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HTML5 canvas纸片3D旋转动画

<!doctype html>

<html>

<head>

<meta charset="utf-8">

<title>卷曲噪音</title>

 

<style>

body{

 margin: 0;

 padding: 0;

 overflow: hidden;

}</style>

</head>

<body>

 

<scriptsrc="js/three.js"></script>

<scriptsrc="js/OrbitControls.js"></script>

<script src="js/GPUComputationRenderer.js"></script>

 

<div class="wrapper"id="wrapper"></div>

 

<script id="simulation_vel"type="x-shader/x-fragment">

 

//

// Description : Array and textureless GLSL2D/3D/4D simplex

//               noise functions.

//     Author : Ian McEwan, Ashima Arts.

// Maintainer : ijm

//    Lastmod : 20110822 (ijm)

//    License : Copyright (C) 2011 Ashima Arts. All rights reserved.

//               Distributed under the MITLicense. See LICENSE file.

//               https://www.shaxiangift.com/ashima/webgl-noise

//

 

vec3 mod289(vec3 x) {

 return x - floor(x * (1.0 / 289.0)) * 289.0;

}

 

vec4 mod289(vec4 x) {

 return x - floor(x * (1.0 / 289.0)) * 289.0;

}

 

vec4 permute(vec4 x) {

 return mod289(((x*34.0)+1.0)*x);

}

 

vec4 taylorInvSqrt(vec4 r){

 return 1.79284291400159 - 0.85373472095314 * r;

}

 

float snoise(vec3 v) {

 

 const vec2  C = vec2(1.0/6.0,1.0/3.0) ;

 const vec4  D = vec4(0.0, 0.5,1.0, 2.0);

 

  //First corner

 vec3 i  = floor(v + dot(v, C.yyy));

 vec3 x0 =   v - i + dot(i, C.xxx);

 

  //Other corners

 vec3 g = step(x0.yzx, x0.xyz);

 vec3 l = 1.0 - g;

 vec3 i1 = min( g.xyz, l.zxy );

 vec3 i2 = max( g.xyz, l.zxy );

 

 //   x0 = x0 - 0.0 + 0.0 * C.xxx;

 //   x1 = x0 - i1  + 1.0 * C.xxx;

 //   x2 = x0 - i2  + 2.0 * C.xxx;

 //   x3 = x0 - 1.0 + 3.0 * C.xxx;

 vec3 x1 = x0 - i1 + C.xxx;

 vec3 x2 = x0 - i2 + C.yyy; // 2.0*C.x = 1/3 = C.y

 vec3 x3 = x0 - D.yyy;      //-1.0+3.0*C.x = -0.5 = -D.y

 

  //Permutations

  i =mod289(i);

 vec4 p = permute( permute( permute(

     i.z + vec4(0.0, i1.z, i2.z, 1.0 ))

    +i.y + vec4(0.0, i1.y, i2.y, 1.0 ))

    +i.x + vec4(0.0, i1.x, i2.x, 1.0 ));

 

  //Gradients: 7x7 points over a square, mapped onto an octahedron.

  //The ring size 17*17 = 289 is close to a multiple of 49 (49*6 = 294)

 float n_ = 0.142857142857; // 1.0/7.0

 vec3  ns = n_ * D.wyz - D.xzx;

 

 vec4 j = p - 49.0 * floor(p * ns.z * ns.z);  // mod(p,7*7)

 

 vec4 x_ = floor(j * ns.z);

 vec4 y_ = floor(j - 7.0 * x_ );   // mod(j,N)

 

 vec4 x = x_ *ns.x + ns.yyyy;

  vec4y = y_ *ns.x + ns.yyyy;

 vec4 h = 1.0 - abs(x) - abs(y);

 

 vec4 b0 = vec4( x.xy, y.xy );

 vec4 b1 = vec4( x.zw, y.zw );

 

 //vec4 s0 = vec4(lessThan(b0,0.0))*2.0 - 1.0;

 //vec4 s1 = vec4(lessThan(b1,0.0))*2.0 - 1.0;

 vec4 s0 = floor(b0)*2.0 + 1.0;

 vec4 s1 = floor(b1)*2.0 + 1.0;

 vec4 sh = -step(h, vec4(0.0));

 

 vec4 a0 = b0.xzyw + s0.xzyw*sh.xxyy ;

 vec4 a1 = b1.xzyw + s1.xzyw*sh.zzww ;

