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406 lines
9.3 KiB
406 lines
9.3 KiB
<!DOCTYPE html>
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<html lang="en">
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<head>
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<title>three.js webgl - scenes transition</title>
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<meta charset="utf-8">
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<meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0">
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<link type="text/css" rel="stylesheet" href="main.css">
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</head>
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<body>
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<div id="info">
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<a href="https://threejs.org" target="_blank" rel="noopener">three.js</a> webgl scene transitions<br/>
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by <a href="https://twitter.com/fernandojsg">fernandojsg</a> - <a href="https://github.com/kile/three.js-demos">github</a>
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</div>
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<div id="container"></div>
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<!-- Import maps polyfill -->
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<!-- Remove this when import maps will be widely supported -->
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<script async src="https://unpkg.com/es-module-shims@1.3.6/dist/es-module-shims.js"></script>
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<script type="importmap">
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{
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"imports": {
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"three": "../build/three.module.js",
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"three/addons/": "./jsm/"
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}
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}
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</script>
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<script type="module">
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import * as THREE from 'three';
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import Stats from 'three/addons/libs/stats.module.js';
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import { GUI } from 'three/addons/libs/lil-gui.module.min.js';
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import { TWEEN } from 'three/addons/libs/tween.module.min.js';
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let container, stats;
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let renderer;
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let transition;
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const transitionParams = {
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'useTexture': true,
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'transition': 0,
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'texture': 5,
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'cycle': true,
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'animate': true,
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'threshold': 0.3
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};
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const clock = new THREE.Clock();
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init();
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animate();
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function init() {
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initGUI();
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container = document.getElementById( 'container' );
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renderer = new THREE.WebGLRenderer( { antialias: true } );
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renderer.setPixelRatio( window.devicePixelRatio );
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renderer.setSize( window.innerWidth, window.innerHeight );
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container.appendChild( renderer.domElement );
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stats = new Stats();
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container.appendChild( stats.dom );
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const geometryA = new THREE.BoxGeometry( 2, 2, 2 );
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const geometryB = new THREE.IcosahedronGeometry( 1, 1 );
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const sceneA = new FXScene( geometryA, new THREE.Vector3( 0, - 0.4, 0 ), 0xffffff );
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const sceneB = new FXScene( geometryB, new THREE.Vector3( 0, 0.2, 0.1 ), 0x000000 );
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transition = new Transition( sceneA, sceneB );
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}
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function animate() {
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requestAnimationFrame( animate );
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render();
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stats.update();
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}
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function initGUI() {
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const gui = new GUI();
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gui.add( transitionParams, 'animate' );
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gui.add( transitionParams, 'transition', 0, 1, 0.01 ).listen();
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gui.add( transitionParams, 'useTexture' ).onChange( function ( value ) {
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transition.useTexture( value );
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} );
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gui.add( transitionParams, 'texture', { Perlin: 0, Squares: 1, Cells: 2, Distort: 3, Gradient: 4, Radial: 5 } ).onChange( function ( value ) {
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transition.setTexture( value );
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} ).listen();
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gui.add( transitionParams, 'cycle' );
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gui.add( transitionParams, 'threshold', 0, 1, 0.01 ).onChange( function ( value ) {
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transition.setTextureThreshold( value );
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} );
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}
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function render() {
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transition.render( clock.getDelta() );
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}
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function generateInstancedMesh( geometry, material, count ) {
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const mesh = new THREE.InstancedMesh( geometry, material, count );
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const dummy = new THREE.Object3D();
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const color = new THREE.Color();
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for ( let i = 0; i < count; i ++ ) {
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dummy.position.x = Math.random() * 10000 - 5000;
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dummy.position.y = Math.random() * 6000 - 3000;
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dummy.position.z = Math.random() * 8000 - 4000;
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dummy.rotation.x = Math.random() * 2 * Math.PI;
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dummy.rotation.y = Math.random() * 2 * Math.PI;
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dummy.rotation.z = Math.random() * 2 * Math.PI;
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dummy.scale.x = Math.random() * 200 + 100;
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if ( geometry.type === 'BoxGeometry' ) {
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dummy.scale.y = Math.random() * 200 + 100;
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dummy.scale.z = Math.random() * 200 + 100;
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} else {
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dummy.scale.y = dummy.scale.x;
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dummy.scale.z = dummy.scale.x;
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}
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dummy.updateMatrix();
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mesh.setMatrixAt( i, dummy.matrix );
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mesh.setColorAt( i, color.setScalar( 0.1 + 0.9 * Math.random() ) );
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}
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return mesh;
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}
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function FXScene( geometry, rotationSpeed, clearColor ) {
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this.clearColor = clearColor;
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const camera = new THREE.PerspectiveCamera( 50, window.innerWidth / window.innerHeight, 1, 10000 );
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camera.position.z = 2000;
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// Setup scene
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const scene = new THREE.Scene();
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scene.add( new THREE.AmbientLight( 0x555555 ) );
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const light = new THREE.SpotLight( 0xffffff, 1.5 );
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light.position.set( 0, 500, 2000 );
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scene.add( light );
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this.rotationSpeed = rotationSpeed;
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const color = geometry.type === 'BoxGeometry' ? 0x0000ff : 0xff0000;
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const material = new THREE.MeshPhongMaterial( { color: color, flatShading: true } );
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const mesh = generateInstancedMesh( geometry, material, 500 );
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scene.add( mesh );
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this.fbo = new THREE.WebGLRenderTarget( window.innerWidth, window.innerHeight );
