upd
All checks were successful
continuous-integration/drone/push Build is passing

This commit is contained in:
Simple_Not 2023-08-02 00:40:50 +10:00
parent 781a0a0391
commit a35440ad0e

220
main.js
View File

@ -1,34 +1,214 @@
import * as THREE from 'three'; import * as THREE from 'three';
const scene = new THREE.Scene(); // // const scene = new THREE.Scene();
const camera = new THREE.PerspectiveCamera( 75, window.innerWidth / window.innerHeight, 0.1, 1000 ); // // const camera = new THREE.PerspectiveCamera( 75, window.innerWidth / window.innerHeight, 0.1, 1000 );
const renderer = new THREE.WebGLRenderer(); // // const renderer = new THREE.WebGLRenderer();
renderer.setSize( window.innerWidth, window.innerHeight ); // // renderer.setSize( window.innerWidth, window.innerHeight );
document.body.appendChild( renderer.domElement ); // // document.body.appendChild( renderer.domElement );
const geometry = new THREE.BoxGeometry( 1, 2, 1 ); // // const geometry = new THREE.BoxGeometry( 1, 2, 1 );
const material = new THREE.MeshBasicMaterial( { color: 0x277BC0 } ); // // const material = new THREE.MeshBasicMaterial( { color: 0x277BC0 } );
const cube = new THREE.Mesh( geometry, material ); // // const cube = new THREE.Mesh( geometry, material );
scene.add( cube ); // // scene.add( cube );
camera.position.z = 5; // // camera.position.z = 5;
const points = []; // // const points = [];
points.push( new THREE.Vector3( - 10, 0, 0 ) ); // // points.push( new THREE.Vector3( - 10, 0, 0 ) );
points.push( new THREE.Vector3( 0, 10, 0 ) ); // // points.push( new THREE.Vector3( 0, 10, 0 ) );
points.push( new THREE.Vector3( 10, 0, 0 ) ); // // points.push( new THREE.Vector3( 10, 0, 0 ) );
const material2 = new THREE.LineBasicMaterial( { color: 0x0000ff } ); // // const material2 = new THREE.LineBasicMaterial( { color: 0x0000ff } );
const geometry2 = new THREE.BufferGeometry().setFromPoints( points ); // // const geometry2 = new THREE.BufferGeometry().setFromPoints( points );
const line = new THREE.Line( geometry2, material2 ); // // const line = new THREE.Line( geometry2, material2 );
scene.add( line ); // // scene.add( line );
// // function animate() {
// // requestAnimationFrame( animate );
// // renderer.render( scene, camera );
// // }
// // animate();
import Stats from 'three/addons/libs/stats.module.js';
import { OrbitControls } from 'three/addons/controls/OrbitControls.js';
import { OutlineEffect } from 'three/addons/effects/OutlineEffect.js';
import { FontLoader } from 'three/addons/loaders/FontLoader.js';
import { TextGeometry } from 'three/addons/geometries/TextGeometry.js';
let container, stats;
let camera, scene, renderer, effect;
let particleLight;
const loader = new FontLoader();
loader.load( 'fonts/gentilis_regular.typeface.json', function ( font ) {
init( font );
animate();
} );
function init( font ) {
container = document.createElement( 'div' );
document.body.appendChild( container );
camera = new THREE.PerspectiveCamera( 40, window.innerWidth / window.innerHeight, 1, 2500 );
camera.position.set( 0.0, 400, 400 * 3.5 );
//
scene = new THREE.Scene();
scene.background = new THREE.Color( 0x444488 );
//
renderer = new THREE.WebGLRenderer( { antialias: true } );
renderer.setPixelRatio( window.devicePixelRatio );
renderer.setSize( window.innerWidth, window.innerHeight );
container.appendChild( renderer.domElement );
// Materials
const cubeWidth = 400;
const numberOfSphersPerSide = 5;
const sphereRadius = ( cubeWidth / numberOfSphersPerSide ) * 0.8 * 0.5;
const stepSize = 1.0 / numberOfSphersPerSide;
const format = ( renderer.capabilities.isWebGL2 ) ? THREE.RedFormat : THREE.LuminanceFormat;
const geometry = new THREE.SphereGeometry( sphereRadius, 32, 16 );
for ( let alpha = 0, alphaIndex = 0; alpha <= 1.0; alpha += stepSize, alphaIndex ++ ) {
const colors = new Uint8Array( alphaIndex + 2 );
for ( let c = 0; c <= colors.length; c ++ ) {
colors[ c ] = ( c / colors.length ) * 256;
}
const gradientMap = new THREE.DataTexture( colors, colors.length, 1, format );
gradientMap.needsUpdate = true;
for ( let beta = 0; beta <= 1.0; beta += stepSize ) {
for ( let gamma = 0; gamma <= 1.0; gamma += stepSize ) {
// basic monochromatic energy preservation
const diffuseColor = new THREE.Color().setHSL( alpha, 0.5, gamma * 0.5 + 0.1 ).multiplyScalar( 1 - beta * 0.2 );
const material = new THREE.MeshToonMaterial( {
color: diffuseColor,
gradientMap: gradientMap
} );
const mesh = new THREE.Mesh( geometry, material );
mesh.position.x = alpha * 400 - 200;
mesh.position.y = beta * 400 - 200;
mesh.position.z = gamma * 400 - 200;
scene.add( mesh );
}
}
}
function addLabel( name, location ) {
const textGeo = new TextGeometry( name, {
font: font,
size: 20,
height: 1,
curveSegments: 1
} );
const textMaterial = new THREE.MeshBasicMaterial();
const textMesh = new THREE.Mesh( textGeo, textMaterial );
textMesh.position.copy( location );
scene.add( textMesh );
}
addLabel( '-gradientMap', new THREE.Vector3( - 350, 0, 0 ) );
addLabel( '+gradientMap', new THREE.Vector3( 350, 0, 0 ) );
addLabel( '-diffuse', new THREE.Vector3( 0, 0, - 300 ) );
addLabel( '+diffuse', new THREE.Vector3( 0, 0, 300 ) );
particleLight = new THREE.Mesh(
new THREE.SphereGeometry( 4, 8, 8 ),
new THREE.MeshBasicMaterial( { color: 0xffffff } )
);
scene.add( particleLight );
// Lights
scene.add( new THREE.AmbientLight( 0xc1c1c1, 3 ) );
const pointLight = new THREE.PointLight( 0xffffff, 2, 800, 0 );
particleLight.add( pointLight );
//
effect = new OutlineEffect( renderer );
//
stats = new Stats();
container.appendChild( stats.dom );
const controls = new OrbitControls( camera, renderer.domElement );
controls.minDistance = 200;
controls.maxDistance = 2000;
window.addEventListener( 'resize', onWindowResize );
}
function onWindowResize() {
camera.aspect = window.innerWidth / window.innerHeight;
camera.updateProjectionMatrix();
renderer.setSize( window.innerWidth, window.innerHeight );
}
//
function animate() { function animate() {
requestAnimationFrame( animate ); requestAnimationFrame( animate );
renderer.render( scene, camera );
stats.begin();
render();
stats.end();
}
function render() {
const timer = Date.now() * 0.00025;
particleLight.position.x = Math.sin( timer * 7 ) * 300;
particleLight.position.y = Math.cos( timer * 5 ) * 400;
particleLight.position.z = Math.cos( timer * 3 ) * 300;
effect.render( scene, camera );
} }
animate();