 

 vec3 p0 = vec3(a0.xy,h.x);

 vec3 p1 = vec3(a0.zw,h.y);

 vec3 p2 = vec3(a1.xy,h.z);

 vec3 p3 = vec3(a1.zw,h.w);

 

 //Normalise gradients

 vec4 norm = taylorInvSqrt(vec4(dot(p0,p0), dot(p1,p1), dot(p2, p2),dot(p3,p3)));

  p0*= norm.x;

  p1*= norm.y;

  p2*= norm.z;

  p3*= norm.w;

 

  //Mix final noise value

 vec4 m = max(0.6 - vec4(dot(x0,x0), dot(x1,x1), dot(x2,x2), dot(x3,x3)),0.0);

  m =m * m;

 return 42.0 * dot( m*m, vec4( dot(p0,x0), dot(p1,x1), dot(p2,x2),dot(p3,x3) ) );

 

}

 

vec3 snoiseVec3( vec3 x ){

 

 float s  = snoise(vec3( x ));

 float s1 = snoise(vec3( x.y - 19.1 , x.z + 33.4 , x.x + 47.2 ));

 float s2 = snoise(vec3( x.z + 74.2 , x.x - 124.5 , x.y + 99.4 ));

 vec3 c = vec3( s , s1 , s2 );

 return c;

 

}

 

// via:https://petewerner.blogspot.jp/2015/02/intro-to-curl-noise.html

vec3 curlNoise( vec3 p ){

 

 const float e = 0.1;

 

 float  n1 = snoise(vec3(p.x, p.y +e, p.z));

 float  n2 = snoise(vec3(p.x, p.y -e, p.z));

 float  n3 = snoise(vec3(p.x, p.y,p.z + e));

 float  n4 = snoise(vec3(p.x, p.y,p.z - e));

 float  n5 = snoise(vec3(p.x + e,p.y, p.z));

 float  n6 = snoise(vec3(p.x - e,p.y, p.z));

 

 float x = n2 - n1 - n4 + n3;

 float y = n4 - n3 - n6 + n5;

 float z = n6 - n5 - n2 + n1;

 

 

 const float divisor = 1.0 / ( 2.0 * e );

 return normalize( vec3( x , y , z ) * divisor );

}

 

 

uniform float timer;

uniform float delta;

uniform float speed;

uniform float factor;

uniform float evolution;

uniform float radius;

 

 

void main() {

 vec2 uv = gl_FragCoord.xy / resolution.xy;

 vec4 c = texture2D( posTex, uv );

 vec4 oldVel = texture2D( velTex, uv );

 

 vec3 pos = c.xyz;

 float life = oldVel.a;

 

 float s = life / 100.0;

 float speedInc = 1.0;

 

 vec3 v = factor * speedInc * delta * speed * ( curlNoise( .2 * pos) );

 

  pos+= v;

 life -= 0.3;

 

  if(life <= 0.0) {

 

   pos = texture2D( defTex, uv ).xyz;

   life = 100.0;

 

  }

 

 

  gl_FragColor= vec4( pos - c.xyz, life );

}

 

 

</script>

 

<script id="simulation_pos"type="x-shader/x-fragment">

 

void main() {

 vec2 uv = gl_FragCoord.xy / resolution.xy;

 vec4 tmpPos = texture2D( posTex, uv );

 vec3 pos = tmpPos.xyz;

 vec4 tmpVel = texture2D( velTex, uv );

 

 vec3 vel = tmpVel.xyz;

 

  pos+= vel;

 gl_FragColor = vec4( pos, 0.0 );

}

</script>

 

<script id="simulation_def"type="x-shader/x-fragment">

void main() {

 vec2 uv = gl_FragCoord.xy / resolution.xy;

 vec4 tmpPos = texture2D( defTex, uv );

 gl_FragColor = vec4( tmpPos.rgb, 0.0 );

}

</script>

 

 

<script id="vs-particles"type="x-shader/x-vertex">

 

attribute float aNum;

attribute float aRandom;

// attribute vec2 aPosUv

 

attribute vec3 aColor;

 

 

uniform sampler2D posMap;

uniform sampler2D velMap;

 

uniform float size;

 

uniform float timer;

uniform vec3 boxScale;

uniform float meshScale;

