Files
ByteDiceWeb/synthwaveEffect.js
T
2025-01-05 21:32:44 +01:00

209 lines
5.1 KiB
JavaScript

CURRENT_PAGE = PAGES.SYNTHWAVE
const scene = new THREE.Scene()
const camera = new THREE.PerspectiveCamera(75, window.innerWidth / window.innerHeight, 0.1, 1000)
const renderer = new THREE.WebGLRenderer({ alpha: true })
if (!renderer) {
alert("Renderer failed to load, using static images instead.")
// TODO: add image logic
throw new Error("Renderer initialization failed.")
}
renderer.setSize(window.innerWidth, window.innerHeight)
const mainDiv = document.getElementById("canvasContainer")
mainDiv.appendChild(renderer.domElement)
renderer.setClearColor(0x000000, 0)
const geometry = new THREE.BufferGeometry()
let meshVerts = [
-1, 0, 1,
-1, 1, -1,
1, 1, 1,
1, 0, -1
]
let meshIndices = [
0, 1, 2,
1, 2, 3
]
geometry.setAttribute("position", new THREE.BufferAttribute(new Float32Array(meshVerts), 3))
geometry.setIndex(new THREE.BufferAttribute(new Uint16Array(meshIndices), 1))
geometry.computeVertexNormals()
const material = new THREE.MeshBasicMaterial({ color: 0xff0000, wireframe: false, side: THREE.DoubleSide })
const mesh = new THREE.Mesh(geometry, material)
//scene.add(mesh)
/* camera.position.z = 5
camera.position.y = 2 */
camera.position.y = 5
camera.lookAt(0, 0, 0)
function hillCurve(x, width) {
return (Math.sin(Math.PI * (x + 1)) + 1) ** width
}
function generateHill(width, length, segments, maxHeight, posOffsetZ = 0, prevHillVerts = []) {
let hillIndices = []
let startPos = -width / 2
let triCount = segments + 1
let prevHillHeights = prevHillVerts.filter((_, index) => (index - 1) % 3 === 0)
let hillData = generateHillVerts(
triCount,
maxHeight,
width,
startPos,
prevHillHeights,
segments,
length,
posOffsetZ
)
let hillVerts = hillData.verts
let hillUVs = hillData.uvs
for (i = 0; i < segments; i++) {
hillIndices.push(i * 2, i * 2 + 2, i * 2 + 1)
hillIndices.push(i * 2 + 1, i * 2 + 2, i * 2 + 3)
}
const geometry = new THREE.BufferGeometry()
geometry.setAttribute("position", new THREE.BufferAttribute(new Float32Array(hillVerts), 3))
geometry.setAttribute("uv", new THREE.BufferAttribute(new Float32Array(hillUVs), 2))
geometry.setIndex(new THREE.BufferAttribute(new Uint16Array(hillIndices), 1))
geometry.computeVertexNormals()
const material = generateHillMat(segments, width, length)
const newMesh = new THREE.Mesh(geometry, material)
return {mesh: newMesh, verts: hillVerts, indices: hillIndices}
}
function generateHillVerts(
triCount,
maxHeight,
width,
startPos,
prevHillHeights,
segments,
length,
posOffsetZ
) {
let hillVerts = []
let hillUVs = []
for (i = 0; i < triCount; i++) {
let height = randomFloat(0, maxHeight) * hillCurve(i / triCount, 1.2)
hillVerts.push(i / (triCount - 1) * width + startPos)
if (prevHillHeights.length / 2 != segments + 1) { hillVerts.push(0) }
else { hillVerts.push(prevHillHeights[i * 2 + 1]) }
hillVerts.push(length / 2 + posOffsetZ)
hillUVs.push(i / (triCount - 1), 0)
hillVerts.push(
i / (triCount - 1) * width + startPos,
height,
-length / 2 + posOffsetZ
)
hillUVs.push(i / (triCount - 1), 1)
}
return {verts: hillVerts, uvs: hillUVs}
}
function generateHillMat(segments, width, length) {
//return new THREE.MeshBasicMaterial({ color: 0x00FF00, wireframe: false })
const vertexShader = `
varying vec2 vUv;
void main() {
vUv = uv;
gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);
}
`
const fragmentShader = `
varying vec2 vUv;
uniform vec3 edgeColor;
uniform vec3 centerColor;
uniform int segmentCount;
uniform float aspectRatio;
void main() {
vec2 uv = vUv;
uv.x = fract(uv.x * float(segmentCount));
// Define the edge threshold
float edgeThreshold = 0.1;
// Check for the top, bottom, and sides (not including corners as edges)
float isEdge = 0.0;
// Check top and bottom edges
if (uv.y < edgeThreshold || uv.y > (1.0 - edgeThreshold)) {
isEdge = 1.0;
}
// Check side edges, but exclude corners
if (uv.x < edgeThreshold || uv.x > (1.0 - edgeThreshold)) {
isEdge = 1.0;
}
// Mix the colors based on whether it's an edge
vec3 color = mix(centerColor, edgeColor, isEdge);
gl_FragColor = vec4(color, 1.0);
}
`
const material = new THREE.ShaderMaterial({
vertexShader,
fragmentShader,
uniforms: {
edgeColor: { value: new THREE.Color(0x00b4f0) },
centerColor: { value: new THREE.Color(0x323232) },
segmentCount: { value: segments },
aspectRatio: { value: (width / segments) / length }
}
})
return material
}
function animate() {
requestAnimationFrame(animate)
renderer.render(scene, camera)
}
let newHill = generateHill(camera.aspect * 10, 2, 25, 4)
scene.add(newHill.mesh)
scene.add(generateHill(camera.aspect * 10, 2, 25, 4, -2, newHill.verts).mesh)
animate()
function onResizeSynthWave() {
renderer.setSize(window.innerWidth, window.innerHeight)
camera.aspect = window.innerWidth / window.innerHeight
camera.updateProjectionMatrix()
}