.p-summary
h1 Particles
canvas(id="canvas-webgl", class="p-canvas-webgl")
script(id="vs-physics-renderer" type="x-shader/x-vertex").
varying vec2 vUv;
void main(void) {
vUv = uv;
gl_Position = vec4(position, 1.0);
}
script(id="fs-physics-renderer-velocity-init" type="x-shader/x-fragment").
uniform sampler2D velocity;
varying vec2 vUv;
void main(void) {
gl_FragColor = texture2D(velocity, vUv);
}
script(id="fs-physics-renderer-velocity" type="x-shader/x-fragment").
uniform sampler2D velocity;
uniform sampler2D acceleration;
uniform float time;
varying vec2 vUv;
vec3 polar(float radian1, float radian2, float radius) {
return vec3(
cos(radian1) * cos(radian2) * radius,
sin(radian1) * radius,
cos(radian1) * sin(radian2) * radius
);
}
void main(void) {
vec3 v = texture2D(acceleration, vUv).xyz + texture2D(velocity, vUv).xyz;
float vStep = step(1000.0, length(v));
gl_FragColor = vec4(
v * (1.0 - vStep) + normalize(v + polar(time, -time, 1.0)) * 80.0 * vStep,
1.0
);
}
script(id="fs-physics-renderer-acceleration" type="x-shader/x-fragment").
uniform vec2 resolution;
uniform sampler2D velocity;
uniform sampler2D acceleration;
uniform float time;
uniform vec2 vTouchMove;
varying vec2 vUv;
//
// GLSL textureless classic 3D noise "cnoise",
// with an RSL-style periodic variant "pnoise".
// Author: Stefan Gustavson (stefan.gustavson@liu.se)
// Version: 2011-10-11
//
// Many thanks to Ian McEwan of Ashima Arts for the
// ideas for permutation and gradient selection.
//
// Copyright (c) 2011 Stefan Gustavson. All rights reserved.
// Distributed under the MIT license. See LICENSE file.
// https://github.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;
}
vec3 fade(vec3 t) {
return t*t*t*(t*(t*6.0-15.0)+10.0);
}
// Classic Perlin noise
float cnoise(vec3 P)
{
vec3 Pi0 = floor(P); // Integer part for indexing
vec3 Pi1 = Pi0 + vec3(1.0); // Integer part + 1
Pi0 = mod289(Pi0);
Pi1 = mod289(Pi1);
vec3 Pf0 = fract(P); // Fractional part for interpolation
vec3 Pf1 = Pf0 - vec3(1.0); // Fractional part - 1.0
vec4 ix = vec4(Pi0.x, Pi1.x, Pi0.x, Pi1.x);
vec4 iy = vec4(Pi0.yy, Pi1.yy);
vec4 iz0 = Pi0.zzzz;
vec4 iz1 = Pi1.zzzz;
vec4 ixy = permute(permute(ix) + iy);
vec4 ixy0 = permute(ixy + iz0);
vec4 ixy1 = permute(ixy + iz1);
vec4 gx0 = ixy0 * (1.0 / 7.0);
vec4 gy0 = fract(floor(gx0) * (1.0 / 7.0)) - 0.5;
gx0 = fract(gx0);
vec4 gz0 = vec4(0.5) - abs(gx0) - abs(gy0);
vec4 sz0 = step(gz0, vec4(0.0));
gx0 -= sz0 * (step(0.0, gx0) - 0.5);
gy0 -= sz0 * (step(0.0, gy0) - 0.5);
vec4 gx1 = ixy1 * (1.0 / 7.0);
vec4 gy1 = fract(floor(gx1) * (1.0 / 7.0)) - 0.5;