 

uniform mat4 shadowMatrix;

 

varying vec3 vPosition;

varying vec3 vColor;

 

varying vec4 vShadowCoord;

 

 

mat3 calcLookAtMatrix(vec3 vector, floatroll) {

 vec3 rr = vec3(sin(roll), cos(roll), 0.0);

 vec3 ww = normalize(vector);

 vec3 uu = normalize(cross(ww, rr));

 vec3 vv = normalize(cross(uu, ww));

 

 return mat3(uu, ww, vv);

}

 

void main() {

 vec2 posUv;

 posUv.x = mod(aNum, (size - 1.0));

  posUv.y= float(aNum / (size - 1.0));

 posUv /= vec2(size);

 vec4 cubePosition = texture2D( posMap, posUv );

 vec4 cubeVelocity = texture2D( velMap, posUv );

 float alpha = cubeVelocity.a / 100.0;

 float scale = 0.025 * 4.0 * (1.0 - alpha) * alpha;

 

  mat4localRotationMat = mat4( calcLookAtMatrix( cubeVelocity.xyz, 0.0 ) );

 

 vec3 modifiedVertex = (localRotationMat * vec4( position * scale * aRandom * (vec3(1.0))  * boxScale * meshScale, 1.0 ) ).xyz;

 vec3 modifiedPosition = modifiedVertex + cubePosition.xyz;

 

 gl_Position = projectionMatrix * modelViewMatrix * vec4(modifiedPosition, 1.0 );

 vPosition = modifiedPosition;

 

  //via: line 7 in https://www.yx67.com/mrdoob/three.js/blob/dev/src/renderers/shaders/ShaderChunk/shadowmap_vertex.glsl

 vShadowCoord = shadowMatrix * modelMatrix * vec4( modifiedPosition, 1.);

 

 vColor = aColor;

}

 

</script>

 

<script id="fs-particles"type="x-shader/x-fragment">

varying vec3 vPosition;

varying vec3 vColor;

 

varying vec4 vShadowCoord;

uniform sampler2D shadowMap;

uniform vec2 shadowMapSize;

uniform float shadowBias;

uniform float shadowRadius;

 

// uniform sampler2D projector;

 

uniform vec3 lightPosition;

 

uniform vec2 resolution;

 

float bias;

 

 

// via: https://www.fjnjb.com/mrdoob/three.js/blob/dev/src/renderers/shaders/ShaderChunk/packing.glsl

const float UnpackDownscale = 255. / 256.;// 0..1 -> fraction (excluding 1)

const vec3 PackFactors = vec3( 256. * 256.* 256., 256. * 256.,  256. );

const vec4 UnpackFactors = UnpackDownscale/ vec4( PackFactors, 1. );

 

float unpackRGBAToDepth( const in vec4 v ){

 return dot( v, UnpackFactors );

}

 

float texture2DCompare( sampler2D depths,vec2 uv, float compare ) {

 return step( compare, unpackRGBAToDepth( texture2D( depths, uv ) ) );

}

 

float getShadow( sampler2D shadowMap, vec2shadowMapSize, float shadowBias, float shadowRadius, vec4 shadowCoord ) {

 

 float shadow = 1.0;

 

 shadowCoord.xyz /= shadowCoord.w;

 shadowCoord.z += shadowBias;

 

  //if ( something && something ) breaks ATI OpenGL shader compiler

  //if ( all( something, something ) ) using this instead

 

 bvec4 inFrustumVec = bvec4 ( shadowCoord.x >= 0.0, shadowCoord.x<= 1.0, shadowCoord.y >= 0.0, shadowCoord.y <= 1.0 );

 bool inFrustum = all( inFrustumVec );

 

 bvec2 frustumTestVec = bvec2( inFrustum, shadowCoord.z <= 1.0 );

 bool frustumTest = all( frustumTestVec );

 

  if( frustumTest ) {

 

   vec2 texelSize = vec2( 1.0 ) / shadowMapSize;

 

   float dx0 = - texelSize.x * shadowRadius;

   float dy0 = - texelSize.y * shadowRadius;

   float dx1 = + texelSize.x * shadowRadius;

   float dy1 = + texelSize.y * shadowRadius;

