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148 lines
4.2 KiB
JavaScript
148 lines
4.2 KiB
JavaScript
8 months ago
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import { BufferAttribute, Clock, Color, PerspectiveCamera, PlaneGeometry, Points, Scene, ShaderMaterial, WebGLRenderer } from 'three';
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window.addEventListener('load',function () {
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if (document.querySelector('canvas#webgl') == null){
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return ;
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}
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/**
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|--------------------------------------------------
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| Constants
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|--------------------------------------------------
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*/
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const sizes = {
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width: window.innerWidth,
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height: window.innerHeight
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}
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const canvas = document.querySelector('canvas#webgl');
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const scene = new Scene()
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/**
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|--------------------------------------------------
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| Camera
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|--------------------------------------------------
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*/
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const camera = new PerspectiveCamera(75, sizes.width / sizes.height, 0.1, 100)
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camera.position.z = 10
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camera.position.y = 1.1
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camera.position.x = 0
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scene.add(camera)
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// const color = 0xFFFFFF;
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// const intensity = 3;
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// const light = new THREE.DirectionalLight( color, intensity );
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// light.position.set( - 1, 2, 4 );
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// scene.add( light );
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/**
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|--------------------------------------------------
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| Plane
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|--------------------------------------------------
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*/
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const planeGeometry = new PlaneGeometry(20, 20, 250, 250)
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const planeMaterial = new ShaderMaterial({
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uniforms: {
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uTime: { value: 0 },
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uElevation: { value: 0.482 }
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},
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vertexShader: `
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uniform float uTime;
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uniform float uElevation;
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attribute float aSize;
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varying float vPositionY;
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varying float vPositionZ;
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void main() {
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vec4 modelPosition = modelMatrix * vec4(position, 1.0);
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modelPosition.y = sin(modelPosition.x - uTime) * sin(modelPosition.z * 0.6 + uTime) * uElevation;
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vec4 viewPosition = viewMatrix * modelPosition;
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gl_Position = projectionMatrix * viewPosition;
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gl_PointSize = 2.0 * aSize;
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gl_PointSize *= ( 1.0 / - viewPosition.z );
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vPositionY = modelPosition.y;
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vPositionZ = modelPosition.z;
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}
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`,
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fragmentShader: `
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varying float vPositionY;
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varying float vPositionZ;
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void main() {
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float strength = (vPositionY + 0.25) * 0.3;
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gl_FragColor = vec4(3.0, 0.0, 0.0, strength);
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}
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`,
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transparent: true,
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})
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const planeSizesArray = new Float32Array(planeGeometry.attributes.position.count)
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for (let i = 0; i < planeSizesArray.length; i++) {
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planeSizesArray[i] = Math.random() * 4.0
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}
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planeGeometry.setAttribute('aSize', new BufferAttribute(planeSizesArray, 1))
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const plane = new Points(planeGeometry, planeMaterial)
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plane.rotation.x = - Math.PI * 0.4
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scene.add(plane)
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/**
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|--------------------------------------------------
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| Resize
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|--------------------------------------------------
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*/
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window.addEventListener('resize', () => {
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// Update sizes
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sizes.width = window.innerWidth
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sizes.height = window.innerHeight
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// Update camera
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camera.aspect = sizes.width / sizes.height
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camera.updateProjectionMatrix()
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// Update renderer
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renderer.setSize(sizes.width, sizes.height)
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renderer.setPixelRatio(Math.min(window.devicePixelRatio, 2))
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})
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/**
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|--------------------------------------------------
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| Renderer
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|--------------------------------------------------
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*/
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const renderer = new WebGLRenderer({
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canvas: canvas,
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alpha: true,
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antialias: true
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})
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renderer.setSize(sizes.width, sizes.height)
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renderer.setPixelRatio(Math.min(window.devicePixelRatio, 2))
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/**
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|--------------------------------------------------
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| Animate Function
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|--------------------------------------------------
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*/
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const clock = new Clock()
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const animate = () => {
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const elapsedTime = clock.getElapsedTime()
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planeMaterial.uniforms.uTime.value = elapsedTime
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renderer.render(scene, camera)
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// Call animate again on the next frame
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window.requestAnimationFrame(animate)
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}
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animate();
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});
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