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<!doctype html>
<html>
<head>
<meta charset="UTF-8">
<meta name="viewport" content="width=device-width, initial-scale=1">
<title>FireWorks</title>
<style>
body {
margin: 0;
overflow: hidden;
background: -webkit-linear-gradient(0deg, rgb(0, 12, 91), rgb(0, 0, 0));
background: linear-gradient(0deg, rgb(0, 12, 91), rgb(0, 0, 0));
}
</style>
</head>
<body id="body">
<div id="WebGL-output"></div>
<script id="vs" type="x-shader/x-vertex">
precision mediump float;
attribute vec3 position;
uniform mat4 projectionMatrix;
uniform mat4 modelViewMatrix;
uniform float size;
attribute float adjustSize;
uniform vec3 cameraPosition;
varying float distanceCamera;
attribute vec3 velocity;
attribute vec4 color;
varying vec4 vColor;
void main() {
vColor = color;
vec4 modelViewPosition = modelViewMatrix * vec4(position, 1.0);
gl_PointSize = size * adjustSize * (100.0 / length(modelViewPosition.xyz));
gl_Position = projectionMatrix * modelViewPosition;
}
</script>
<script id="fs" type="x-shader/x-fragment">
precision mediump float;
uniform sampler2D texture;
varying vec4 vColor;
void main() {
vec4 color = vec4(texture2D(texture, gl_PointCoord));
gl_FragColor = color * vColor;
}
</script>
<script src="https://cdnjs.cloudflare.com/ajax/libs/three.js/104/three.min.js"></script>
<script src="https://unpkg.com/three@0.104.0/examples/js/controls/OrbitControls.js"></script>
<script src="https://cdnjs.cloudflare.com/ajax/libs/simplex-noise/2.4.0/simplex-noise.min.js"></script>
</body>
</html>
let scene,
camera,
renderer,
orbitControls,
planeMesh,
canvasTexture,
isAutoLaunch = true;
const gravity = new THREE.Vector3(0, -0.005, 0);
const friction = 0.998;
const noise = new SimplexNoise();
const textureSize = 128.0;
const fireworksInstances = [];
let outputDom;
const getOffsetXYZ = i => {
const offset = 3;
const index = i * offset;
const x = index;
const y = index + 1;
const z = index + 2;
return { x, y, z };
};
const getOffsetRGBA = i => {
const offset = 4;
const index = i * offset;
const r = index;
const g = index + 1;
const b = index + 2;
const a = index + 3;
return { r, g, b, a };
};
/* datGUI
--------------------------------------*/
const gui = new dat.GUI();
const guiControls = new (function() {
this.ParticleSize = 300;
this.AutoLaunch = true;
})();
gui.add(guiControls, 'ParticleSize', 100, 600);
gui.add(guiControls, 'AutoLaunch').onChange(e => {
isAutoLaunch = e;
outputDom.style.cursor = isAutoLaunch ? 'auto' : 'pointer';
});
const getRandomNum = (max = 0, min = 0) => Math.floor(Math.random() * (max + 1 - min)) + min;
const launchFireWorks = () => {
if (fireworksInstances.length > 5) return;
const fw = Math.random() > 8 ? new BasicFIreWorks() : new RichFIreWorks();
fireworksInstances.push(fw);
scene.add(fw.meshGroup);
};
const autoLaunch = () => {
if (!isAutoLaunch) return;
if (Math.random() > 0.7) launchFireWorks();
};
const drawRadialGradation = (ctx, canvasRadius, canvasW, canvasH) => {
ctx.save();
const gradient = ctx.createRadialGradient(canvasRadius, canvasRadius, 0, canvasRadius, canvasRadius, canvasRadius);
