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webgl_etc.html
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<!DOCTYPE html>
<html lang="en">
<head>
<meta charset="UTF-8">
<meta name="viewport" content="width=device-width, initial-scale=1.0">
<title>Document</title>
<link type="text/css" rel="stylesheet" href="main.css">
</head>
<body>
<div id="container"></div>
<!-- Import maps polyfill -->
<!-- Remove this when import maps will be widely supported -->
<script async src="https://unpkg.com/[email protected]/dist/es-module-shims.js"></script>
<script type="importmap">
{
"imports": {
"three": "../build/three.module.js",
"three/addons/": "./jsm/"
}
}
</script>
<script type="x-shader/x-vertex" id="vertexshader">
uniform float scale;
attribute float size;
attribute vec3 color;
varying vec3 c;
void main() {
c = color;
// https://youtu.be/Sukvxf7FfYM?t=896
vec4 localPosition = vec4(position, 1.0);
vec4 worldPosition = modelMatrix * localPosition;
vec4 viewPosition = viewMatrix * worldPosition;
vec4 clipPosition = projectionMatrix * viewPosition;
gl_Position = clipPosition;
gl_PointSize = size;
gl_PointSize *= ( scale / - viewPosition.z ); // https://discourse.threejs.org/t/scaling-particles-based-on-camera-distance/5818/3
}
</script>
<script type="x-shader/x-fragment" id="fragmentshader">
varying vec3 c;
void main() {
// https://www.desultoryquest.com/blog/drawing-anti-aliased-circular-points-using-opengl-slash-webgl/
float r = 0.0, delta = 0.0, alpha = 1.0;
vec2 cxy = 2.0 * gl_PointCoord - 1.0;
r = dot(cxy, cxy);
if (r > 1.0) {
discard;
}
gl_FragColor = vec4(c, 1.0) * (alpha);
}
</script>
<script type="module">
import * as THREE from 'three';
import { OrbitControls } from 'three/addons/controls/OrbitControls.js';
import Stats from 'three/addons/libs/stats.module.js';
import { GUI } from 'three/addons/libs/lil-gui.module.min.js';
import { SimplexNoise } from 'three/addons/math/SimplexNoise.js';
window.THREE = THREE
function rand(from = 0, to = 1) {
return Math.random()*(to-from)+from;
}
const conf = {
numpoints: 0.5e6,
shadows: true,
fov: 60,
near: 0.0001,
far: 10000,
cameraZ: 100,
orbitMinDistance: 1,
orbitMaxDistance: 10,
batchsize: 1,
pointMinSize: .7,
pointMaxSize: 1,
penMaxSpeed: .05,
penSize: .3, // debug
pointsPerSec: 4,
pointsToZoomOn: 30,
cameraTargetLerp: 0.005,
cameraPositionLerp: 0.001,
}
const feat = {}
if (location.search.includes('feat-depth')) feat.depth = true;
var container
var scene, camera, renderer, controls;
var pointCloud, pen;
var t = 0;
var sphereOfInterest;
var planeFrom3LastPoints;
var stats;
var gui;
// ?debug param
const debug = location.search.includes('debug')
console.log('debug', debug)
// ?eco param
const eco = location.search.includes('eco')
console.log('eco', eco)
/*
###### ## ## ####
## ## ## ## ##
## ## ## ##
## #### ## ## ##
## ## ## ## ##
## ## ## ## ##
###### ####### ####
*/
if (debug) {
gui = new GUI();
// gui.add(conf, 'fov', 1, 150).onChange(function (val) {
// camera.fov = val
// camera.updateProjectionMatrix()
// });
gui.add(conf, 'pointsToZoomOn', 1, 100, 10)
gui.add(conf, 'cameraTargetLerp', 0.001, .01)
gui.add(conf, 'cameraPositionLerp', 0.001, .01)
gui.open();
}
class Pen {
constructor(scene) {
this.r = conf.penSize
const geometry = new THREE.CircleGeometry( this.r, 32 );
const material = new THREE.MeshBasicMaterial( { color: 0xffff00, opacity: (true || debug ? .5 : 0), transparent: true } );
const mesh = new THREE.Mesh( geometry, material );
this.mesh = mesh
this.vel = new THREE.Vector3(0, 0, 0)
const simplex = new SimplexNoise();
this.simplex = simplex
console.log('simplex', simplex)
}
update() {
t += 0.003
const offset = 5
const noises = [
this.simplex.noise(0+0*offset, t), // [-1;1]
this.simplex.noise(0+1*offset, t), // [-1;1]
this.simplex.noise(0+2*offset, t), // [-1;1]
]
// console.log('noises', noises)
const angles = noises.map(noise => noise*Math.PI).slice(0, 3)
const a = new THREE.Euler(...angles);
const b = new THREE.Vector3(1, 1, 1);
