mirror of
https://github.com/pissang/claygl.git
synced 2025-12-08 21:26:11 +00:00
227 lines
7.7 KiB
HTML
227 lines
7.7 KiB
HTML
<html>
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<head>
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<meta charset="utf-8">
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<script src="../dist/claygl.js"></script>
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<style>
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body{
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background: -webkit-radial-gradient(center, circle cover, #555a5f 0%, #1c1e20 100%);
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}
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#cubeColor {
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width: 100px;
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height: 100px;
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position: absolute;
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bottom: 10px;
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right: 10px;
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}
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#shape {
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position: absolute;
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left:0px;
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bottom: 0px;
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}
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</style>
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</head>
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<body style="margin:0px;">
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<canvas width="1200" height="640" id="main"></canvas>
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<div id="cubeColor" style="background-color: rgb(245, 50, 50);"></div>
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<div id="fps" style="position:absolute;left:10px;top:10px;color:white;"></div>
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<script>
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//----------------------------------
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// Prepare animation shape data
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//----------------------------------
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var canvas = document.createElement('canvas');
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canvas.id = 'shape';
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var SIZE = 50;
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canvas.width = SIZE;
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canvas.height = SIZE;
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var ctx = canvas.getContext('2d');
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function drawCross() {
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ctx.fillStyle = 'black';
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ctx.fillRect(0, 0, SIZE, SIZE);
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ctx.save()
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ctx.scale(0.6, 0.6);
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ctx.translate(10, 10);
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ctx.strokeStyle = 'white';
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ctx.beginPath();
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ctx.lineWidth = SIZE / 3.5;
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ctx.moveTo(0, 0);
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ctx.lineTo(SIZE, SIZE);
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ctx.stroke();
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ctx.moveTo(SIZE, 0);
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ctx.lineTo(0, SIZE);
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ctx.stroke();
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ctx.restore();
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return ctx.getImageData(0, 0, SIZE, SIZE).data;
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}
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function drawCheck() {
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ctx.fillStyle = 'black';
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ctx.fillRect(0, 0, SIZE, SIZE);
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ctx.scale(0.7, 0.7);
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ctx.translate(10, 10);
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ctx.strokeStyle = 'white';
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ctx.beginPath();
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ctx.lineWidth = SIZE / 3.5;
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ctx.moveTo(0, SIZE / 2);
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ctx.lineTo(SIZE / 2, SIZE / 1.2);
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ctx.lineTo(SIZE, SIZE / 10);
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ctx.stroke();
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return ctx.getImageData(0, 0, SIZE, SIZE).data;
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}
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document.body.appendChild(canvas);
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function pixelToPositionArray(pixels) {
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var position = [];
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for (var i = 0; i < pixels.length; i+=4) {
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var r = pixels[i];
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if (r < 128) {
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continue;
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}
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var idx = i / 4;
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var x = (idx % SIZE) / SIZE * 40 - 20;
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var y = 20 - (idx / SIZE) / SIZE * 40;
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var z = Math.random() * 6;
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position.push([x, y, z]);
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}
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return position;
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}
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var crossPixels = drawCross();
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var checkPixels = drawCheck();
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var crossPosArr = pixelToPositionArray(crossPixels);
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var checkPosArr = pixelToPositionArray(checkPixels);
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var larger = checkPosArr.length < crossPosArr.length ? crossPosArr: checkPosArr;
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var smaller = larger == crossPosArr ? checkPosArr: crossPosArr;
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for (var i = smaller.length; i < larger.length; i++) {
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var random = smaller[Math.round(Math.random() * (smaller.length - 1))];
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random = random.slice();
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random[2] += Math.random() * 3;
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smaller[i] = random;
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}
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var positionArr = [];
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for (var i = 0; i < crossPosArr.length; i++) {
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positionArr[i] = crossPosArr[i].slice();
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}
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//----------------------------------
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// Prepare scene
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//----------------------------------
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var Shader = clay.Shader;
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var renderer = new clay.Renderer({
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canvas: document.getElementById('main')
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});
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var shadowMapPass = new clay.prePass.ShadowMap({
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// softShadow: clay.prePass.VSM
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});
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renderer.resize(window.innerWidth, window.innerHeight);
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var scene = new clay.Scene();
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var camera = new clay.camera.Perspective({
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aspect: renderer.getViewportAspect()
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});
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camera.position.set(0, 0, 40);
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var shader = clay.shader.library.get('clay.standard');
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var cubeMat = new clay.Material({
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shader: shader
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});
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var root = new clay.Node();
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scene.add(root);
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var cubeList = [];
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var gltfLoader = new clay.loader.GLTF();
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var cubeGeo = new clay.geometry.Cube();
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for (var i = 0; i < positionArr.length; i++) {
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var position = positionArr[i];
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var mesh = new clay.Mesh({
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material: cubeMat,
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geometry: cubeGeo
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});
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mesh.position.set(position[0], position[1], position[2]);
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mesh.rotation.rotateX(Math.random() * Math.PI * 2);
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mesh.rotation.rotateZ(Math.random() * Math.PI * 2);
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mesh.scale.set(0.5, 0.5, 0.5);
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root.add(mesh);
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cubeList.push(mesh);
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}
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var light = new clay.light.Directional({
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shadowResolution: 1024,
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shadowBias: 0.005,
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intensity: 0.7
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});
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light.position.set(0, 30, 30);
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light.lookAt(scene.position);
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scene.add(light);
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scene.add(new clay.light.Ambient({
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intensity: 0.3
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}));
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var timeline = new clay.Timeline();
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timeline.start();
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timeline.on('frame', function(deltaTime) {
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var start = new Date().getTime();
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shadowMapPass.render(renderer, scene, camera);
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var drawInfo = renderer.render(scene, camera);
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var renderTime = new Date().getTime() - start;
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document.getElementById('fps').innerHTML =
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Math.round(1000 / deltaTime) + '<br />'
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+ renderTime + '<br />';
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var color = document.getElementById('cubeColor').style.backgroundColor;
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color = color.match(/rgb\((.*?)\)/)[1].split(/\s*,\s*/).map(function(item) {
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return parseInt(item) / 255;
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});
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for (var i = 0; i < cubeList.length; i++) {
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cubeList[i].material.set('color', color);
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var pos = positionArr[i];
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clay.Quaternion.rotateY(cubeList[i].rotation, cubeList[i].rotation, deltaTime / 500);
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clay.Vector3.set(cubeList[i].position, pos[0], pos[1], pos[2]);
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}
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});
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document.body.addEventListener('mousemove', function(e) {
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var dx = e.pageX - window.innerWidth / 2;
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root.rotation.identity().rotateY(dx / 1000);
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});
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var obj = {
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position: positionArr
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}
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var current = crossPosArr;
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setInterval(function() {
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var another = current == crossPosArr ? checkPosArr: crossPosArr;
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timeline.animate(obj)
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.when(1000, {
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position: another
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}).start("CubicInOut");
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current = another;
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}, 4000);
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</script>
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</body>
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</html> |