gradient.addColorStop(0.0, 'rgba(255,255,255,1.0)');
gradient.addColorStop(0.5, 'rgba(255,255,255,0.5)');
gradient.addColorStop(1.0, 'rgba(255,255,255,0)');
ctx.fillStyle = gradient;
ctx.fillRect(0, 0, canvasW, canvasH);
ctx.restore();
};
const getTexture = () => {
const canvas = document.createElement('canvas');
const ctx = canvas.getContext('2d');
const diameter = textureSize;
canvas.width = diameter;
canvas.height = diameter;
const canvasRadius = diameter / 2;
/* gradation circle
------------------------ */
drawRadialGradation(ctx, canvasRadius, canvas.width, canvas.height);
const texture = new THREE.Texture(canvas);
texture.type = THREE.FloatType;
texture.needsUpdate = true;
return texture;
};
canvasTexture = getTexture();
const getPointMesh = (num, vels, type) => {
// geometry
const bufferGeometry = new THREE.BufferGeometry();
const vertices = [];
const velocities = [];
const colors = [];
const adjustSizes = [];
const masses = [];
const colorType = Math.random() > 0.3 ? 'single' : 'multiple';
const singleColor = getRandomNum(100, 20) * 0.01;
const multipleColor = () => getRandomNum(100, 1) * 0.01;
let rgbType;
const rgbTypeDice = Math.random();
if (rgbTypeDice > 0.66) {
rgbType = 'red';
} else if (rgbTypeDice > 0.33) {
rgbType = 'green';
} else {
rgbType = 'blue';
}
for (let i = 0; i < num; i++) {
const pos = new THREE.Vector3(0, 0, 0);
vertices.push(pos.x, pos.y, pos.z);
velocities.push(vels[i].x, vels[i].y, vels[i].z);
if (type === 'seed') {
let size;
if (type === 'trail') {
size = Math.random() * 0.1 + 0.1;
} else {
size = Math.pow(vels[i].y, 2) * 0.04;
}
if (i === 0) size *= 1.1;
adjustSizes.push(size);
masses.push(size * 0.017);
colors.push(1.0, 1.0, 1.0, 1.0);
} else {
const size = getRandomNum(guiControls.ParticleSize, 10) * 0.001;
adjustSizes.push(size);
masses.push(size * 0.017);
if (colorType === 'multiple') {
colors.push(multipleColor(), multipleColor(), multipleColor(), 1.0);
} else {
switch (rgbType) {
case 'red':
colors.push(singleColor, 0.1, 0.1, 1.0);
break;
case 'green':
colors.push(0.1, singleColor, 0.1, 1.0);
break;
case 'blue':
colors.push(0.1, 0.1, singleColor, 1.0);
break;
default:
colors.push(singleColor, 0.1, 0.1, 1.0);
}
}
}
}
bufferGeometry.addAttribute('position', new THREE.Float32BufferAttribute(vertices, 3).setDynamic(true));
bufferGeometry.addAttribute('velocity', new THREE.Float32BufferAttribute(velocities, 3).setDynamic(true));
bufferGeometry.addAttribute('color', new THREE.Float32BufferAttribute(colors, 4).setDynamic(true));
bufferGeometry.addAttribute('adjustSize', new THREE.Float32BufferAttribute(adjustSizes, 1).setDynamic(true));
bufferGeometry.addAttribute('mass', new THREE.Float32BufferAttribute(masses, 1).setDynamic(true));
// material
const shaderMaterial = new THREE.RawShaderMaterial({
uniforms: {
size: {
type: 'f',
value: textureSize
},
texture: {
type: 't',
value: canvasTexture
}
},
transparent: true,
// Display of "blending: THREE.AdditiveBlending" does not work properly if "depthWrite" property is set to true.