gx1 = fract(gx1);
vec4 gz1 = vec4(0.5) - abs(gx1) - abs(gy1);
vec4 sz1 = step(gz1, vec4(0.0));
gx1 -= sz1 * (step(0.0, gx1) - 0.5);
gy1 -= sz1 * (step(0.0, gy1) - 0.5);
vec3 g000 = vec3(gx0.x,gy0.x,gz0.x);
vec3 g100 = vec3(gx0.y,gy0.y,gz0.y);
vec3 g010 = vec3(gx0.z,gy0.z,gz0.z);
vec3 g110 = vec3(gx0.w,gy0.w,gz0.w);
vec3 g001 = vec3(gx1.x,gy1.x,gz1.x);
vec3 g101 = vec3(gx1.y,gy1.y,gz1.y);
vec3 g011 = vec3(gx1.z,gy1.z,gz1.z);
vec3 g111 = vec3(gx1.w,gy1.w,gz1.w);
vec4 norm0 = taylorInvSqrt(vec4(dot(g000, g000), dot(g010, g010), dot(g100, g100), dot(g110, g110)));
g000 *= norm0.x;
g010 *= norm0.y;
g100 *= norm0.z;
g110 *= norm0.w;
vec4 norm1 = taylorInvSqrt(vec4(dot(g001, g001), dot(g011, g011), dot(g101, g101), dot(g111, g111)));
g001 *= norm1.x;
g011 *= norm1.y;
g101 *= norm1.z;
g111 *= norm1.w;
float n000 = dot(g000, Pf0);
float n100 = dot(g100, vec3(Pf1.x, Pf0.yz));
float n010 = dot(g010, vec3(Pf0.x, Pf1.y, Pf0.z));
float n110 = dot(g110, vec3(Pf1.xy, Pf0.z));
float n001 = dot(g001, vec3(Pf0.xy, Pf1.z));
float n101 = dot(g101, vec3(Pf1.x, Pf0.y, Pf1.z));
float n011 = dot(g011, vec3(Pf0.x, Pf1.yz));
float n111 = dot(g111, Pf1);
vec3 fade_xyz = fade(Pf0);
vec4 n_z = mix(vec4(n000, n100, n010, n110), vec4(n001, n101, n011, n111), fade_xyz.z);
vec2 n_yz = mix(n_z.xy, n_z.zw, fade_xyz.y);
float n_xyz = mix(n_yz.x, n_yz.y, fade_xyz.x);
return 2.2 * n_xyz;
}
#define PRECISION 0.000001
vec3 drag(vec3 a, float value) {
return normalize(a * -1.0 + PRECISION) * length(a) * value;
}
void main(void) {
vec3 v = texture2D(velocity, vUv).xyz;
vec3 a = texture2D(acceleration, vUv).xyz;
vec3 d = drag(a, 0.02);
float fx = cnoise(vec3(time * 0.1, v.y / 500.0, v.z / 500.0));
float fy = cnoise(vec3(v.x / 500.0, time * 0.1, v.z / 500.0));
float fz = cnoise(vec3(v.x / 500.0, v.y / 500.0, time * 0.1));
vec3 f1 = vec3(fx, fy, fz) * 0.12;
vec3 f2 = vec3(vTouchMove * 10.0, 0.0);
gl_FragColor = vec4(a + f1 + f2 + d, 1.0);
}
script(id="vs-points" type="x-shader/x-vertex").
attribute vec3 position;
attribute vec2 uvVelocity;
uniform mat4 modelViewMatrix;
uniform mat4 projectionMatrix;
uniform float time;
uniform sampler2D acceleration;
uniform sampler2D velocity;
varying vec3 vAcceleration;
void main() {
vec3 a = texture2D(acceleration, uvVelocity).xyz;
vec3 v = texture2D(velocity, uvVelocity).xyz;
vec4 mvPosition = modelViewMatrix * vec4(v, 1.0);
vAcceleration = a;
gl_PointSize = 1.0 * (1200.0 / length(mvPosition.xyz));
gl_Position = projectionMatrix * mvPosition;
}
script(id="fs-points" type="x-shader/x-fragment").
