SOURCE CODE LINK = !!CLICK HERE !!
SOURCE CODE DIRECT LINK = !! CLICK HERE!!
HTML
<script type="x-shader/x-vertex" id="vertexshader">
attribute float size;
attribute vec3 customColor;
varying vec3 vColor;
void main() {
vColor = customColor;
vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );
gl_PointSize = size * ( 300.0 / -mvPosition.z );
gl_Position = projectionMatrix * mvPosition;
}
</script>
<script type="x-shader/x-fragment" id="fragmentshader">
uniform vec3 color;
uniform sampler2D pointTexture;
varying vec3 vColor;
void main() {
gl_FragColor = vec4( color * vColor, 1.0 );
gl_FragColor = gl_FragColor * texture2D( pointTexture, gl_PointCoord );
}
</script>
<div id="magic"></div>
<div class="playground">
<div class="bottomPosition">
<a href="http://sanprieto.es/" target="_blank"><svg class="logo"
xmlns="http://www.w3.org/2000/svg" viewBox="0 0 278.8 278.8"><circle
fill="#000205" cx="139.4" cy="139.4" r="139.4"/><g fill="none"
stroke="#FFF" stroke-width="6.062" stroke-miterlimit="10"><path
d="M214 183.4l-74.6 43.1-75.5-43.6V95.8l75.5-43.5 75.4 43.5v59.8l-11.3 6.5z"
/><path
d="M139.4 226.5l-18.8-38.2 18.8 10.8 75.4-43.5M63.9 95.8l75.3 43.6 75.6-43.
6M139.2
139.4v59.7"/></g>
</svg></a>
</div>
</div>
CSS
@import url('https://fonts.googleapis.com/css2?family=Roboto&display=swap');
html, body {
margin: 0;
height: 100%;
overflow: hidden;
font-family: 'Roboto' !important;
color: white;
font-size: 9px;
}
#magic {
position: fixed;
width: 100%;
height: 100vh;
display: block;
top: 0;
left: 0;
z-index: -9999;
}
.playground{
position: fixed;
width: 100%;
height: 100vh;
display: block;
top: 0;
left: 0;
display: flex;
flex-wrap: nowrap;
flex-direction: column;
justify-content: flex-end;
align-items: center;
}
.bottomPosition{
text-align: center;
margin-bottom: 50px;
}
.minText{
font-size: 14px;
}
a {
color: white;
font-size: 12px;
text-decoration: none;
}
.logo {
width: 50px;
height: 50px;
}
JS
const preload = () => {
let manager = new THREE.LoadingManager();
manager.onLoad = function() {
const environment = new Environment( typo, particle );
}
var typo = null;
const loader = new THREE.FontLoader( manager );
const font = loader.load('https://res.cloudinary.com/dydre7amr/raw/upload
/v1612950355/font_zsd4dr.json', function ( font ) { typo = font; });
const particle = new THREE.TextureLoader( manager ).load( 'https://res.
cloudinary.com/dfvtkoboz/image/upload/v1605013866/particle_a64uzf.png');
}
if ( document.readyState === "complete" || (document.readyState !== "loading" &&
!document.documentElement.doScroll))
preload ();
else
document.addEventListener("DOMContentLoaded", preload );
class Environment {
constructor( font, particle ){
this.font = font;
this.particle = particle;
this.container = document.querySelector( '#magic' );
this.scene = new THREE.Scene();
this.createCamera();
this.createRenderer();
this.setup()
this.bindEvents();
}
bindEvents(){
window.addEventListener( 'resize', this.onWindowResize.bind( this ));
}
setup(){
this.createParticles = new CreateParticles( this.scene, this.font,
this.particle, this.camera, this.renderer );
}
render() {
this.createParticles.render()
this.renderer.render( this.scene, this.camera )
}
createCamera() {
this.camera = new THREE.PerspectiveCamera( 65, this.container.clientWidth /
this.container.clientHeight, 1, 10000 );
this.camera.position.set( 0,0, 100 );
}
createRenderer() {
this.renderer = new THREE.WebGLRenderer();
this.renderer.setSize( this.container.clientWidth, this.container.clientHeight );
this.renderer.setPixelRatio( Math.min( window.devicePixelRatio, 2));
this.renderer.outputEncoding = THREE.sRGBEncoding;
this.container.appendChild( this.renderer.domElement );
this.renderer.setAnimationLoop(() => { this.render() })
}
onWindowResize(){
this.camera.aspect = this.container.clientWidth / this.container.clientHeight;
this.camera.updateProjectionMatrix();
this.renderer.setSize( this.container.clientWidth, this.container.clientHeight );
}
}
class CreateParticles {
constructor( scene, font, particleImg, camera, renderer ) {
this.scene = scene;
this.font = font;
this.particleImg = particleImg;
this.camera = camera;
this.renderer = renderer;
this.raycaster = new THREE.Raycaster();
this.mouse = new THREE.Vector2(-200, 200);
this.colorChange = new THREE.Color();
this.buttom = false;
this.data = {
text: 'FUTURE\nIS NOW',
amount: 1500,
particleSize: 1,
particleColor: 0xffffff,
textSize: 16,
area: 250,
ease: .05,
}
this.setup();
this.bindEvents();
}
setup(){
const geometry = new THREE.PlaneGeometry( this.visibleWidthAtZDepth( 100, this.