// Therefore, it is necessary to make it false in the case of making the image transparent by blending.
depthWrite: false,
blending: THREE.AdditiveBlending,
vertexShader: document.getElementById('vs').textContent,
fragmentShader: document.getElementById('fs').textContent
});
return new THREE.Points(bufferGeometry, shaderMaterial);
};
class ParticleMesh {
constructor(num, vels, type) {
this.particleNum = num;
this.timerStartFading = 10;
this.mesh = getPointMesh(num, vels, type);
}
update(gravity) {
if (this.timerStartFading > 0) this.timerStartFading -= 0.3;
const { position, velocity, color, mass } = this.mesh.geometry.attributes;
const decrementRandom = () => (Math.random() > 0.5 ? 0.98 : 0.96);
const decrementByVel = v => (Math.random() > 0.5 ? 0 : (1 - v) * 0.1);
for (let i = 0; i < this.particleNum; i++) {
const { x, y, z } = getOffsetXYZ(i);
velocity.array[y] += gravity.y - mass.array[i];
velocity.array[x] *= friction;
velocity.array[z] *= friction;
velocity.array[y] *= friction;
position.array[x] += velocity.array[x];
position.array[y] += velocity.array[y];
position.array[z] += velocity.array[z];
const { a } = getOffsetRGBA(i);
if (this.timerStartFading <= 0) {
color.array[a] *= decrementRandom() - decrementByVel(color.array[a]);
if (color.array[a] < 0.001) color.array[a] = 0;
}
}
position.needsUpdate = true;
velocity.needsUpdate = true;
color.needsUpdate = true;
}
disposeAll() {
this.mesh.geometry.dispose();
this.mesh.material.dispose();
}
}
class ParticleSeedMesh extends ParticleMesh {
constructor(num, vels) {
super(num, vels, 'seed');
}
update(gravity) {
const { position, velocity, color, mass } = this.mesh.geometry.attributes;
const decrementRandom = () => (Math.random() > 0.3 ? 0.99 : 0.96);
const decrementByVel = v => (Math.random() > 0.3 ? 0 : (1 - v) * 0.1);
const shake = () => (Math.random() > 0.5 ? 0.05 : -0.05);
const dice = () => Math.random() > 0.1;
const _f = friction * 0.98;
for (let i = 0; i < this.particleNum; i++) {
const { x, y, z } = getOffsetXYZ(i);
velocity.array[y] += gravity.y - mass.array[i];
velocity.array[x] *= _f;
velocity.array[z] *= _f;
velocity.array[y] *= _f;
position.array[x] += velocity.array[x];
position.array[y] += velocity.array[y];
position.array[z] += velocity.array[z];
if (dice()) position.array[x] += shake();
if (dice()) position.array[z] += shake();
const { a } = getOffsetRGBA(i);
color.array[a] *= decrementRandom() - decrementByVel(color.array[a]);
if (color.array[a] < 0.001) color.array[a] = 0;
}
position.needsUpdate = true;
velocity.needsUpdate = true;
color.needsUpdate = true;
}
}
class ParticleTailMesh extends ParticleMesh {
constructor(num, vels) {
super(num, vels, 'trail');
}
update(gravity) {
const { position, velocity, color, mass } = this.mesh.geometry.attributes;
const decrementRandom = () => (Math.random() > 0.3 ? 0.98 : 0.95);
const shake = () => (Math.random() > 0.5 ? 0.05 : -0.05);
const dice = () => Math.random() > 0.2;
for (let i = 0; i < this.particleNum; i++) {
const { x, y, z } = getOffsetXYZ(i);
velocity.array[y] += gravity.y - mass.array[i];
velocity.array[x] *= friction;
velocity.array[z] *= friction;
velocity.array[y] *= friction;
position.array[x] += velocity.array[x];
position.array[y] += velocity.array[y];
position.array[z] += velocity.array[z];
if (dice()) position.array[x] += shake();
if (dice()) position.array[z] += shake();
const { a } = getOffsetRGBA(i);
color.array[a] *= decrementRandom();
if (color.array[a] < 0.001) color.array[a] = 0;