precision highp float;
uniform float time;
varying vec3 vAcceleration;
vec3 convertHsvToRgb(vec3 c) {
vec4 K = vec4(1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0);
vec3 p = abs(fract(c.xxx + K.xyz) * 6.0 - K.www);
return c.z * mix(K.xxx, clamp(p - K.xxx, 0.0, 1.0), c.y);
}
void main() {
float start = smoothstep(time, 0.0, 1.0);
vec3 n;
n.xy = gl_PointCoord * 2.0 - 1.0;
n.z = 1.0 - dot(n.xy, n.xy);
if (n.z < 0.0) discard;
float aLength = length(vAcceleration);
vec3 color = convertHsvToRgb(vec3(aLength * 0.08 + time * 0.05, 0.5, 0.8));
gl_FragColor = vec4(color, 0.4 * start);
}
View Compiled
@import url('https://fonts.googleapis.com/css?family=Homenaje');
.p-canvas-webgl {
position: fixed;;
z-index: 1;
top: 0; left: 0;
}
.p-summary {
position: absolute;
top: 5%; left: 5%;
z-index: 2;
color: #fff;
font-family: 'Homenaje', sans-serif;
h1 {
font-weight: 400;
letter-spacing: 0.2em;
}
p {
letter-spacing: 0.2em;
}
a {
color: #fff;
}
}
View Compiled
class PhysicsRenderer {
constructor(aVertexShader, aFragmentShader, vVertexShader, vFragmentShader) {
this.length = 0;
this.aScene = new THREE.Scene();
this.vScene = new THREE.Scene();
this.camera = new THREE.PerspectiveCamera(45, 1, 1, 1000);
this.option = {
type: THREE.FloatType,
minFilter: THREE.LinearFilter,
magFilter: THREE.NearestFilter
};
this.acceleration = [
new THREE.WebGLRenderTarget(length, length, this.option),
new THREE.WebGLRenderTarget(length, length, this.option),
];
this.velocity = [
new THREE.WebGLRenderTarget(length, length, this.option),
new THREE.WebGLRenderTarget(length, length, this.option),
];
this.aUniforms = {
resolution: {
type: 'v2',
value: new THREE.Vector2(window.innerWidth, window.innerHeight),
},
velocity: {
type: 't',
value: null,
},
acceleration: {
type: 't',
value: null,
},
time: {
type: 'f',
value: 0
}
};
this.vUniforms = {
resolution: {
type: 'v2',
value: new THREE.Vector2(window.innerWidth, window.innerHeight),
},
velocity: {
type: 't',
value: null,
},
acceleration: {
type: 't',
value: null,
},
time: {
type: 'f',
value: 0
}
};
this.accelerationMesh = this.createMesh(
this.aUniforms,
aVertexShader,
aFragmentShader
);
this.velocityMesh = this.createMesh(
this.vUniforms,
vVertexShader,
vFragmentShader
);
this.uvs = [];
this.targetIndex = 0;
}
init(renderer, velocityArrayBase) {
this.length = Math.ceil(Math.sqrt(velocityArrayBase.length / 3));
const velocityArray = [];
for (var i = 0; i < Math.pow(this.length, 2) * 3; i += 3) {
if(velocityArrayBase[i] != undefined) {
velocityArray[i + 0] = velocityArrayBase[i + 0];
velocityArray[i + 1] = velocityArrayBase[i + 1];
velocityArray[i + 2] = velocityArrayBase[i + 2];
this.uvs[i / 3 * 2 + 0] = (i / 3) % this.length / (this.length - 1);
this.uvs[i / 3 * 2 + 1] = Math.floor((i / 3) / this.length) / (this.length - 1);
} else {
velocityArray[i + 0] = 0;
velocityArray[i + 1] = 0;
velocityArray[i + 2] = 0;
}
}
const velocityInitTex = new THREE.DataTexture(new Float32Array(velocityArray), this.length, this.length, THREE.RGBFormat, THREE.FloatType);
velocityInitTex.needsUpdate = true;
const velocityInitMesh = new THREE.Mesh(
new THREE.PlaneBufferGeometry(2, 2),
new THREE.ShaderMaterial({
uniforms: {
velocity: {
type: 't',
value: velocityInitTex,
},
},
vertexShader: document.getElementById('vs-physics-renderer').textContent,
fragmentShader: document.getElementById('fs-physics-renderer-velocity-init').textContent,
})
);
for (var i = 0; i < 2; i++) {
this.acceleration[i].setSize(this.length, this.length);
this.velocity[i].setSize(this.length, this.length);
}
this.vScene.add(this.camera);
this.vScene.add(velocityInitMesh);
renderer.render(this.vScene, this.camera, this.velocity[0]);
renderer.render(this.vScene, this.camera, this.velocity[1]);
this.vScene.remove(velocityInitMesh);
this.vScene.add(this.velocityMesh);
this.aScene.add(this.accelerationMesh);