 

   shadow = (

     texture2DCompare( shadowMap, shadowCoord.xy + vec2( dx0, dy0 ),shadowCoord.z ) +

     texture2DCompare( shadowMap, shadowCoord.xy + vec2( 0.0, dy0 ),shadowCoord.z ) +

     texture2DCompare( shadowMap, shadowCoord.xy + vec2( dx1, dy0 ),shadowCoord.z ) +

     texture2DCompare( shadowMap, shadowCoord.xy + vec2( dx0, 0.0 ),shadowCoord.z ) +

     texture2DCompare( shadowMap, shadowCoord.xy, shadowCoord.z ) +

      texture2DCompare( shadowMap, shadowCoord.xy+ vec2( dx1, 0.0 ), shadowCoord.z ) +

     texture2DCompare( shadowMap, shadowCoord.xy + vec2( dx0, dy1 ),shadowCoord.z ) +

     texture2DCompare( shadowMap, shadowCoord.xy + vec2( 0.0, dy1 ),shadowCoord.z ) +

     texture2DCompare( shadowMap, shadowCoord.xy + vec2( dx1, dy1 ),shadowCoord.z )

    )* ( 1.0 / 9.0 );

  }

 

 return shadow;

}

 

mat2 rotationMatrix( float a ) {

 return mat2( cos( a ), sin( a ),

         -sin( a ), cos( a ) );

}

 

 

vec3 calcIrradiance_hemi(vec3 newNormal,vec3 lightPos, vec3 grd, vec3 sky){

 float dotNL = dot(newNormal, normalize(lightPos));

 float hemiDiffuseWeight = 0.5 * dotNL + 0.5;

 

 return mix(grd, sky, hemiDiffuseWeight);

}

 

vec3 calcIrradiance_dir(vec3 newNormal,vec3 lightPos, vec3 light){

 float dotNL = dot(newNormal, normalize(lightPos));

 

 return light * max(0.0, dotNL);

}

 

 

const float PI = 3.14159265358979323846264;

 

// hemisphere ground color

const vec3 hemiLight_g = vec3(256.0, 246.0,191.0) / vec3(256.0);

 

// hemisphere sky color

const vec3 hemiLight_s_1 =vec3(0.5882352941176471,0.8274509803921568,0.8823529411764706);

const vec3 hemiLight_s_2 =vec3(0.9686274509803922,0.8509803921568627,0.6666666666666666);

const vec3 hemiLight_s_3 =vec3(0.8784313725490196,0.5882352941176471,0.7647058823529411);

 

// directional light color

const vec3 dirLight = vec3(0.4);

const vec3 dirLight_2 = vec3(0.1);

 

 

 

 

 

const vec3 hemiLightPos_1 = vec3(100.0,100.0, -100.0);

const vec3 hemiLightPos_2 = vec3(-100.0,-100.0, 100.0);

const vec3 hemiLightPos_3 = vec3(-100.0,100.0, 100.0);

 

void main() {

 vec3 fdx = dFdx( vPosition );

 vec3 fdy = dFdy( vPosition );

 vec3 n = normalize(cross(fdx, fdy));

 

 float diffuse = max(0.0, dot(n, normalize(lightPosition)));

 

 float theta = clamp( -diffuse, 0., 1. );

 bias = 0.005 * tan( acos( theta ) );

 bias = clamp( bias, 0., 0.01 );

 

  //shadow gradient

  //float mask = sqrt(pow((vShadowCoord.x - 0.5) * 2.0, 2.0) + pow((vShadowCoord.y- 0.5) * 2.0, 2.0));

 

  //mask = 1.0 - smoothstep(0.5, 1.0, mask);

 

 vec3 hemiColor = vec3(0.0);

 hemiColor += calcIrradiance_hemi(n, hemiLightPos_1, hemiLight_g,hemiLight_s_1) * 0.43;

 hemiColor += calcIrradiance_hemi(n, hemiLightPos_2, hemiLight_g,hemiLight_s_2) * 0.33;

 hemiColor += calcIrradiance_hemi(n, hemiLightPos_3, hemiLight_g,hemiLight_s_3) * 0.38;

 

 vec3 dirColor = vec3(0.0);

 dirColor += calcIrradiance_dir(n, lightPosition, dirLight);

 

 vec3 dirLightPos2 = vec3(-lightPosition.x, -lightPosition.y,-lightPosition.z);

 dirColor += calcIrradiance_dir(n, dirLightPos2, dirLight_2);

