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threejs-tiling-shaders.js
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"use strict";
import * as THREE from './build/three.module.js';
// import * as THREE from 'three';
import Stats from './jsm/libs/stats.module.js';
THREE.Cache.enabled = true;
// Import all algos
// Make a canvas for each algo
// Render each algo
let shaders = [
// ['./glsl/default.vs.glsl','./glsl/scrollingColor.fs.glsl'],
// ['./glsl/default.vs.glsl','./glsl/vonoroi.fs.glsl'],
// ['./glsl/default.vs.glsl','./glsl/fracBrownMotion.fs.glsl'],
// ['./glsl/default.vs.glsl','./glsl/octograms.fs.glsl'],
// ['./glsl/default.vs.glsl','./glsl/nova.fs.glsl'],
// ['./glsl/default.vs.glsl','./glsl/foggyVonoroi.fs.glsl'],
// ['./glsl/default.vs.glsl','./glsl/newton.fs.glsl'],
// ['./glsl/default.vs.glsl','./glsl/mandelbrot.fs.glsl'],
['./glsl/default.vs.glsl','./glsl/julia.fs.glsl']
];
// const vertexShader = require('raw-loader!./default.vs.glsl');
// const shaderURLs = require.context('./glsl',false,/\.glsl$/);
// console.log(shaderURLs)
// shaderURLs = shaderURLs.keys().map(shaderURLs);
// console.log(shaderURLs)
const nShaders = 1;
const nRows = 1;
const nColumns = 1;
let tileWidth = window.innerWidth / nColumns;
let tileHeight = window.innerHeight / nRows;
function gridOffset(n){
// [x,y] with respect to the lower-left of the lower-left corner of the plane.
const i = n % nColumns;
const j = Math.floor(n / nColumns);
return [ i * tileWidth, (nRows - 1 - j) * tileHeight];
}
function tileCenter(n){
// [x,y] with respect to center of image of dim 2 window.width x 2 window.height
const i = n % nColumns;
const j = Math.floor(n / nColumns);
const x = - window.innerWidth / 2 + tileWidth / 2 + i * tileWidth;
const y = window.innerHeight / 2 - tileHeight / 2 - j * tileHeight;
return [x,y];
}
function init(canvas) {
if (canvas == undefined){
canvas = document.getElementById("container")
}
// Renderer
const renderer = new THREE.WebGLRenderer( { antialias: true } );
renderer.setPixelRatio( window.devicePixelRatio );
renderer.setSize( window.innerWidth, window.innerHeight );
canvas.appendChild( renderer.domElement );
// Stats
const stats = new Stats();
canvas.appendChild( stats.dom );
// Scene
const scene = new THREE.Scene();
const camera = new THREE.OrthographicCamera( - window.innerWidth / 2,
window.innerWidth / 2,
window.innerHeight / 2,
-window.innerHeight / 2,
-10, 10
);
scene.add(camera)
// Grid of shaders
let materials = createMaterials();
let meshes = [];
const loadingManager = new THREE.LoadingManager( function(){
meshes = createMeshes( materials, nRows, nColumns );
meshes.forEach( (m) =>{
scene.add(m);
});
});
loadShadersToMaterials( materials,loadingManager );
// End init
window.addEventListener( 'resize', onWindowResize );
window.addEventListener( 'mousemove', onMouseMove );
main(scene);
function main(scene) {
function animate(time){
time *= 0.001
materials.forEach((m) => {
m.uniforms.iTime.value = time;
});
renderer.render(scene, camera);
requestAnimationFrame(animate);
stats.update();
}
requestAnimationFrame(animate)
}
function onMouseMove(){
materials.forEach( (m) => {
const mouse = [event.clientX , window.innerHeight - event.clientY]
m.uniforms.iMouse.value.set( mouse[0], mouse[1] );
});
}
function onWindowResize(){
// Adjust Rendering resolution
renderer.setSize(window.innerWidth, window.innerHeight);
camera.aspect = window.innerWidth / window.innerHeight;
camera.updateProjectionMatrix();
// Adjust grid of shaders resolution
materials.forEach( (m,i) => {
let offset = gridOffset(i)
m.uniforms.iOffset.value.set( offset[0], offset[1] );
m.uniforms.iResolution.value.set( window.innerWidth, window.innerHeight );
})
}
}
function createMaterials(){
let materials = [];
for (let i = 0; i < nShaders; i++)
{
const offset = gridOffset(i);
const uniforms = {
iTime: { value: 0 },
iOffset: { value: new THREE.Vector2( offset[0], offset[1] ) } ,
iTileResolution: { value : new THREE.Vector2( tileWidth, tileHeight ) },
iResolution: { value: new THREE.Vector2( window.innerWidth, window.innerHeight ) },
iMouse: { value: new THREE.Vector2( 0, 0 ) },
}
materials.push( new THREE.ShaderMaterial( { uniforms } ) );
}
return materials;
}
function loadShadersToMaterials(materials,loadingManager) {
const shaderLoader = new THREE.FileLoader(loadingManager);
for( let i = 0; i < nShaders; i++)
{
// materials[i].vertexShader = vertexShader;
// materials[i].fragmentShader = shaderURLs[i];
// Load Vertex Shader
shaderLoader.load(shaders[i][0],
function (data) {
materials[i].vertexShader = data;
}
);
// Load Fragment Shader
shaderLoader.load(shaders[i][1],
function (data) {
materials[i].fragmentShader = data;
}
);
}
}
function createMeshes(materials, nRows, nColumns){
let meshes = [];
const geometry = new THREE.PlaneGeometry( 1, 1 );
// Generate meshes
for (let i = 0; i < nShaders; i++)
{
const center = tileCenter(i);
const mesh = new THREE.Mesh( geometry , materials[i] )
mesh.scale.set( tileWidth, tileHeight, 1 );
mesh.position.set( center[0], center[1] );
meshes.push( mesh )
}
return meshes;
}
window.addEventListener('load',()=>{init(document.getElementById("container"))});
export default init;