// template is blank
// define your own Three.js World here
//loading in css and div container
AB.loadCSS ( '/uploads/threeport/main.css' );
AB.newDiv ('container')
// path edits:
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';
let container, stats;
let camera, scene, renderer;
init();
animate();
function init() {
container = document.getElementById( 'container' );
camera = new THREE.PerspectiveCamera( 50, window.innerWidth / window.innerHeight, 1, 10 );
camera.position.z = 2;
scene = new THREE.Scene();
// geometry
const vector = new THREE.Vector4();
const instances = 50000;
const positions = [];
const offsets = [];
const colors = [];
const orientationsStart = [];
const orientationsEnd = [];
positions.push( 0.025, - 0.025, 0 );
positions.push( - 0.025, 0.025, 0 );
positions.push( 0, 0, 0.025 );
// instanced attributes
for ( let i = 0; i < instances; i ++ ) {
// offsets
offsets.push( Math.random() - 0.5, Math.random() - 0.5, Math.random() - 0.5 );
// colors
colors.push( Math.random(), Math.random(), Math.random(), Math.random() );
// orientation start
vector.set( Math.random() * 2 - 1, Math.random() * 2 - 1, Math.random() * 2 - 1, Math.random() * 2 - 1 );
vector.normalize();
orientationsStart.push( vector.x, vector.y, vector.z, vector.w );
// orientation end
vector.set( Math.random() * 2 - 1, Math.random() * 2 - 1, Math.random() * 2 - 1, Math.random() * 2 - 1 );
vector.normalize();
orientationsEnd.push( vector.x, vector.y, vector.z, vector.w );
}
const geometry = new THREE.InstancedBufferGeometry();
geometry.instanceCount = instances; // set so its initalized for dat.GUI, will be set in first draw otherwise
geometry.setAttribute( 'position', new THREE.Float32BufferAttribute( positions, 3 ) );
geometry.setAttribute( 'offset', new THREE.InstancedBufferAttribute( new Float32Array( offsets ), 3 ) );
geometry.setAttribute( 'color', new THREE.InstancedBufferAttribute( new Float32Array( colors ), 4 ) );
geometry.setAttribute( 'orientationStart', new THREE.InstancedBufferAttribute( new Float32Array( orientationsStart ), 4 ) );
geometry.setAttribute( 'orientationEnd', new THREE.InstancedBufferAttribute( new Float32Array( orientationsEnd ), 4 ) );
// material
const material = new THREE.RawShaderMaterial( {
uniforms: {
"time": { value: 1.0 },
"sineTime": { value: 1.0 }
},
vertexShader: document.getElementById('vertexShader').textContent,
fragmentShader: document.getElementById('fragmentShader').textContent,
side: THREE.DoubleSide,
transparent: true
} );
//
const mesh = new THREE.Mesh( geometry, material );
scene.add( mesh );
//
renderer = new THREE.WebGLRenderer();
renderer.setPixelRatio( window.devicePixelRatio );
renderer.setSize( window.innerWidth, window.innerHeight );
container.appendChild( renderer.domElement );
if ( renderer.capabilities.isWebGL2 === false && renderer.extensions.has( 'ANGLE_instanced_arrays' ) === false ) {
document.getElementById( 'notSupported' ).style.display = '';
return;
}
//
const gui = new GUI( { width: 350 } );
gui.add( geometry, 'instanceCount', 0, instances );
//
stats = new Stats();
container.appendChild( stats.dom );
//
window.addEventListener( 'resize', onWindowResize );
}
function onWindowResize() {
camera.aspect = window.innerWidth / window.innerHeight;
camera.updateProjectionMatrix();
renderer.setSize( window.innerWidth, window.innerHeight );
}
//
function animate() {
requestAnimationFrame( animate );
render();
stats.update();
}
function render() {
const time = performance.now();
const object = scene.children[ 0 ];
object.rotation.y = time * 0.0005;
object.material.uniforms[ "time" ].value = time * 0.005;
object.material.uniforms[ "sineTime" ].value = Math.sin( object.material.uniforms[ "time" ].value * 0.05 );
renderer.render( scene, camera );
}