示例
HTML
<div id="three-container"></div>
<div id="instructions">
Click and drag to control the camera.
</div>
<script type="x-shader/x-vertex" id="vertexShader">
uniform float amplitude;
attribute vec3 vertexColor;
varying vec4 varColor;
void main()
{
varColor = vec4(vertexColor, 1.0);
vec4 pos = vec4(position, 1.0);
pos.z *= amplitude;
vec4 mvPosition = modelViewMatrix * pos;
gl_PointSize = 1.0;
gl_Position = projectionMatrix * mvPosition;
}
</script>
<script type="x-shader/x-fragment" id="fragmentShader">
varying vec4 varColor;
void main()
{
gl_FragColor = varColor;
}
</script>
CSS
body {
overflow: hidden;
margin: 0;
}
#instructions {
position: absolute;
color: rgba(255,255,255,0.8);
bottom: 0;
padding-bottom: 6px;
font-family: sans-serif;
width: 100%;
text-align: center;
pointer-events: none;
}
JS
var container;
var camera, scene, renderer;
var controls;
var shaderUniforms, shaderAttributes;
var particles = [];
var particleSystem;
var imageWidth = 640;
var imageHeight = 360;
var imageData = null;
var animationTime = 0;
var animationDelta = 0.03;
init();
function init() {
createScene();
createControls();
createPixelData();
window.addEventListener('resize', onWindowResize, false);
}
function createScene() {
container = document.getElementById('three-container');
scene = new THREE.Scene();
camera = new THREE.PerspectiveCamera(20, window.innerWidth / window.innerHeight, 1, 10000);
camera.position.z = 1500;
camera.lookAt(scene.position)
renderer = new THREE.WebGLRenderer({
antialias: true
});
renderer.setSize(window.innerWidth, window.innerHeight);
renderer.setClearColor(0x111111, 1);
container.appendChild(renderer.domElement);
}
function createControls() {
controls = new THREE.TrackballControls(camera);
controls.rotateSpeed = 1.0;
controls.zoomSpeed = 1.2;
controls.panSpeed = 0.8;
controls.noZoom = false;
controls.noPan = true;
controls.staticMoving = true;
controls.dynamicDampingFactor = 0.3;
}
function createPixelData() {
var image = document.createElement("img");
var canvas = document.createElement("canvas");
var context = canvas.getContext("2d");
image.crossOrigin = "Anonymous";
image.onload = function() {
image.width = canvas.width = imageWidth;
image.height = canvas.height = imageHeight;
context.fillStyle = context.createPattern(image, 'no-repeat');
context.fillRect(0, 0, imageWidth, imageHeight);
imageData = context.getImageData(0, 0, imageWidth, imageHeight).data;
createPaticles();
tick();
};
image.src = "https://s3-us-west-2.amazonaws.com/s.cdpn.io/175711/tree_star.jpg";
}
function createPaticles() {
var colors = [];
var weights = [0.2126, 0.7152, 0.0722];
var c = 0;
var geometry, material;
var x, y;
var zRange = 400;
geometry = new THREE.Geometry();
geometry.dynamic = false;
x = imageWidth * -0.5;
y = imageHeight * 0.5;
shaderAttributes = {
vertexColor: {
type: "c",
value: []
}
};
shaderUniforms = {
amplitude: {
type: "f",
value: 0.5
}
};
var shaderMaterial = new THREE.ShaderMaterial({
attributes: shaderAttributes,
uniforms: shaderUniforms,
vertexShader: document.getElementById("vertexShader").textContent,
fragmentShader: document.getElementById("fragmentShader").textContent
})
for (var i = 0; i < imageHeight; i++) {
for (var j = 0; j < imageWidth; j++) {
var color = new THREE.Color();
color.setRGB(imageData[c] / 255, imageData[c + 1] / 255, imageData[c + 2] / 255);
shaderAttributes.vertexColor.value.push(color);
var weight = color.r * weights[0] +
color.g * weights[1] +
color.b * weights[2];
var vertex = new THREE.Vector3();
vertex.x = x;
vertex.y = y;
vertex.z = (zRange * -0.5) + (zRange * weight);
geometry.vertices.push(vertex);
c += 4;
x++;
}
x = imageWidth * -0.5;
y--;
}
console.log(geometry.vertices.length)
particleSystem = new THREE.ParticleSystem(geometry, shaderMaterial);
scene.add(particleSystem);
}
function tick() {
requestAnimationFrame(tick);
update();
render();
}
function update() {
shaderUniforms.amplitude.value = Math.sin(animationTime);
animationTime += animationDelta;
controls.update();
}
function render() {
renderer.render(scene, camera);
}
function onWindowResize() {
camera.aspect = window.innerWidth / window.innerHeight;
camera.updateProjectionMatrix();
renderer.setSize(window.innerWidth, window.innerHeight);
}