camera ), this.visibleHeightAtZDepth( 100, this.camera ));
const material = new THREE.MeshBasicMaterial( { color: 0x00ff00, transparent:
true } );
this.planeArea = new THREE.Mesh( geometry, material );
this.planeArea.visible = false;
this.createText();
}
bindEvents() {
document.addEventListener( 'mousedown', this.onMouseDown.bind( this ));
document.addEventListener( 'mousemove', this.onMouseMove.bind( this ));
document.addEventListener( 'mouseup', this.onMouseUp.bind( this ));
}
onMouseDown(){
this.mouse.x = ( event.clientX / window.innerWidth ) * 2 - 1;
this.mouse.y = - ( event.clientY / window.innerHeight ) * 2 + 1;
const vector = new THREE.Vector3( this.mouse.x, this.mouse.y, 0.5);
vector.unproject( this.camera );
const dir = vector.sub( this.camera.position ).normalize();
const distance = - this.camera.position.z / dir.z;
this.currenPosition = this.camera.position.clone().add( dir.multiplyScalar
( distance ) );
const pos = this.particles.geometry.attributes.position;
this.buttom = true;
this.data.ease = .01;
}
onMouseUp(){
this.buttom = false;
this.data.ease = .05;
}
onMouseMove( ) {
this.mouse.x = ( event.clientX / window.innerWidth ) * 2 - 1;
this.mouse.y = - ( event.clientY / window.innerHeight ) * 2 + 1;
}
render( level ){
const time = ((.001 * performance.now())%12)/12;
const zigzagTime = (1 + (Math.sin( time * 2 * Math.PI )))/6;
this.raycaster.setFromCamera( this.mouse, this.camera );
const intersects = this.raycaster.intersectObject( this.planeArea );
if ( intersects.length > 0 ) {
const pos = this.particles.geometry.attributes.position;
const copy = this.geometryCopy.attributes.position;
const coulors = this.particles.geometry.attributes.customColor;
const size = this.particles.geometry.attributes.size;
const mx = intersects[ 0 ].point.x;
const my = intersects[ 0 ].point.y;
const mz = intersects[ 0 ].point.z;
for ( var i = 0, l = pos.count; i < l; i++) {
const initX = copy.getX(i);
const initY = copy.getY(i);
const initZ = copy.getZ(i);
let px = pos.getX(i);
let py = pos.getY(i);
let pz = pos.getZ(i);
this.colorChange.setHSL( .5, 1 , 1 )
coulors.setXYZ( i, this.colorChange.r, this.colorChange.g,
this.colorChange.b )
coulors.needsUpdate = true;
size.array[ i ] = this.data.particleSize;
size.needsUpdate = true;
let dx = mx - px;
let dy = my - py;
const dz = mz - pz;
const mouseDistance = this.distance( mx, my, px, py )
let d = ( dx = mx - px ) * dx + ( dy = my - py ) * dy;
const f = - this.data.area/d;
if( this.buttom ){
const t = Math.atan2( dy, dx );
px -= f * Math.cos( t );
py -= f * Math.sin( t );
this.colorChange.setHSL( .5 + zigzagTime, 1.0 , .5 )
coulors.setXYZ( i, this.colorChange.r, this.colorChange.g,
this.colorChange.b )
coulors.needsUpdate = true;
if ((px > (initX + 70)) || ( px < (initX - 70)) || (py > (initY + 70)
|| ( py < (initY - 70)))){
this.colorChange.setHSL( .15, 1.0 , .5 )
coulors.setXYZ( i, this.colorChange.r, this.colorChange.g,
this.colorChange.b )
coulors.needsUpdate = true;
}
}else{
if( mouseDistance < this.data.area ){
if(i%5==0){
const t = Math.atan2( dy, dx );
px -= .03 * Math.cos( t );
py -= .03 * Math.sin( t );
this.colorChange.setHSL( .15 , 1.0 , .5 )
coulors.setXYZ( i, this.colorChange.r, this.colorChange.g,
this.colorChange.b )
coulors.needsUpdate = true;
