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earthquake_3d_viewer_front/three/examples/webgl_postprocessing_transi...

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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>
<script type="importmap">
{
"imports": {
"three": "../build/three.module.js",
"three/addons/": "./jsm/"
}
}
</script>
<script type="module">
import * as THREE from 'three';
import Stats from 'three/addons/libs/stats.module.js';
import { GUI } from 'three/addons/libs/lil-gui.module.min.js';
import TWEEN from 'three/addons/libs/tween.module.js';
import { EffectComposer } from 'three/addons/postprocessing/EffectComposer.js';
import { RenderTransitionPass } from 'three/addons/postprocessing/RenderTransitionPass.js';
import { OutputPass } from 'three/addons/postprocessing/OutputPass.js';
let stats;
let renderer, composer, renderTransitionPass;
const textures = [];
const clock = new THREE.Clock();
const params = {
sceneAnimate: true,
transitionAnimate: true,
transition: 0,
useTexture: true,
texture: 5,
cycle: true,
threshold: 0.1,
};
const fxSceneA = new FXScene( new THREE.BoxGeometry( 2, 2, 2 ), new THREE.Vector3( 0, - 0.4, 0 ), 0xffffff );
const fxSceneB = new FXScene( new THREE.IcosahedronGeometry( 1, 1 ), new THREE.Vector3( 0, 0.2, 0.1 ), 0x000000 );
init();
function init() {
initGUI();
initTextures();
renderer = new THREE.WebGLRenderer( { antialias: true } );
renderer.setPixelRatio( window.devicePixelRatio );
renderer.setSize( window.innerWidth, window.innerHeight );
renderer.setAnimationLoop( animate );
document.body.appendChild( renderer.domElement );
composer = new EffectComposer( renderer );
stats = new Stats();
document.body.appendChild( stats.dom );
renderTransitionPass = new RenderTransitionPass( fxSceneA.scene, fxSceneA.camera, fxSceneB.scene, fxSceneB.camera );
renderTransitionPass.setTexture( textures[ 0 ] );
composer.addPass( renderTransitionPass );
const outputPass = new OutputPass();
composer.addPass( outputPass );
}
window.addEventListener( 'resize', onWindowResize );
function onWindowResize() {
fxSceneA.resize();
fxSceneB.resize();
renderer.setSize( window.innerWidth, window.innerHeight );
composer.setSize( window.innerWidth, window.innerHeight );
}
new TWEEN.Tween( params )
.to( { transition: 1 }, 1500 )
.onUpdate( function () {
renderTransitionPass.setTransition( params.transition );
// Change the current alpha texture after each transition
if ( params.cycle ) {
if ( params.transition == 0 || params.transition == 1 ) {
params.texture = ( params.texture + 1 ) % textures.length;
renderTransitionPass.setTexture( textures[ params.texture ] );
}
}
} )
.repeat( Infinity )
.delay( 2000 )
.yoyo( true )
.start();
function animate() {
// Transition animation
if ( params.transitionAnimate ) TWEEN.update();
const delta = clock.getDelta();
fxSceneA.update( delta );
fxSceneB.update( delta );
render();
stats.update();
}
function initTextures() {
const loader = new THREE.TextureLoader();
for ( let i = 0; i < 6; i ++ ) {
textures[ i ] = loader.load( 'textures/transition/transition' + ( i + 1 ) + '.png' );
}
}
function initGUI() {
const gui = new GUI();
gui.add( params, 'sceneAnimate' ).name( 'Animate scene' );
gui.add( params, 'transitionAnimate' ).name( 'Animate transition' );
gui.add( params, 'transition', 0, 1, 0.01 ).onChange( function ( value ) {
renderTransitionPass.setTransition( value );
} ).listen();
gui.add( params, 'useTexture' ).onChange( function ( value ) {
renderTransitionPass.useTexture( value );
} );
gui.add( params, 'texture', { Perlin: 0, Squares: 1, Cells: 2, Distort: 3, Gradient: 4, Radial: 5 } ).onChange( function ( value ) {
renderTransitionPass.setTexture( textures[ value ] );
} ).listen();
gui.add( params, 'cycle' );
gui.add( params, 'threshold', 0, 1, 0.01 ).onChange( function ( value ) {
renderTransitionPass.setTextureThreshold( value );
} );
}
function render() {
// Prevent render both scenes when it's not necessary
if ( params.transition === 0 ) {
renderer.render( fxSceneB.scene, fxSceneB.camera );
} else if ( params.transition === 1 ) {
renderer.render( fxSceneA.scene, fxSceneA.camera );
} else {
// When 0 < transition < 1 render transition between two scenes
composer.render();
}
}
function FXScene( geometry, rotationSpeed, backgroundColor ) {
const camera = new THREE.PerspectiveCamera( 50, window.innerWidth / window.innerHeight, 0.1, 100 );
camera.position.z = 20;
// Setup scene
const scene = new THREE.Scene();
scene.background = new THREE.Color( backgroundColor );
scene.add( new THREE.AmbientLight( 0xaaaaaa, 3 ) );
const light = new THREE.DirectionalLight( 0xffffff, 3 );
light.position.set( 0, 1, 4 );
scene.add( light );
this.rotationSpeed = rotationSpeed;
const color = geometry.type === 'BoxGeometry' ? 0x0000ff : 0xff0000;
const material = new THREE.MeshPhongMaterial( { color: color, flatShading: true } );
const mesh = generateInstancedMesh( geometry, material, 500 );
scene.add( mesh );
this.scene = scene;
this.camera = camera;
this.mesh = mesh;
this.update = function ( delta ) {
if ( params.sceneAnimate ) {
mesh.rotation.x += this.rotationSpeed.x * delta;
mesh.rotation.y += this.rotationSpeed.y * delta;
mesh.rotation.z += this.rotationSpeed.z * delta;
}
};
this.resize = function () {
camera.aspect = window.innerWidth / window.innerHeight;
camera.updateProjectionMatrix();
};
}
function generateInstancedMesh( geometry, material, count ) {
const mesh = new THREE.InstancedMesh( geometry, material, count );
const dummy = new THREE.Object3D();
const color = new THREE.Color();
for ( let i = 0; i < count; i ++ ) {
dummy.position.x = Math.random() * 100 - 50;
dummy.position.y = Math.random() * 60 - 30;
dummy.position.z = Math.random() * 80 - 40;
dummy.rotation.x = Math.random() * 2 * Math.PI;
dummy.rotation.y = Math.random() * 2 * Math.PI;
dummy.rotation.z = Math.random() * 2 * Math.PI;
dummy.scale.x = Math.random() * 2 + 1;
if ( geometry.type === 'BoxGeometry' ) {
dummy.scale.y = Math.random() * 2 + 1;
dummy.scale.z = Math.random() * 2 + 1;
} else {
dummy.scale.y = dummy.scale.x;
dummy.scale.z = dummy.scale.x;
}
dummy.updateMatrix();
mesh.setMatrixAt( i, dummy.matrix );
mesh.setColorAt( i, color.setScalar( 0.1 + 0.9 * Math.random() ) );
}
return mesh;
}
</script>
</body>
</html>