b.applyEuler(a).multiplyScalar(conf.penMaxSpeed); // max pen speed
this.vel = b
// debugger
// const x = this.mesh.position.x + this.vel.x
this.mesh.position.add(this.vel)
if (!feat.depth) this.mesh.position.z = 0 // flatenize
this.mesh.quaternion.copy(camera.quaternion)
}
}
function init() {
console.log('init')
container = document.getElementById( 'container' );
/*
###### ###### ######## ## ## ########
## ## ## ## ## ### ## ##
## ## ## #### ## ##
###### ## ###### ## ## ## ######
## ## ## ## #### ##
## ## ## ## ## ## ### ##
###### ###### ######## ## ## ########
*/
scene = new THREE.Scene();
// scene.fog = new THREE.FogExp2( 0x000000, 0.001 );
globalThis.scene = scene
scene.background = new THREE.Color(0xdddddd);
debug && scene.add( new THREE.AxesHelper(1) );
//
// pen
//
pen = new Pen()
scene.add(pen.mesh)
/*
######## ######## ## ## ######## ######## ######## ######## ########
## ## ## ### ## ## ## ## ## ## ## ## ##
## ## ## #### ## ## ## ## ## ## ## ## ##
######## ###### ## ## ## ## ## ###### ######## ###### ########
## ## ## ## #### ## ## ## ## ## ## ## ##
## ## ## ## ### ## ## ## ## ## ## ## ##
## ## ######## ## ## ######## ######## ## ## ######## ## ##
*/
renderer = new THREE.WebGLRenderer( { antialias: !eco } );
globalThis.renderer = renderer
if (!eco) {
renderer.setPixelRatio( window.devicePixelRatio );
}
renderer.setSize( window.innerWidth, window.innerHeight );
// renderer.shadowMap.enabled = conf.shadows;
container.appendChild(renderer.domElement);
stats = new Stats();
debug && container.appendChild( stats.dom );
/*
###### ### ## ## ######## ######## ###
## ## ## ## ### ### ## ## ## ## ##
## ## ## #### #### ## ## ## ## ##
## ## ## ## ### ## ###### ######## ## ##
## ######### ## ## ## ## ## #########
## ## ## ## ## ## ## ## ## ## ##
###### ## ## ## ## ######## ## ## ## ##
*/
camera = new THREE.PerspectiveCamera(conf.fov, window.innerWidth/window.innerHeight, conf.near, conf.far);
globalThis.camera = camera
camera.position.x = 0;
camera.position.y = 0;
camera.position.z = conf.cameraZ;
// camera.lookAt(scene.position)
controls = new OrbitControls(camera, renderer.domElement);
globalThis.controls = controls
// controls.addEventListener( 'change', render ); // use if there is no animation loop
// controls.minDistance = conf.orbitMinDistance;
// controls.maxDistance = conf.orbitMaxDistance;
controls.enableDamping = true;
// controls.update(); // controls.update() must be called after any manual changes to the camera's transform
debug && scene.add(new THREE.AxesHelper(1));
{
// const geometry = new THREE.BoxGeometry();
// const material = new THREE.MeshLambertMaterial( { color: Math.random() * 0xffffff } )
// const cube = new THREE.Mesh( geometry, material );
// scene.add( cube );
const NUM_POINTS = conf.numpoints
const geometry = new THREE.BufferGeometry();
geometry.setAttribute('position', new THREE.BufferAttribute(new Float32Array( NUM_POINTS * 3), 3));
geometry.setAttribute("size", new THREE.BufferAttribute(new Float32Array(NUM_POINTS * 1), 1));
geometry.setAttribute('color', new THREE.BufferAttribute(new Float32Array( NUM_POINTS * 3 ), 3));
const material = new THREE.ShaderMaterial({
uniforms: {
scale: { type: "f", value: renderer.domElement.height/2 } // `scale` https://discourse.threejs.org/t/scaling-particles-based-on-camera-distance/5818/8
},
vertexShader: document.getElementById('vertexshader').textContent,
fragmentShader: document.getElementById('fragmentshader').textContent,
});
// const material = new THREE.PointsMaterial({
// color: 0x000000,
// size: 1,
// // size: 1/window.devicePixelRatio * rand(1,2),
// // sizeAttenuation: false,
// opacity: 1
// });
// const sprite = new THREE.TextureLoader().load( 'textures/sprites/disc.png' );
// const material = new THREE.PointsMaterial( { size: 1, sizeAttenuation: true, map: sprite, alphaTest: 0.5, transparent: true } );
// material.color.setHSL( 1.0, 0.3, 0 );
pointCloud = new THREE.Points(geometry, material);