size.array[ i ] = this.data.particleSize /1.2;
size.needsUpdate = true;
}else{
const t = Math.atan2( dy, dx );
px += f * Math.cos( t );
py += f * Math.sin( t );
pos.setXYZ( i, px, py, pz );
pos.needsUpdate = true;
size.array[ i ] = this.data.particleSize * 1.3 ;
size.needsUpdate = true;
}
if ((px > (initX + 10)) || ( px < (initX - 10)) || (py >
(initY + 10) || ( py < (initY - 10)))){
this.colorChange.setHSL( .15, 1.0 , .5 )
coulors.setXYZ( i, this.colorChange.r, this.colorChange.g,
this.colorChange.b )
coulors.needsUpdate = true;
size.array[ i ] = this.data.particleSize /1.8;
size.needsUpdate = true;
}
}
}
px += ( initX - px ) * this.data.ease;
py += ( initY - py ) * this.data.ease;
pz += ( initZ - pz ) * this.data.ease;
pos.setXYZ( i, px, py, pz );
pos.needsUpdate = true;
}
}
}
createText(){
let thePoints = [];
let shapes = this.font.generateShapes( this.data.text , this.data.textSize );
let geometry = new THREE.ShapeGeometry( shapes );
geometry.computeBoundingBox();
const xMid = - 0.5 * ( geometry.boundingBox.max.x - geometry.boundingBox.min.x );
const yMid = (geometry.boundingBox.max.y - geometry.boundingBox.min.y)/2.85;
geometry.center();
let holeShapes = [];
for ( let q = 0; q < shapes.length; q ++ ) {
let shape = shapes[ q ];
if ( shape.holes && shape.holes.length > 0 ) {
for ( let j = 0; j < shape.holes.length; j ++ ) {
let hole = shape.holes[ j ];
holeShapes.push( hole );
}
}
}
shapes.push.apply( shapes, holeShapes );
let colors = [];
let sizes = [];
for ( let x = 0; x < shapes.length; x ++ ) {
let shape = shapes[ x ];
const amountPoints = ( shape.type == 'Path') ? this.data.amount/2 :
this.data.amount;
let points = shape.getSpacedPoints( amountPoints ) ;
points.forEach( ( element, z ) => {
const a = new THREE.Vector3( element.x, element.y, 0 );
thePoints.push( a );
colors.push( this.colorChange.r, this.colorChange.g, this.colorChange.b);
sizes.push( 1 )
});
}
let geoParticles = new THREE.BufferGeometry().setFromPoints( thePoints );
geoParticles.translate( xMid, yMid, 0 );
geoParticles.setAttribute( 'customColor', new THREE.Float32BufferAttribute
( colors, 3 ) );
geoParticles.setAttribute( 'size', new THREE.Float32BufferAttribute( sizes, 1) );
const material = new THREE.ShaderMaterial( {
uniforms: {
color: { value: new THREE.Color( 0xffffff ) },
pointTexture: { value: this.particleImg }
},
vertexShader: document.getElementById( 'vertexshader' ).textContent,
fragmentShader: document.getElementById( 'fragmentshader' ).textContent,
blending: THREE.AdditiveBlending,
depthTest: false,
transparent: true,
} );
this.particles = new THREE.Points( geoParticles, material );
this.scene.add( this.particles );
this.geometryCopy = new THREE.BufferGeometry();
this.geometryCopy.copy( this.particles.geometry );
}
visibleHeightAtZDepth ( depth, camera ) {
const cameraOffset = camera.position.z;
if ( depth < cameraOffset ) depth -= cameraOffset;
else depth += cameraOffset;
const vFOV = camera.fov * Math.PI / 180;
return 2 * Math.tan( vFOV / 2 ) * Math.abs( depth );
}
visibleWidthAtZDepth( depth, camera ) {
const height = this.visibleHeightAtZDepth( depth, camera );
return height * camera.aspect;
}
distance (x1, y1, x2, y2){
return Math.sqrt(Math.pow((x1 - x2), 2) + Math.pow((y1 - y2), 2));
}
}