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<!DOCTYPE html> | ||
<html lang="en"> | ||
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<head> | ||
<meta charset="UTF-8"> | ||
<meta name="viewport" content="width=device-width, initial-scale=1.0"> | ||
<title>Animated galaxy</title> | ||
<link rel="stylesheet" href="./style.css"> | ||
</head> | ||
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<body> | ||
<canvas class="webgl"></canvas> | ||
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<script type="importmap"> | ||
{ | ||
"imports": { | ||
"three": "https://cdn.jsdelivr.net/npm/[email protected]/build/three.module.min.js", | ||
"three/addons/": "https://cdn.jsdelivr.net/npm/[email protected]/examples/jsm/" | ||
} | ||
} | ||
</script> | ||
<script type="module" src="./script.js"></script> | ||
</body> | ||
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</html> |
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import * as THREE from 'three' | ||
import { OrbitControls } from 'three/addons/controls/OrbitControls.js' | ||
import GUI from 'three/addons/libs/lil-gui.module.min.js' | ||
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let galaxyVertexShader, galaxyFragmentShader; | ||
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/** | ||
* Load shaders using fetch | ||
*/ | ||
async function loadShaders() { | ||
const vertexResponse = await fetch('./shaders/galaxy/vertex.glsl'); | ||
galaxyVertexShader = await vertexResponse.text(); | ||
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const fragmentResponse = await fetch('./shaders/galaxy/fragment.glsl'); | ||
galaxyFragmentShader = await fragmentResponse.text(); | ||
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// Initialize the scene after shaders are loaded | ||
initializeScene(); | ||
} | ||
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function initializeScene() { | ||
/** | ||
* Base | ||
*/ | ||
// Debug | ||
const gui = new GUI() | ||
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// Canvas | ||
const canvas = document.querySelector('canvas.webgl') | ||
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// Scene | ||
const scene = new THREE.Scene() | ||
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/** | ||
* Galaxy | ||
*/ | ||
const parameters = {} | ||
parameters.count = 200000 | ||
parameters.size = 0.005 | ||
parameters.radius = 5 | ||
parameters.branches = 3 | ||
parameters.spin = 1 | ||
parameters.randomness = 0.5 | ||
parameters.randomnessPower = 3 | ||
parameters.insideColor = '#ff6030' | ||
parameters.outsideColor = '#1b3984' | ||
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let geometry = null | ||
let material = null | ||
let points = null | ||
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const generateGalaxy = () => { | ||
if (points !== null) { | ||
geometry.dispose() | ||
material.dispose() | ||
scene.remove(points) | ||
} | ||
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/** | ||
* Geometry | ||
*/ | ||
geometry = new THREE.BufferGeometry() | ||
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const positions = new Float32Array(parameters.count * 3) | ||
const colors = new Float32Array(parameters.count * 3) | ||
const scales = new Float32Array(parameters.count * 1) | ||
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const insideColor = new THREE.Color(parameters.insideColor) | ||
const outsideColor = new THREE.Color(parameters.outsideColor) | ||
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for (let i = 0; i < parameters.count; i++) { | ||
const i3 = i * 3 | ||
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// Position | ||
const radius = Math.random() * parameters.radius | ||
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const branchAngle = (i % parameters.branches) / parameters.branches * Math.PI * 2 | ||
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const randomX = Math.pow(Math.random(), parameters.randomnessPower) * (Math.random() < 0.5 ? 1 : - 1) * parameters.randomness * radius | ||
const randomY = Math.pow(Math.random(), parameters.randomnessPower) * (Math.random() < 0.5 ? 1 : - 1) * parameters.randomness * radius | ||
const randomZ = Math.pow(Math.random(), parameters.randomnessPower) * (Math.random() < 0.5 ? 1 : - 1) * parameters.randomness * radius | ||
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positions[i3] = Math.cos(branchAngle) * radius + randomX | ||
positions[i3 + 1] = randomY | ||
positions[i3 + 2] = Math.sin(branchAngle) * radius + randomZ | ||
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// Color | ||
const mixedColor = insideColor.clone() | ||
mixedColor.lerp(outsideColor, radius / parameters.radius) | ||
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colors[i3] = mixedColor.r | ||
colors[i3 + 1] = mixedColor.g | ||
colors[i3 + 2] = mixedColor.b | ||
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// Scales | ||
scales[i] = Math.random(); | ||
} | ||
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geometry.setAttribute('position', new THREE.BufferAttribute(positions, 3)) | ||
geometry.setAttribute('color', new THREE.BufferAttribute(colors, 3)) | ||