}
position.needsUpdate = true;
velocity.needsUpdate = true;
color.needsUpdate = true;
}
}
class BasicFIreWorks {
constructor() {
this.meshGroup = new THREE.Group();
this.isExplode = false;
const max = 400;
const min = 150;
this.petalsNum = getRandomNum(max, min);
this.life = 150;
this.seed = this.getSeed();
this.meshGroup.add(this.seed.mesh);
this.flowerSizeRate = THREE.Math.mapLinear(this.petalsNum, min, max, 0.4, 0.7);
this.flower;
}
getSeed() {
const num = 40;
const vels = [];
for (let i = 0; i < num; i++) {
const vx = 0;
const vy = i === 0 ? Math.random() * 2.5 + 0.9 : Math.random() * 2.0 + 0.4;
const vz = 0;
vels.push(new THREE.Vector3(vx, vy, vz));
}
const pm = new ParticleSeedMesh(num, vels);
const x = Math.random() * 80 - 40;
const y = -50;
const z = Math.random() * 80 - 40;
pm.mesh.position.set(x, y, z);
return pm;
}
explode(pos) {
this.isExplode = true;
this.flower = this.getFlower(pos);
this.meshGroup.add(this.flower.mesh);
this.meshGroup.remove(this.seed.mesh);
this.seed.disposeAll();
}
getFlower(pos) {
const num = this.petalsNum;
const vels = [];
let radius;
const dice = Math.random();
if (dice > 0.5) {
for (let i = 0; i < num; i++) {
radius = getRandomNum(120, 60) * 0.01;
const theta = THREE.Math.degToRad(Math.random() * 180);
const phi = THREE.Math.degToRad(Math.random() * 360);
const vx = Math.sin(theta) * Math.cos(phi) * radius;
const vy = Math.sin(theta) * Math.sin(phi) * radius;
const vz = Math.cos(theta) * radius;
const vel = new THREE.Vector3(vx, vy, vz);
vel.multiplyScalar(this.flowerSizeRate);
vels.push(vel);
}
} else {
const zStep = 180 / num;
const trad = (360 * (Math.random() * 20 + 1)) / num;
const xStep = trad;
const yStep = trad;
radius = getRandomNum(120, 60) * 0.01;
for (let i = 0; i < num; i++) {
const sphereRate = Math.sin(THREE.Math.degToRad(zStep * i));
const vz = Math.cos(THREE.Math.degToRad(zStep * i)) * radius;
const vx = Math.cos(THREE.Math.degToRad(xStep * i)) * sphereRate * radius;
const vy = Math.sin(THREE.Math.degToRad(yStep * i)) * sphereRate * radius;
const vel = new THREE.Vector3(vx, vy, vz);
vel.multiplyScalar(this.flowerSizeRate);
vels.push(vel);
}
}
const particleMesh = new ParticleMesh(num, vels);
particleMesh.mesh.position.set(pos.x, pos.y, pos.z);
return particleMesh;
}
update(gravity) {
if (!this.isExplode) {
this.drawTail();
} else {
this.flower.update(gravity);
if (this.life > 0) this.life -= 1;
}
}
drawTail() {
this.seed.update(gravity);
const { position, velocity } = this.seed.mesh.geometry.attributes;
let count = 0;
let isComplete = true;
// Check if the y-axis speed is down for all particles
for (let i = 0, l = velocity.array.length; i < l; i++) {
const v = velocity.array[i];
const index = i % 3;
if (index === 1 && v > 0) {
count++;
}
}
isComplete = count == 0;
if (!isComplete) return;
const { x, y, z } = this.seed.mesh.position;
const flowerPos = new THREE.Vector3(x, y, z);
let highestPos = 0;
let offsetPos;
for (let i = 0, l = position.array.length; i < l; i++) {
const p = position.array[i];
const index = i % 3;
if (index === 1 && p > highestPos) {
highestPos = p;
offsetPos = new THREE.Vector3(position.array[i - 1], p, position.array[i + 2]);
}
}
flowerPos.add(offsetPos);
this.explode(flowerPos);
}
}
class RichFIreWorks extends BasicFIreWorks {
constructor() {
super();
const max = 150;
const min = 100;
this.petalsNum = getRandomNum(max, min);
this.flowerSizeRate = THREE.Math.mapLinear(this.petalsNum, min, max, 0.4, 0.7);