}
createMesh(uniforms, vs, fs) {
return new THREE.Mesh(
new THREE.PlaneBufferGeometry(2, 2),
new THREE.ShaderMaterial({
uniforms: uniforms,
vertexShader: vs,
fragmentShader: fs,
})
);
}
render(renderer, time) {
const prevIndex = Math.abs(this.targetIndex - 1);
const nextIndex = this.targetIndex;
this.aUniforms.acceleration.value = this.acceleration[prevIndex].texture;
this.aUniforms.velocity.value = this.velocity[nextIndex].texture;
renderer.render(this.aScene, this.camera, this.acceleration[nextIndex]);
this.vUniforms.acceleration.value = this.acceleration[nextIndex].texture;
this.vUniforms.velocity.value = this.velocity[nextIndex].texture;
renderer.render(this.vScene, this.camera, this.velocity[prevIndex]);
this.targetIndex = prevIndex;
this.aUniforms.time.value += time;
this.vUniforms.time.value += time;
}
getBufferAttributeUv() {
return new THREE.BufferAttribute(new Float32Array(this.uvs), 2);
}
getCurrentVelocity() {
return this.velocity[Math.abs(this.targetIndex - 1)].texture;
}
getCurrentAcceleration() {
return this.acceleration[Math.abs(this.targetIndex - 1)].texture;
}
mergeAUniforms(obj) {
this.aUniforms = Object.assign(this.aUniforms, obj);
}
mergeVUniforms(obj) {
this.vUniforms = Object.assign(this.vUniforms, obj);
}
resize(length) {
this.length = length;
this.velocity[0].setSize(length, length);
this.velocity[1].setSize(length, length);
this.acceleration[0].setSize(length, length);
this.acceleration[1].setSize(length, length);
}
}
class Points {
constructor() {
this.uniforms = {
time: {
type: 'f',
value: 0
},
velocity: {
type: 't',
value: null
},
acceleration: {
type: 't',
value: null
}
};
this.physicsRenderer = null;
this.vectorTouchMove = new THREE.Vector2(0, 0);
this.vectorTouchMoveDiff = new THREE.Vector2(0, 0);
this.obj = null;
}
init(renderer) {
this.obj = this.createObj(renderer);
}
createObj(renderer) {
const detail = (window.innerWidth > 768) ? 7 : 6;
const geometry = new THREE.OctahedronBufferGeometry(400, detail);
const verticesBase = geometry.attributes.position.array;
const vertices = [];
for (var i = 0; i < verticesBase.length; i+= 3) {
vertices[i + 0] = verticesBase[i + 0] + (Math.random() * 2 - 1) * 400;
vertices[i + 1] = verticesBase[i + 1] + (Math.random() * 2 - 1) * 400;
vertices[i + 2] = verticesBase[i + 2] + (Math.random() * 2 - 1) * 400;
}
this.physicsRenderer = new PhysicsRenderer(
document.getElementById('vs-physics-renderer').textContent,
document.getElementById('fs-physics-renderer-acceleration').textContent,
document.getElementById('vs-physics-renderer').textContent,
document.getElementById('fs-physics-renderer-velocity').textContent,
);
this.physicsRenderer.init(renderer, vertices);
this.physicsRenderer.mergeAUniforms({
vTouchMove: {
type: 'v2',
value: this.vectorTouchMoveDiff
}
});
this.uniforms.velocity.value = this.physicsRenderer.getCurrentVelocity();
this.uniforms.acceleration.value = this.physicsRenderer.getCurrentAcceleration();
geometry.addAttribute('uvVelocity', this.physicsRenderer.getBufferAttributeUv());
return new THREE.Points(
geometry,
new THREE.RawShaderMaterial({
uniforms: this.uniforms,
vertexShader: document.getElementById('vs-points').textContent,
fragmentShader: document.getElementById('fs-points').textContent,
transparent: true,
depthWrite: false,
blending: THREE.AdditiveBlending,
})
)
}
render(renderer, time) {
this.physicsRenderer.render(renderer, time);
this.uniforms.time.value += time;
}
touchStart(v) {
this.vectorTouchMove.copy(v);
}
touchMove(v) {
this.vectorTouchMoveDiff.set(
v.x - this.vectorTouchMove.x,
v.y - this.vectorTouchMove.y
);
this.vectorTouchMove.copy(v);
}
touchEnd() {
this.vectorTouchMove.set(0, 0);
this.vectorTouchMoveDiff.set(0, 0);
}
}
class ConsoleSignature {
constructor() {
this.message = `created by yoichi kobayashi`;
this.url = `http://www.tplh.net`;
this.show();
}
show() {