geometry.setAttribute('aScale', new THREE.BufferAttribute(scales, 1)) | ||
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/** | ||
* Material | ||
*/ | ||
material = new THREE.ShaderMaterial({ | ||
depthWrite: false, | ||
blending: THREE.AdditiveBlending, | ||
vertexColors: true, | ||
vertexShader: galaxyVertexShader, | ||
fragmentShader: galaxyFragmentShader, | ||
uniforms: { | ||
uSize: { value: 8 * renderer.getPixelRatio() } | ||
} | ||
}) | ||
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/** | ||
* Points | ||
*/ | ||
points = new THREE.Points(geometry, material) | ||
scene.add(points) | ||
} | ||
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gui.add(parameters, 'count').min(100).max(1000000).step(100).onFinishChange(generateGalaxy) | ||
gui.add(parameters, 'radius').min(0.01).max(20).step(0.01).onFinishChange(generateGalaxy) | ||
gui.add(parameters, 'branches').min(2).max(20).step(1).onFinishChange(generateGalaxy) | ||
gui.add(parameters, 'randomness').min(0).max(2).step(0.001).onFinishChange(generateGalaxy) | ||
gui.add(parameters, 'randomnessPower').min(1).max(10).step(0.001).onFinishChange(generateGalaxy) | ||
gui.addColor(parameters, 'insideColor').onFinishChange(generateGalaxy) | ||
gui.addColor(parameters, 'outsideColor').onFinishChange(generateGalaxy) | ||
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/** | ||
* Sizes | ||
*/ | ||
const sizes = { | ||
width: window.innerWidth, | ||
height: window.innerHeight | ||
} | ||
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window.addEventListener('resize', () => { | ||
// Update sizes | ||
sizes.width = window.innerWidth | ||
sizes.height = window.innerHeight | ||
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// Update camera | ||
camera.aspect = sizes.width / sizes.height | ||
camera.updateProjectionMatrix() | ||
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// Update renderer | ||
renderer.setSize(sizes.width, sizes.height) | ||
renderer.setPixelRatio(Math.min(window.devicePixelRatio, 2)) | ||
}) | ||
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/** | ||
* Camera | ||
*/ | ||
// Base camera | ||
const camera = new THREE.PerspectiveCamera(75, sizes.width / sizes.height, 0.1, 100) | ||
camera.position.x = 3 | ||
camera.position.y = 3 | ||
camera.position.z = 3 | ||
scene.add(camera) | ||
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// Controls | ||
const controls = new OrbitControls(camera, canvas) | ||
controls.enableDamping = true | ||
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/** | ||
* Renderer | ||
*/ | ||
const renderer = new THREE.WebGLRenderer({ | ||
canvas: canvas | ||
}) | ||
renderer.setSize(sizes.width, sizes.height) | ||
renderer.setPixelRatio(Math.min(window.devicePixelRatio, 2)) | ||
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generateGalaxy() // I need to call this right after the Renderer | ||
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/** | ||
* Animate | ||
*/ | ||
const clock = new THREE.Clock() | ||
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const tick = () => { | ||
const elapsedTime = clock.getElapsedTime() | ||
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// Update controls | ||
controls.update() | ||
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// Render | ||
renderer.render(scene, camera) | ||
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// Call tick again on the next frame | ||
window.requestAnimationFrame(tick) | ||
} | ||
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tick() | ||
} | ||
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// Start loading shaders and then initialize the scene | ||
loadShaders(); |
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void main (){ | ||
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float strength = distance(gl_PointCoord, vec2(0.5, 0.5)); | ||
//strength = step(0.5, strength); | ||
strength = 2.0 * strength; | ||
strength = 1.0 - strength; | ||
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vec3 color = vec3(strength); | ||
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gl_FragColor = vec4(color, 1.0); | ||
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//#include <colorspace_fragment> | ||
} |
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uniform float uSize; | ||
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attribute float aScale; | ||
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void main(){ | ||
vec4 modelPosition = modelMatrix * vec4(position, 1.0); | ||
vec4 viewPosition = viewMatrix * modelPosition; | ||
vec4 projectedPosition = projectionMatrix * viewPosition; | ||
gl_Position = projectedPosition; | ||
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gl_PointSize = uSize * aScale; | ||
gl_PointSize *= (1.0 / - viewPosition.z); | ||
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} |
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* | ||
{ | ||
margin: 0; | ||
padding: 0; | ||
} | ||
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html, | ||
body | ||
{ | ||
overflow: hidden; | ||
} | ||
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.webgl | ||
{ | ||
position: fixed; | ||
top: 0; | ||
left: 0; | ||
outline: none; | ||
} |