Code viewer for World: instancing_scatter (clone ...

// Cloned by Vaidas Buzas on 29 Nov 2022 from World "instancing_scatter" by threejs.org porting project 
// Please leave this clone trail here.
 
//ported from threejs examples
//https://threejs.org/examples/#webgl_instancing_scatter


//load css
            AB.loadCSS ( '/uploads/threeport/main.css' ); 
            AB.newDiv ('container');

            import * as THREE from '/api/threemodule/libs/three.module.js';

          import Stats from '/uploads/threeport/stats.module.js';
            import { GUI } from '/uploads/threejs/dat.gui.module.js';

			import { OrbitControls } from '/uploads/threejs/OrbitControls.js';
			import { LightProbeGenerator } from '/uploads/threejs/LightProbeGenerator.js';

			let mesh, renderer, scene, camera;

			let gui;

			let lightProbe;
			let directionalLight;

			// linear color space
			const API = {
				lightProbeIntensity: 1.0,
				directionalLightIntensity: 0.2,
				envMapIntensity: 1
			};

			init();

			function init() {

				// renderer
				renderer = new THREE.WebGLRenderer( { antialias: true } );
				renderer.setPixelRatio( window.devicePixelRatio );
				renderer.setSize( window.innerWidth, window.innerHeight );
				document.body.appendChild( renderer.domElement );

				// tone mapping
				renderer.toneMapping = THREE.NoToneMapping;

				renderer.outputEncoding = THREE.sRGBEncoding;

				// scene
				scene = new THREE.Scene();

				// camera
				camera = new THREE.PerspectiveCamera( 40, window.innerWidth / window.innerHeight, 1, 1000 );
				camera.position.set( 0, 0, 30 );

				// controls
				const controls = new OrbitControls( camera, renderer.domElement );
				controls.addEventListener( 'change', render );
				controls.minDistance = 10;
				controls.maxDistance = 50;
				controls.enablePan = false;

				// probe
				lightProbe = new THREE.LightProbe();
				scene.add( lightProbe );

				// light
				directionalLight = new THREE.DirectionalLight( 0xffffff, API.directionalLightIntensity );
				directionalLight.position.set( 10, 10, 10 );
				scene.add( directionalLight );

				// envmap
				const genCubeUrls = function ( prefix, postfix ) {

					return [
						prefix + 'px' + postfix, prefix + 'nx' + postfix,
						prefix + 'py' + postfix, prefix + 'ny' + postfix,
						prefix + 'pz' + postfix, prefix + 'nz' + postfix
					];

				};

				const urls = genCubeUrls( 'uploads/threejs/', '.png' );

				new THREE.CubeTextureLoader().load( urls, function ( cubeTexture ) {

					cubeTexture.encoding = THREE.sRGBEncoding;

					scene.background = cubeTexture;

					lightProbe.copy( LightProbeGenerator.fromCubeTexture( cubeTexture ) );

					const geometry = new THREE.SphereGeometry( 5, 64, 32 );
					//const geometry = new THREE.TorusKnotGeometry( 4, 1.5, 256, 32, 2, 3 );

					const material = new THREE.MeshStandardMaterial( {
						color: 0xffffff,
						metalness: 0,
						roughness: 0,
						envMap: cubeTexture,
						envMapIntensity: API.envMapIntensity,
					} );

					// mesh
					mesh = new THREE.Mesh( geometry, material );
					scene.add( mesh );

					render();

				} );


				// gui
				gui = new GUI();

				gui.width = 300;

				gui.domElement.style.userSelect = 'none';

				const fl = gui.addFolder( 'Intensity' );

				fl.add( API, 'lightProbeIntensity', 0, 1, 0.02 )
					.name( 'light probe' )
					.onChange( function () {

						lightProbe.intensity = API.lightProbeIntensity; render();

					} );

				fl.add( API, 'directionalLightIntensity', 0, 1, 0.02 )
					.name( 'directional light' )
					.onChange( function () {

						directionalLight.intensity = API.directionalLightIntensity; render();

					} );

				fl.add( API, 'envMapIntensity', 0, 1, 0.02 )
					.name( 'envMap' )
					.onChange( function () {

						mesh.material.envMapIntensity = API.envMapIntensity; render();

					} );

				fl.open();

				// listener
				window.addEventListener( 'resize', onWindowResize );

			}

			function onWindowResize() {

				renderer.setSize( window.innerWidth, window.innerHeight );

				camera.aspect = window.innerWidth / window.innerHeight;
				camera.updateProjectionMatrix();

				render();

			}

			function render() {

				renderer.render( scene, camera );

			}