 

 

 float shadow = 1.0;

 shadow *= getShadow(shadowMap, shadowMapSize, bias, shadowRadius,vShadowCoord);

 

 vec3 color = vColor * hemiColor;

 color += dirColor * shadow;

 

 

 gl_FragColor = vec4(color, 0.0);

}

 

</script>

 

<scriptid="fs-particles-shadow" type="x-shader/x-fragment">

 

// via: https://www.sxdscyy.com/mrdoob/three.js/blob/dev/src/renderers/shaders/ShaderChunk/packing.glsl

 

const float PackUpscale = 256. / 255.; //fraction -> 0..1 (including 1)

const vec3 PackFactors = vec3( 256. * 256.* 256., 256. * 256.,  256. );

const float ShiftRight8 = 1. / 256.;

 

vec4 packDepthToRGBA( const in float v ) {

 vec4 r = vec4( fract( v * PackFactors ), v );

 r.yzw -= r.xyz * ShiftRight8; // tidy overflow

 return r * PackUpscale;

}

 

void main() {

 

 gl_FragColor = packDepthToRGBA( gl_FragCoord.z );

 

}

 

</script>

 

<script>

// curl noise

//https://petewerner.blogspot.jp/2015/02/intro-to-curl-noise.html

 

// inspired by https://www.shaxiangift.com/code/polygon-shredder/

 

window.onload = () =>{

  varwebgl = new Webgl();

 window.onresize = () => {

   webgl.resize();

  }

}

 

class Webgl{

 constructor(){

   this.size = 28;

   this.widthW = document.body.clientWidth;

   this.heightW = window.innerHeight;

                   this.init();

  }

 

 init(){

                   this.container= document.getElementById( "wrapper" );

 

                   this.renderer= new THREE.WebGLRenderer( { antialias: true } );

                   //renderer.setPixelRatio( window.devicePixelRatio );

                   this.renderer.setSize(this.widthW, this.heightW );

                   this.renderer.setClearColor(0xff00ff );

                   this.container.appendChild(this.renderer.domElement );

 

 

                   this.scene= new THREE.Scene();

 

                   this.colorPallete= [

                     new THREE.Color(0x0d0232),

                     new THREE.Color(0xe50061),

                     new THREE.Color(0x1cafc0),

                     newTHREE.Color(0xefcb03)

                   ];

 

                   this.camera= new THREE.PerspectiveCamera( 45, this.widthW / this.heightW, .01, 10000 );

                   this.scene.add(this.camera );

                   this.camera.position.set(-0.1,4.0, 0.1);

 

                   varcontrols = new THREE.OrbitControls( this.camera, this.renderer.domElement );

 

                   this.sim= new Simulation(this.renderer, this.size);

 

                   this.setLight();

                   this.createObj();

 

                   this.time= new THREE.Clock();

                   this.render();

  }

 

 setLight(){

       this.light = new THREE.DirectionalLight(0xFFAA55 );

                   this.light.position.set(-4,-6, 10);

                   this.light.castShadow= true;

                   this.shadowCamera= this.light.shadow.camera;

                   this.shadowCamera.lookAt(this.scene.position );

 

                   this.light.shadow.matrix.set(

                            0.5,0.0, 0.0, 0.5,

                            0.0,0.5, 0.0, 0.5,

                            0.0,0.0, 0.5, 0.5,

                            0.0,0.0, 0.0, 1.0

                   );

 

                   this.light.shadow.matrix.multiply(this.shadowCamera.projectionMatrix );

                   this.light.shadow.matrix.multiply(this.shadowCamera.matrixWorldInverse );

 

                   if(this.light.shadow.map=== null){

                            this.light.shadow.mapSize.x= 2048;

                            this.light.shadow.mapSize.y= 2048;

 

                            varpars = { minFilter: THREE.NearestFilter, magFilter: THREE.NearestFilter,format: THREE.RGBAFormat };

 

                            this.light.shadow.map= new THREE.WebGLRenderTarget( this.light.shadow.mapSize.x,this.light.shadow.mapSize.y,pars );

                            //light.shadow.map.texture.name = light.name + ".shadowMap";

                   }

  }

 

 createObj(){

       // var originalG = newTHREE.BoxBufferGeometry(1, 1, 1);

       var originalG = newTHREE.OctahedronBufferGeometry(1, 0);