this.tailMeshGroup = new THREE.Group();
this.tails = [];
}
explode(pos) {
this.isExplode = true;
this.flower = this.getFlower(pos);
this.tails = this.getTail();
this.meshGroup.add(this.flower.mesh);
this.meshGroup.add(this.tailMeshGroup);
}
getTail() {
const tails = [];
const num = 20;
const { color: petalColor } = this.flower.mesh.geometry.attributes;
for (let i = 0; i < this.petalsNum; i++) {
const vels = [];
for (let j = 0; j < num; j++) {
const vx = 0;
const vy = 0;
const vz = 0;
vels.push(new THREE.Vector3(vx, vy, vz));
}
const tail = new ParticleTailMesh(num, vels);
const { r, g, b, a } = getOffsetRGBA(i);
const petalR = petalColor.array[r];
const petalG = petalColor.array[g];
const petalB = petalColor.array[b];
const petalA = petalColor.array[a];
const { position, color } = tail.mesh.geometry.attributes;
for (let k = 0; k < position.count; k++) {
const { r, g, b, a } = getOffsetRGBA(k);
color.array[r] = petalR;
color.array[g] = petalG;
color.array[b] = petalB;
color.array[a] = petalA;
}
const { x, y, z } = this.flower.mesh.position;
tail.mesh.position.set(x, y, z);
tails.push(tail);
this.tailMeshGroup.add(tail.mesh);
}
return tails;
}
update(gravity) {
if (!this.isExplode) {
this.drawTail();
} else {
this.flower.update(gravity);
const { position: flowerGeometory } = this.flower.mesh.geometry.attributes;
for (let i = 0, l = this.tails.length; i < l; i++) {
const tail = this.tails[i];
tail.update(gravity);
const { x, y, z } = getOffsetXYZ(i);
const flowerPos = new THREE.Vector3(
flowerGeometory.array[x],
flowerGeometory.array[y],
flowerGeometory.array[z]
);
const { position, velocity } = tail.mesh.geometry.attributes;
for (let k = 0; k < position.count; k++) {
const { x, y, z } = getOffsetXYZ(k);
const desiredVelocity = new THREE.Vector3();
const tailPos = new THREE.Vector3(position.array[x], position.array[y], position.array[z]);
const tailVel = new THREE.Vector3(velocity.array[x], velocity.array[y], velocity.array[z]);
desiredVelocity.subVectors(flowerPos, tailPos);
const steer = desiredVelocity.sub(tailVel);
steer.normalize();
steer.multiplyScalar(Math.random() * 0.0003 * this.life);
velocity.array[x] += steer.x;
velocity.array[y] += steer.y;
velocity.array[z] += steer.z;
}
velocity.needsUpdate = true;
}
if (this.life > 0) this.life -= 1.2;
}
}
}
const makeRoughGround = mesh => {
const time = Date.now();
const { geometry } = mesh;
for (let i = 0, l = geometry.vertices.length; i < l; i++) {
const vertex = geometry.vertices[i];
const noise1 =
noise.noise2D(vertex.x * 0.01 + time * 0.0002, vertex.y * 0.01 + time * 0.0002, vertex.z * 0.01 + time * 0.0002) *
5;
const noise2 =
noise.noise2D(
vertex.x * 0.02 + time * 0.00002,
vertex.y * 0.02 + time * 0.00004,
vertex.z * 0.02 + time * 0.00002
) * 2;
const noise3 =
noise.noise2D(
vertex.x * 0.009 + time * 0.00001,
vertex.y * 0.012 + time * 0.00003,
vertex.z * 0.015 + time * 0.00003
) * 2;
const distance = noise1 + noise2 + noise3;
vertex.z = distance;
}
geometry.verticesNeedUpdate = true;
geometry.normalsNeedUpdate = true;
geometry.computeVertexNormals();
geometry.computeFaceNormals();
};
const render = () => {
orbitControls.update();
makeRoughGround(planeMesh);
const exploadedIndexList = [];
for (let i = fireworksInstances.length - 1; i >= 0; i--) {
const instance = fireworksInstances[i];
instance.update(gravity);
if (instance.isExplode) exploadedIndexList.push(i);
}
for (let i = 0, l = exploadedIndexList.length; i < l; i++) {
const index = exploadedIndexList[i];
