Files
AFFiNE-Mirror/blocksuite/playground/apps/_common/components/demo-script.ts
2024-12-20 15:38:06 +08:00

138 lines
4.0 KiB
TypeScript

export const demoScript = `import * as THREE from "three";
import {OrbitControls} from "three/addons/controls/OrbitControls.js";
let scene = new THREE.Scene();
let camera = new THREE.PerspectiveCamera(30, innerWidth / innerHeight, 1, 1000);
camera.position.set(0, 10, 10).setLength(17);
let renderer = new THREE.WebGLRenderer({antialias: true});
renderer.setSize(innerWidth, innerHeight);
document.body.appendChild(renderer.domElement);
window.addEventListener("resize", event => {
camera.aspect = innerWidth / innerHeight;
camera.updateProjectionMatrix();
renderer.setSize(innerWidth, innerHeight);
})
let controls = new OrbitControls(camera, renderer.domElement);
controls.enableDamping = true;
let gu = {
time: {value: 0}
}
let params = {
instanceCount: {value: 10},
instanceLength: {value: 1.75},
instanceGap: {value: 0.5},
profileFactor: {value: 1.5}
}
let ig = new THREE.InstancedBufferGeometry().copy(new THREE.BoxGeometry(1, 1, 1, 100, 1, 1).translate(0.5, 0, 0));
ig.instanceCount = params.instanceCount.value;
let m = new THREE.MeshBasicMaterial({
vertexColors: true,
onBeforeCompile: shader => {
shader.uniforms.time = gu.time;
shader.uniforms.instanceCount = params.instanceCount;
shader.uniforms.instanceLength = params.instanceLength;
shader.uniforms.instanceGap = params.instanceGap;
shader.uniforms.profileFactor = params.profileFactor;
shader.vertexShader = \`
uniform float time;
uniform float instanceCount;
uniform float instanceLength;
uniform float instanceGap;
uniform float profileFactor;
varying float noGrid;
mat2 rot(float a){return mat2(cos(a), sin(a), -sin(a), cos(a));}
\${shader.vertexShader}
\`.replace(
\`#include <begin_vertex>\`,
\`#include <begin_vertex>
float t = time * 0.1;
float iID = float(gl_InstanceID);
float instanceTotalLength = instanceLength + instanceGap;
float instanceFactor = instanceLength / instanceTotalLength;
float circleLength = instanceTotalLength * instanceCount;
float circleRadius = circleLength / PI2;
float partAngle = PI2 / instanceCount;
float boxAngle = partAngle * instanceFactor;
float partTurn = PI / instanceCount;
float boxTurn = partTurn * instanceFactor;
float startAngle = t + partAngle * iID;
float startTurn = t * 0.5 + partTurn * iID;
float angleFactor = position.x;
float angle = startAngle + boxAngle * angleFactor;
float turn = startTurn + boxTurn * angleFactor;
vec3 pos = vec3(0, position.y, position.z);
pos.yz *= rot(turn);
pos.yz *= profileFactor;
pos.z += circleRadius;
pos.xz *= rot(angle);
transformed = pos;
float nZ = floor(abs(normal.z) + 0.1);
float nX = floor(abs(normal.x) + 0.1);
noGrid = 1. - nX;
vColor = vec3(nZ == 1. ? 0.1 : nX == 1. ? 0. : 0.01);
\`
);
//console.log(shader.vertexShader);
shader.fragmentShader = \`
varying float noGrid;
float lines(vec2 coord, float thickness){
vec2 grid = abs(fract(coord - 0.5) - 0.5) / fwidth(coord) / thickness;
float line = min(grid.x, grid.y);
return 1.0 - min(line, 1.0);
}
\${shader.fragmentShader}
\`.replace(
\`#include <color_fragment>\`,
\`#include <color_fragment>
float multiply = vColor.r > 0.05 ? 3. : 2.;
float edges = lines(vUv, 3.);
float grid = min(noGrid, lines(vUv * multiply, 1.));
diffuseColor.rgb = mix(diffuseColor.rgb, vec3(1), max(edges, grid));
\`
)
//console.log(shader.fragmentShader)
}
});
m.defines = {"USE_UV": ""};
let o = new THREE.Mesh(ig, m);
scene.add(o)
o.rotation.z = -Math.PI * 0.25;
let clock = new THREE.Clock();
let t = 0;
renderer.setAnimationLoop(()=>{
let dt = clock.getDelta();
t += dt;
gu.time.value = t;
controls.update();
renderer.render(scene, camera);
})
`;