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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>
<!-- Import maps polyfill -->
<!-- Remove this when import maps will be widely supported -->
<script async src="https://unpkg.com/es-module-shims@1.3.6/dist/es-module-shims.js"></script>
<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.min.js';
let container, stats;
let renderer;
let transition;
const transitionParams = {
'useTexture': true,
'transition': 0,
'texture': 5,
'cycle': true,
'animate': true,
'threshold': 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 geometryA = new THREE.BoxGeometry( 2, 2, 2 );
const geometryB = new THREE.IcosahedronGeometry( 1, 1 );
const sceneA = new FXScene( geometryA, new THREE.Vector3( 0, - 0.4, 0 ), 0xffffff );
const sceneB = new FXScene( geometryB, 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, 'animate' );
gui.add( transitionParams, 'transition', 0, 1, 0.01 ).listen();
gui.add( transitionParams, 'useTexture' ).onChange( function ( value ) {
transition.useTexture( value );
} );
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, 'cycle' );
gui.add( transitionParams, 'threshold', 0, 1, 0.01 ).onChange( function ( value ) {
transition.setTextureThreshold( value );
} );
}
function render() {
transition.render( clock.getDelta() );
}
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() * 10000 - 5000;
dummy.position.y = Math.random() * 6000 - 3000;
dummy.position.z = Math.random() * 8000 - 4000;
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() * 200 + 100;
if ( geometry.type === 'BoxGeometry' ) {
dummy.scale.y = Math.random() * 200 + 100;
dummy.scale.z = Math.random() * 200 + 100;
} 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;
}
function FXScene( geometry, rotationSpeed, clearColor ) {
this.clearColor = clearColor;
const camera = new THREE.PerspectiveCamera( 50, window.innerWidth / window.innerHeight, 1, 10000 );
camera.position.z = 2000;
// Setup scene
const scene = new THREE.Scene();
scene.add( new THREE.AmbientLight( 0x555555 ) );
const light = new THREE.SpotLight( 0xffffff, 1.5 );
light.position.set( 0, 500, 2000 );
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.fbo = new THREE.WebGLRenderTarget( window.innerWidth, window.innerHeight );
this.render = function ( delta, rtt ) {
mesh.rotation.x += delta * this.rotationSpeed.x;
mesh.rotation.y += delta * this.rotationSpeed.y;
mesh.rotation.z += delta * this.rotationSpeed.z;
renderer.setClearColor( this.clearColor );
if ( rtt ) {
renderer.setRenderTarget( this.fbo );
renderer.clear();
renderer.render( scene, camera );
} else {
renderer.setRenderTarget( null );
renderer.render( scene, camera );
}
};
}
function Transition( sceneA, sceneB ) {
const scene = new THREE.Scene();
const width = window.innerWidth;
const height = window.innerHeight;
const camera = new THREE.OrthographicCamera( width / - 2, width / 2, height / 2, height / - 2, - 10, 10 );
const textures = [];
const loader = new THREE.TextureLoader();
for ( let i = 0; i < 6; i ++ ) {
textures[ i ] = loader.load( 'textures/transition/transition' + ( i + 1 ) + '.png' );
}
const material = new THREE.ShaderMaterial( {
uniforms: {
tDiffuse1: {
value: null
},
tDiffuse2: {
value: null
},
mixRatio: {
value: 0.0
},
threshold: {
value: 0.1
},
useTexture: {
value: 1
},
tMixTexture: {
value: 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 geometry = new THREE.PlaneGeometry( window.innerWidth, window.innerHeight );
const mesh = new THREE.Mesh( geometry, material );
scene.add( mesh );
material.uniforms.tDiffuse1.value = sceneA.fbo.texture;
material.uniforms.tDiffuse2.value = sceneB.fbo.texture;
new TWEEN.Tween( transitionParams )
.to( { transition: 1 }, 1500 )
.repeat( Infinity )
.delay( 2000 )
.yoyo( true )
.start();
this.needsTextureChange = false;
this.setTextureThreshold = function ( value ) {
material.uniforms.threshold.value = value;
};
this.useTexture = function ( value ) {
material.uniforms.useTexture.value = value ? 1 : 0;
};
this.setTexture = function ( i ) {
material.uniforms.tMixTexture.value = textures[ i ];
};
this.render = function ( delta ) {
// Transition animation
if ( transitionParams.animate ) {
TWEEN.update();
// Change the current alpha texture after each transition
if ( transitionParams.cycle ) {
if ( transitionParams.transition == 0 || transitionParams.transition == 1 ) {
if ( this.needsTextureChange ) {
transitionParams.texture = ( transitionParams.texture + 1 ) % textures.length;
material.uniforms.tMixTexture.value = textures[ transitionParams.texture ];
this.needsTextureChange = false;
}
} else {
this.needsTextureChange = true;
}
} else {
this.needsTextureChange = true;
}
}
material.uniforms.mixRatio.value = transitionParams.transition;
// Prevent render both scenes when it's not necessary
if ( transitionParams.transition == 0 ) {
sceneB.render( delta, false );
} else if ( transitionParams.transition == 1 ) {
sceneA.render( delta, false );
} else {
// When 0<transition<1 render transition between two scenes
sceneA.render( delta, true );
sceneB.render( delta, true );
renderer.setRenderTarget( null );
renderer.clear();
renderer.render( scene, camera );
}
};
}
</script>
</body>
</html>