if (navigator.userAgent.toLowerCase().indexOf('chrome') > -1) {
const args = [
`\n%c ${this.message} %c%c ${this.url} \n\n`,
'color: #fff; background: #222; padding:3px 0;',
'padding:3px 1px;',
'color: #fff; background: #47c; padding:3px 0;',
];
console.log.apply(console, args);
} else if (window.console) {
console.log(`${this.message} ${this.url}`);
}
}
}
const normalizeVector2 = function(vector) {
vector.x = (vector.x / window.innerWidth) * 2 - 1;
vector.y = - (vector.y / window.innerHeight) * 2 + 1;
};
const debounce = function(callback, duration) {
var timer;
return function(event) {
clearTimeout(timer);
timer = setTimeout(function(){
callback(event);
}, duration);
};
}
const canvas = document.getElementById('canvas-webgl');
const renderer = new THREE.WebGLRenderer({
antialias: false,
canvas: canvas,
});
const scene = new THREE.Scene();
const camera = new THREE.PerspectiveCamera(45, window.innerWidth / window.innerHeight, 1, 10000);
const clock = new THREE.Clock();
const vectorTouchStart = new THREE.Vector2();
const vectorTouchMove = new THREE.Vector2();
const vectorTouchEnd = new THREE.Vector2();
let isDrag = false;
const consoleSignature = new ConsoleSignature();
//
// process for this sketch.
//
const points = new Points();
points.init(renderer);
//
// common process
//
const resizeWindow = () => {
canvas.width = window.innerWidth;
canvas.height = window.innerHeight;
camera.aspect = window.innerWidth / window.innerHeight;
camera.updateProjectionMatrix();
renderer.setSize(window.innerWidth, window.innerHeight);
}
const render = () => {
const time = clock.getDelta();
points.render(renderer, time);
renderer.render(scene, camera);
}
const renderLoop = () => {
render();
requestAnimationFrame(renderLoop);
}
const touchStart = (isTouched) => {
isDrag = true;
points.touchStart(vectorTouchStart);
};
const touchMove = (isTouched) => {
if (isDrag) points.touchMove(vectorTouchMove);
};
const touchEnd = (isTouched) => {
isDrag = false;
points.touchEnd();
};
const mouseOut = () => {
isDrag = false;
points.touchEnd();
};
const on = () => {
window.addEventListener('resize', debounce(() => {
resizeWindow();
}), 1000);
canvas.addEventListener('mousedown', function (event) {
event.preventDefault();
vectorTouchStart.set(event.clientX, event.clientY);
normalizeVector2(vectorTouchStart);
touchStart(false);
});
canvas.addEventListener('mousemove', function (event) {
event.preventDefault();
vectorTouchMove.set(event.clientX, event.clientY);
normalizeVector2(vectorTouchMove);
touchMove(false);
});
canvas.addEventListener('mouseup', function (event) {
event.preventDefault();
vectorTouchEnd.set(event.clientX, event.clientY);
normalizeVector2(vectorTouchEnd);
touchEnd(false);
});
canvas.addEventListener('touchstart', function (event) {
event.preventDefault();
vectorTouchStart.set(event.touches[0].clientX, event.touches[0].clientY);
normalizeVector2(vectorTouchStart);
touchStart(event.touches[0].clientX, event.touches[0].clientY, true);
});
canvas.addEventListener('touchmove', function (event) {
event.preventDefault();
vectorTouchMove.set(event.touches[0].clientX, event.touches[0].clientY);
normalizeVector2(vectorTouchMove);
touchMove(true);
});
canvas.addEventListener('touchend', function (event) {
event.preventDefault();
normalizeVector2(vectorTouchEnd);
vectorTouchEnd.set(event.changedTouches[0].clientX, event.changedTouches[0].clientY);
touchEnd(true);
});
window.addEventListener('mouseout', function () {
event.preventDefault();
vectorTouchEnd.set(0, 0);
mouseOut();
});
}
const init = () => {
renderer.setSize(window.innerWidth, window.innerHeight);
renderer.setClearColor(0x111111, 1.0);
camera.position.set(0, 0, 1000);
camera.lookAt(new THREE.Vector3());
scene.add(points.obj);
on();
resizeWindow();
renderLoop();
}
init();
View Compiled
This Pen doesn't use any external CSS resources.