/
index.js
159 lines (137 loc) · 3.12 KB
/
index.js
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import {
GL,
Renderer,
Scene,
PerspectiveCamera,
Mesh,
Shader,
BoxGeometry,
OrbitControls,
Color,
DirectionalLight,
ShaderChunks,
Lights,
} from '../../../../src/index';
import {
Sierpinski,
jerusalem,
} from '../fractal';
const { gui, guiController } = require('../gui')();
// Renderer
const renderer = new Renderer({
ratio: window.innerWidth / window.innerHeight,
prefferedContext: guiController.context,
});
renderer.setDevicePixelRatio(window.devicePixelRatio);
document.body.appendChild(renderer.canvas);
// Scene
const scene = new Scene();
// Camera
const camera = new PerspectiveCamera({
fov: 45,
far: 500,
});
camera.position.set(0, 0, 50);
camera.lookAt();
// Helpers
const controls = new OrbitControls(camera, renderer.canvas);
controls.update();
// Content
const directionalLights = new Lights([
new DirectionalLight({
intensity: {
type: 'f',
value: 1,
},
color: {
type: '3f',
value: new Color(0xcccccc).v,
},
}),
]);
directionalLights.get()[0].position.set(0.1, 1, 0.1);
scene.directionalLights = directionalLights;
const sierpinski = new Sierpinski();
const positions = sierpinski.generate(40, 2, 5, jerusalem);
const totalInstances = positions.length;
const data = new Float32Array(totalInstances * 3);
let i3 = 0;
for (let i = 0; i < totalInstances; i += 1) {
i3 = i * 3;
data[i3] = positions[i][0];
data[i3 + 1] = positions[i][1];
data[i3 + 2] = positions[i][2];
}
console.log('instances', data.length / 3);
const size = sierpinski.logarithmicScale() / 2;
const geometry = new BoxGeometry(size, size, size);
geometry.addInstancedBufferAttribute('aOffset', data, 3);
const mesh = new Mesh(geometry, new Shader({
uniforms: {
uDiffuse: {
type: '3f',
value: new Color(0xFFFFFF).v,
},
uFogStart: {
type: 'f',
value: 0.0,
},
uFogEnd: {
type: 'f',
value: 50.0,
},
uFogDensity: {
type: 'f',
// value: 0.054,
value: 0.027,
},
},
hookVertexPre: GL.webgl2 ? `
in vec3 aOffset;
uniform float uFogStart;
uniform float uFogEnd;
uniform float uFogDensity;
out float vFogAmount;
${ShaderChunks.Fog.exp2}
` : `
attribute vec3 aOffset;
uniform float uFogStart;
uniform float uFogEnd;
uniform float uFogDensity;
varying float vFogAmount;
${ShaderChunks.Fog.exp2}
`,
hookVertexMain: `
transformed = aOffset;
`,
hookVertexEnd: `
float fogDistance = length(gl_Position.xyz);
vFogAmount = fogExp2(fogDistance, uFogDensity);
`,
hookFragmentPre: GL.webgl2 ?
'in float vFogAmount;' :
'varying float vFogAmount;',
hookFragmentEnd: GL.webgl2 ? `
vec3 fogColor = vec3(0.0);
outputColor = vec4(mix(color, fogColor, vFogAmount), 1.0);
` : `
vec3 fogColor = vec3(0.0);
gl_FragColor = vec4(mix(color, fogColor, vFogAmount), 1.0);
`,
directionalLights,
}));
mesh.setInstanceCount(totalInstances);
scene.add(mesh);
gui.add(mesh.shader.uniforms.uFogDensity, 'value', 0, 0.1);
function resize() {
const width = window.innerWidth;
const height = window.innerHeight;
renderer.setSize(width, height);
}
resize();
window.addEventListener('resize', resize);
function update() {
requestAnimationFrame(update);
renderer.render(scene, camera);
}
update();