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apt-nl-map/static/Magic4/js/three.js-dev/examples/webgl_postprocessing_crossfade.html
2024-12-04 10:21:04 +08:00

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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';
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>