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this.render = function ( delta, rtt ) {
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mesh.rotation.x += delta * this.rotationSpeed.x;
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mesh.rotation.y += delta * this.rotationSpeed.y;
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mesh.rotation.z += delta * this.rotationSpeed.z;
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renderer.setClearColor( this.clearColor );
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if ( rtt ) {
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renderer.setRenderTarget( this.fbo );
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renderer.clear();
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renderer.render( scene, camera );
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} else {
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renderer.setRenderTarget( null );
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renderer.render( scene, camera );
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}
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};
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}
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function Transition( sceneA, sceneB ) {
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const scene = new THREE.Scene();
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const width = window.innerWidth;
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const height = window.innerHeight;
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const camera = new THREE.OrthographicCamera( width / - 2, width / 2, height / 2, height / - 2, - 10, 10 );
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const textures = [];
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const loader = new THREE.TextureLoader();
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for ( let i = 0; i < 6; i ++ ) {
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textures[ i ] = loader.load( 'textures/transition/transition' + ( i + 1 ) + '.png' );
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}
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const material = new THREE.ShaderMaterial( {
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uniforms: {
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tDiffuse1: {
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value: null
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},
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tDiffuse2: {
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value: null
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},
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mixRatio: {
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value: 0.0
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},
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threshold: {
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value: 0.1
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},
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useTexture: {
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value: 1
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},
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tMixTexture: {
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value: textures[ 0 ]
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}
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},
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vertexShader: [
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'varying vec2 vUv;',
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'void main() {',
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'vUv = vec2( uv.x, uv.y );',
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'gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );',
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'}'
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].join( '\n' ),
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fragmentShader: [
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'uniform float mixRatio;',
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'uniform sampler2D tDiffuse1;',
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'uniform sampler2D tDiffuse2;',
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'uniform sampler2D tMixTexture;',
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'uniform int useTexture;',
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'uniform float threshold;',
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'varying vec2 vUv;',
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'void main() {',
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' vec4 texel1 = texture2D( tDiffuse1, vUv );',
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' vec4 texel2 = texture2D( tDiffuse2, vUv );',
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' if (useTexture==1) {',
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' vec4 transitionTexel = texture2D( tMixTexture, vUv );',
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' float r = mixRatio * (1.0 + threshold * 2.0) - threshold;',
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' float mixf=clamp((transitionTexel.r - r)*(1.0/threshold), 0.0, 1.0);',
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' gl_FragColor = mix( texel1, texel2, mixf );',
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' } else {',
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' gl_FragColor = mix( texel2, texel1, mixRatio );',
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' }',
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'}'
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].join( '\n' )
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} );
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const geometry = new THREE.PlaneGeometry( window.innerWidth, window.innerHeight );
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const mesh = new THREE.Mesh( geometry, material );
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scene.add( mesh );
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material.uniforms.tDiffuse1.value = sceneA.fbo.texture;
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material.uniforms.tDiffuse2.value = sceneB.fbo.texture;
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new TWEEN.Tween( transitionParams )
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.to( { transition: 1 }, 1500 )
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.repeat( Infinity )
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.delay( 2000 )
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.yoyo( true )
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.start();
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this.needsTextureChange = false;
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this.setTextureThreshold = function ( value ) {
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material.uniforms.threshold.value = value;
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};
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this.useTexture = function ( value ) {
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material.uniforms.useTexture.value = value ? 1 : 0;
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};
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this.setTexture = function ( i ) {
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material.uniforms.tMixTexture.value = textures[ i ];
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};
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this.render = function ( delta ) {
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// Transition animation
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if ( transitionParams.animate ) {
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TWEEN.update();
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// Change the current alpha texture after each transition
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if ( transitionParams.cycle ) {
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if ( transitionParams.transition == 0 || transitionParams.transition == 1 ) {
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if ( this.needsTextureChange ) {
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transitionParams.texture = ( transitionParams.texture + 1 ) % textures.length;
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material.uniforms.tMixTexture.value = textures[ transitionParams.texture ];
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this.needsTextureChange = false;
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}
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} else {
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this.needsTextureChange = true;
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}
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} else {
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this.needsTextureChange = true;
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}
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}
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material.uniforms.mixRatio.value = transitionParams.transition;
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// Prevent render both scenes when it's not necessary
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if ( transitionParams.transition == 0 ) {
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sceneB.render( delta, false );
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} else if ( transitionParams.transition == 1 ) {
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sceneA.render( delta, false );
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} else {
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// When 0<transition<1 render transition between two scenes
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sceneA.render( delta, true );
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sceneB.render( delta, true );
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renderer.setRenderTarget( null );
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renderer.clear();
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renderer.render( scene, camera );
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}
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};
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}
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</script>
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</body>
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</html>
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