pointCloud.frustumCulled = false // see: https://stackoverflow.com/a/32876611/133327
window.pointCloud = pointCloud
scene.add(pointCloud);
let i = 0
window.numpoints = 0
const int = setInterval(function () {
const position = pointCloud.geometry.attributes.position.array
const size = pointCloud.geometry.attributes.size.array
const color = pointCloud.geometry.attributes.color.array
for (let j = 0; j < conf.batchsize; j++) {
const x = pen.mesh.position.x// + 2*(Math.random()-.5)*pen.r;
const y = pen.mesh.position.y// + 2*(Math.random()-.5)*pen.r;
const z = pen.mesh.position.z// + 2*(Math.random()-.5)*pen.r;
position[i+0] = x;
position[i+1] = y;
position[i+2] = z;
const s = rand(conf.pointMinSize, conf.pointMaxSize) // [0.3; 5]
size[window.numpoints] = s
// gray
color[i+0] = rand(0, .4);
color[i+1] = color[i+0];
color[i+2] = color[i+0];
i += 3
window.numpoints++
}
pointCloud.geometry.attributes.position.needsUpdate = true;
pointCloud.geometry.setDrawRange(0, i) // optim: only draw the defined points
pointCloud.geometry.attributes.size.needsUpdate = true;
pointCloud.geometry.attributes.color.needsUpdate = true;
//
// sphere of interest (from the last X points)
//
const to = pointCloud.geometry.drawRange.count
let from = to - conf.pointsToZoomOn*3
if (from < 0) from = 0
// console.log(from, to)
const coords = pointCloud.geometry.attributes.position.array.slice(from, to)
const points = [] // last X points added
// console.log('points', points)
for (let i = 0; i< coords.length; i+=3) points.push(new THREE.Vector3(coords[i], coords[i+1], coords[i+2]))
sphereOfInterest = new THREE.Sphere()
sphereOfInterest.setFromPoints(points)
// console.log('sphere center', sphereOfInterest.center)
// console.log('sphere radius', sphereOfInterest.radius)
const last3points = points.slice(-3)
if (last3points.length === 3) {
planeFrom3LastPoints = new THREE.Plane()
planeFrom3LastPoints.setFromCoplanarPoints(...last3points) // plane from 3 last point
planeFrom3LastPoints.normal.setZ(-Math.abs(planeFrom3LastPoints.normal.z))
console.log(planeFrom3LastPoints.normal.z)
}
if (numpoints > NUM_POINTS) clearInterval(int) // stop
}, 1000/conf.pointsPerSec)
}
}
/*
######## ######## ## ## ######## ######## ########
## ## ## ### ## ## ## ## ## ##
## ## ## #### ## ## ## ## ## ##
######## ###### ## ## ## ## ## ###### ########
## ## ## ## #### ## ## ## ## ##
## ## ## ## ### ## ## ## ## ##
## ## ######## ## ## ######## ######## ## ##
*/
function onWindowResize() {
console.log('just resized')
camera.aspect = window.innerWidth / window.innerHeight;
camera.updateProjectionMatrix();
renderer.setSize(window.innerWidth, window.innerHeight);
}
window.addEventListener('resize', onWindowResize, false);
function animate() {
stats.begin();
pen.update()
render()
stats.end();
requestAnimationFrame(animate);
}
function dist(bsphere, camera) {
// https://stackoverflow.com/a/64571830/133327
const vfov = camera.getEffectiveFOV();
const hfov = camera.fov * camera.aspect;
const fov = Math.min(vfov, hfov);
return Math.abs( bsphere.radius / Math.sin( fov * ( Math.PI / 180 ) / 2 ) )
}
function render() {
// shadowCameraHelper && shadowCameraHelper.update();
const center = sphereOfInterest && sphereOfInterest.center || pen.mesh.position
// the camera target the pen
controls.target.lerp(center, conf.cameraTargetLerp) // important: point the camera target BEFORE calculating dist()
// z to fit the sphere
const z = sphereOfInterest && dist(sphereOfInterest, camera) || conf.cameraZ
// position the camera back from the target
const normal = /*planeFrom3LastPoints?.normal ||*/ camera.getWorldDirection(new THREE.Vector3()).negate().normalize()
const altitude = normal.setLength(z) // altitude fitted-zoom vector
camera.position.lerp(controls.target.clone().add(altitude), conf.cameraPositionLerp)
controls && controls.update(); // required if controls.enableDamping or controls.autoRotate are set to true
renderer.render(scene, camera);
}
init();
animate();
</script>
</body>
</html>