THREE.Vector3();
|
||
|
|
const color = new THREE.Color();
|
||
|
|
|
||
|
|
for ( let 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;
|
||
|
|
|
||
|
|
let geometry;
|
||
|
|
|
||
|
|
if ( objectType === 'cube' ) {
|
||
|
|
|
||
|
|
geometry = new THREE.BoxGeometry( 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.IcosahedronGeometry( 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 ) );
|
||
|
|
|
||
|
|
const light = new THREE.SpotLight( 0xffffff, 1.5 );
|
||
|
|
light.position.set( 0, 500, 2000 );
|
||
|
|
this.scene.add( light );
|
||
|
|
|
||
|
|
this.rotationSpeed = rotationSpeed;
|
||
|
|
|
||
|
|
const defaultMaterial = new THREE.MeshPhongMaterial( { color: 0xffffff, flatShading: true, vertexColors: true } );
|
||
|
|
this.mesh = new THREE.Mesh( generateGeometry( type, numObjects ), defaultMaterial );
|
||
|
|
this.scene.add( this.mesh );
|
||
|
|
|
||
|
|
const renderTargetParameters = { minFilter: THREE.LinearFilter, magFilter: THREE.LinearFilter, format: THREE.RGBFormat };
|
||
|
|
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 = [];
|
||
|
|
|
||
|
|
const loader = new THREE.TextureLoader();
|
||
|
|
|
||
|
|
for ( let 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" )
|
||
|
|
|
||
|
|
} );
|
||
|
|
|
||
|
|
const quadgeometry = new THREE.PlaneGeometry( 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 ) {
|
||
|
|
|
||
|
|
const 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>
|