const instance = fireworksInstances[index];
if (!instance) return;
/*
Be careful because js heap size will continue to increase unless you do the following:
- Remove unuse mesh from scene
- Execute dispose method of Geometres and Materials in the Mesh
*/
instance.meshGroup.remove(instance.seed.mesh);
instance.seed.disposeAll();
if (instance.life <= 0) {
scene.remove(instance.meshGroup);
if (instance.tailMeshGroup) {
instance.tails.forEach(v => {
v.disposeAll();
});
}
instance.flower.disposeAll();
fireworksInstances.splice(index, 1);
}
}
renderer.render(scene, camera);
requestAnimationFrame(render);
};
const onResize = () => {
const width = window.innerWidth;
const height = window.innerHeight;
renderer.setPixelRatio(window.devicePixelRatio);
renderer.setSize(width, height);
camera.aspect = width / height;
camera.updateProjectionMatrix();
};
const onClickWindow = () => {
if (isAutoLaunch) return;
launchFireWorks();
};
const init = () => {
outputDom = document.querySelector('#WebGL-output');
/* scene
-------------------------------------------------------------*/
scene = new THREE.Scene();
//scene.fog = new THREE.Fog(0x000d20, 0, 1000 * 3);
/* camera
-------------------------------------------------------------*/
camera = new THREE.PerspectiveCamera(45, window.innerWidth / window.innerHeight, 0.1, 2000);
camera.position.set(0, -40, 170);
//camera.position.set(0, 250, 0);
//camera.position.set(0, -250, 0);
camera.lookAt(scene.position);
/* renderer
-------------------------------------------------------------*/
renderer = new THREE.WebGLRenderer({
antialias: true,
alpha: true
});
renderer.setPixelRatio(window.devicePixelRatio);
// renderer.setClearColor(new THREE.Color(0x000000));
renderer.setClearColor(new THREE.Color(0x000000), 0);
renderer.setSize(window.innerWidth, window.innerHeight);
renderer.shadowMap.enabled = true;
renderer.setClearAlpha(0);
/* OrbitControls
-------------------------------------------------------------*/
orbitControls = new THREE.OrbitControls(camera, renderer.domElement);
orbitControls.autoRotate = false;
orbitControls.enableDamping = true;
orbitControls.dampingFactor = 0.2;
/* AmbientLight
-------------------------------------------------------------*/
const ambientLight = new THREE.AmbientLight(0x666666);
scene.add(ambientLight);
/* SpotLight
-------------------------------------------------------------*/
const spotLight = new THREE.SpotLight(0xffffff);
spotLight.distance = 2000;
spotLight.position.set(-500, 1000, 0);
spotLight.castShadow = true;
scene.add(spotLight);
/* Plane
--------------------------------------*/
const planeGeometry = new THREE.PlaneGeometry(200, 200, 10, 10);
const planeMaterial = new THREE.MeshLambertMaterial({
//color: 0xffffff,
side: THREE.DoubleSide,
wireframe: true
});
planeMesh = new THREE.Mesh(planeGeometry, planeMaterial);
planeMesh.receiveShadow = true;
planeMesh.rotation.x = -0.5 * Math.PI;
planeMesh.position.x = 0;
planeMesh.position.y = -50;
planeMesh.position.z = 0;
scene.add(planeMesh);
/* resize
-------------------------------------------------------------*/
window.addEventListener('resize', onResize);
/* rendering start
-------------------------------------------------------------*/
document.getElementById('WebGL-output').appendChild(renderer.domElement);
requestAnimationFrame(render);
window.addEventListener('click', onClickWindow);
setInterval(autoLaunch, 100);
};
document.addEventListener('DOMContentLoaded', () => {
init();
});
Also see: Tab Triggers