   

   

                   vargeometry = new THREE.InstancedBufferGeometry();

 

                   //vertex

                   varvertices = originalG.attributes.position.clone();

 

                   geometry.addAttribute("position",vertices);

 

                   varnormals = originalG.attributes.normal.clone();

                   geometry.addAttribute("normal",normals);

 

             // uv

                   varuvs = originalG.attributes.uv.clone();

                   geometry.addAttribute("uv",uvs);

 

             // index

                   //var indices = originalG.index.clone();

                   //geometry.setIndex(indices);

 

 

                   geometry.maxInstancedCount= this.sim.size * this.sim.size;

 

                   varnums = new THREE.InstancedBufferAttribute(new Float32Array(this.sim.size *this.sim.size * 1), 1, 1);

                   varrandoms = new THREE.InstancedBufferAttribute(new Float32Array(this.sim.size *this.sim.size * 1), 1, 1);

                   varcolors = new THREE.InstancedBufferAttribute(new Float32Array(this.sim.size *this.sim.size * 3), 3, 1);

 

                   for(vari = 0; i < nums.count; i++){

                            var_color = this.colorPallete[Math.floor(Math.random() *this.colorPallete.length)];

 

                            nums.setX(i,i);

                            randoms.setX(i,Math.random() * 0.5 + 1);

                            colors.setXYZ(i,_color.r, _color.g, _color.b);

                   }

 

                   geometry.addAttribute("aNum",nums);

                   geometry.addAttribute("aRandom",randoms);

                   geometry.addAttribute("aColor",colors);

 

                   varscale = {

                            x:2,

                            y:8,

                            z:2

                   }

 

 

                   this.material= new THREE.ShaderMaterial( {

                            uniforms:{

                                     posMap:{ type: "t", value:this.sim.gpuCompute.getCurrentRenderTarget(this.sim.pos).texture },

                                     velMap:{ type: "t", value:this.sim.gpuCompute.getCurrentRenderTarget(this.sim.vel).texture },

                                     size:{ type: "f", value: this.sim.size },

 

                                     timer:{ type: 'f', value: 0 },

                                     boxScale:{ type: 'v3', value: new THREE.Vector3(scale.x, scale.y, scale.z) },

                                     meshScale:{ type: 'f', value: 0.7 },

 

                                     shadowMap:{ type: 't', value: this.light.shadow.map },

                                     shadowMapSize:{type: "v2", value: this.light.shadow.mapSize},

                                     shadowBias:{type: "f", value: this.light.shadow.bias},

                                     shadowRadius:{type: "f", value: this.light.shadow.radius},

 

                                     //Line 217 in https://github.com/mrdoob/three.js/blob/dev/src/renderers/webgl/WebGLShadowMap.js

                                     shadowMatrix:{ type: 'm4', value: this.light.shadow.matrix},

                                     lightPosition:{ type: 'v3', value: this.light.position }

                            },

 

                            vertexShader:document.getElementById( 'vs-particles' ).textContent,

                            fragmentShader:document.getElementById( 'fs-particles' ).textContent,

                            side:THREE.DoubleSide,

                            shading:THREE.FlatShading

                   });

 

                   this.mesh= new THREE.Mesh( geometry, this.material );

 

                   this.scene.add(this.mesh );

 

 

                   this.shadowMaterial= new THREE.ShaderMaterial( {

 

                            uniforms:{

 

                                     posMap:{ type: "t", value:this.sim.gpuCompute.getCurrentRenderTarget(this.sim.pos).texture },

                                     velMap:{ type: "t", value:this.sim.gpuCompute.getCurrentRenderTarget(this.sim.vel).texture },

                                     size:{ type: "f", value: this.sim.size },

 

                                     timer:{ type: 'f', value: 0 },

                                     boxScale:{ type: 'v3', value: new THREE.Vector3(scale.x, scale.y, scale.z) },

                                     meshScale:{ type: 'f', value: 0.7 },

 

                                     shadowMatrix:{ type: 'm4', value: this.light.shadow.matrix},

                                     lightPosition:{ type: 'v3', value: this.light.position }

                            },

                            vertexShader:document.getElementById( 'vs-particles' ).textContent,

                            fragmentShader:document.getElementById( 'fs-particles-shadow' ).textContent,

                     side: THREE.DoubleSide

 

                  } );

 

  }

 

 render(){

       var delta = this.time.getDelta() * 4;

                   vartime = this.time.elapsedTime;

 

                   this.sim.velUniforms.timer.value= time;

                   this.sim.velUniforms.delta.value= delta;

 

                   this.sim.gpuCompute.compute();

 

                   this.material.uniforms.posMap.value= this.sim.gpuCompute.getCurrentRenderTarget(this.sim.pos).texture;

                   this.material.uniforms.velMap.value= this.sim.gpuCompute.getCurrentRenderTarget(this.sim.vel).texture;

 

                   this.shadowMaterial.uniforms.posMap.value= this.sim.gpuCompute.getCurrentRenderTarget(this.sim.pos).texture;

                   this.shadowMaterial.uniforms.velMap.value= this.sim.gpuCompute.getCurrentRenderTarget(this.sim.vel).texture;

 

                   this.material.uniforms.timer.value= this.shadowMaterial.uniforms.timer.value = time;

 

 

 

                   this.mesh.material= this.shadowMaterial;

                   this.renderer.render(this.scene, this.shadowCamera, this.light.shadow.map);

 

                   this.renderer.setClearColor(0x2e0232 );

                   this.mesh.material= this.material;

                   this.renderer.render(this.scene, this.camera );

 

       requestAnimationFrame(this.render.bind(this));

  }

 

 resize(){

   this.widthW = document.body.clientWidth;

   this.heightW = window.innerHeight;

   

       this.camera.aspect = this.widthW /this.heightW;

                   this.camera.updateProjectionMatrix();

                   this.renderer.setSize(this.widthW, this.heightW);

  }

}

 

class Simulation{

 constructor(renderer, size){

   this.renderer = renderer;

   this.size = size;

   this.init();

  }

 

 init(){

   this.gpuCompute = new GPUComputationRenderer( this.size, this.size,this.renderer );

 

   this.dataPos = this.gpuCompute.createTexture();

   this.dataVel = this.gpuCompute.createTexture();

   this.dataDef = this.gpuCompute.createTexture();

 

 

   var posArray = this.dataPos.image.data;

   var velArray = this.dataVel.image.data;

   var defArray = this.dataDef.image.data;

 

 

   for ( var i = 0, il = posArray.length; i < il; i += 4 ) {

 

     var phi = Math.random() * 2 * Math.PI;

     var theta = Math.random() * Math.PI;

     var r = 0.8 + Math.random() * 2;

 

     defArray[ i + 0 ] = posArray[ i + 0 ] = r * Math.sin( theta) * Math.cos(phi );

     defArray[ i + 1 ] = posArray[ i + 1 ] = r * Math.sin( theta) * Math.sin(phi );

     defArray[ i + 2 ] = posArray[ i + 2 ] = r * Math.cos( theta );

 

     velArray[ i + 3 ] = Math.random() * 100; // frames life

     // if(i < 50) console.log(velArray[ i + 3 ])

    }

 

   this.def = this.gpuCompute.addVariable( "defTex",document.getElementById( 'simulation_def' ).textContent, this.dataDef );

   this.vel = this.gpuCompute.addVariable( "velTex",document.getElementById( 'simulation_vel' ).textContent, this.dataVel );

   this.pos = this.gpuCompute.addVariable( "posTex",document.getElementById( 'simulation_pos' ).textContent, this.dataPos );

 

   this.gpuCompute.setVariableDependencies( this.def, [ this.pos, this.vel,this.def ] );

   this.gpuCompute.setVariableDependencies( this.vel, [ this.pos, this.vel,this.def ] );

   this.gpuCompute.setVariableDependencies( this.pos, [ this.pos, this.vel,this.def ] );

 

 

   // var posUniforms = this.pos.material.uniforms;

   this.velUniforms = this.vel.material.uniforms;

 

   this.velUniforms.timer = { value: 0.0 };

   this.velUniforms.delta = { value: 0.0 };

   this.velUniforms.speed = { value: 0.5 };

   this.velUniforms.factor = { value: 0.5 };

   this.velUniforms.evolution = { value: 0.5 };

   this.velUniforms.radius = { value: 2.0 };

 

   var error = this.gpuCompute.init();

   if ( error !== null ) {

       console.error( error );

    }

  }

}</script>

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