:chick: Create project

This commit is contained in:
Joshua Seigler 2018-10-14 00:19:28 -04:00
commit f0c43dd44c
17 changed files with 5573 additions and 0 deletions

13
app/assets/index.html Normal file
View file

@ -0,0 +1,13 @@
<!DOCTYPE html>
<html lang="en">
<head>
<meta charset="UTF-8">
<title>Brunch - Three.js - es6</title>
<link rel="stylesheet" href="app.css">
<meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0">
</head>
<body>
<script type="text/javascript" src="app.js"></script>
<script>require('main')</script>
</body>
</html>

View file

@ -0,0 +1,46 @@
import props from 'js/core/props';
import exampleVert from '../shaders/example-vert';
import exampleFrag from '../shaders/example-frag';
class Example extends THREE.Object3D {
constructor() {
super();
// ##
// INIT
// const exampleMaterial = new THREE.MeshLambertMaterial({
// color: 0xdddddd,
// shading: THREE.FlatShading,
// });
const exampleShaderMaterial = new THREE.ShaderMaterial({
uniforms: {
color: {
type: 'v4',
value: new THREE.Vector4(0.9, 0.715, 0.072, 1) },
},
vertexShader: exampleVert,
fragmentShader: exampleFrag,
wireframe: true,
});
// - object
const exampleGeometry = new THREE.BoxGeometry(1, 1, 1);
// - CREATE MESH
this.exampleMesh = new THREE.Mesh(exampleGeometry, exampleShaderMaterial);
// ##
// ADD TO EXAMPLE OBJECT
this.add(this.exampleMesh);
// ##
// SAVE BINDING
this.onUpdate = this.onUpdate.bind(this);
}
onUpdate() {
this.rotation.x += props.rotation;
this.rotation.y += props.rotation;
}
}
module.exports = Example;

52
app/js/core/Loop.js Normal file
View file

@ -0,0 +1,52 @@
class Loop {
constructor() {
this._idRAF = -1;
this._count = 0;
this._listeners = [];
this._binds = {};
this._binds.update = this._update.bind(this);
}
_update() {
let listener = null;
let i = this._count;
while (--i >= 0) {
listener = this._listeners[i];
if (listener) {
listener.apply(this, null);
}
}
this._idRAF = requestAnimationFrame(this._binds.update);
}
start() {
this._update();
}
stop() {
cancelAnimationFrame(this._idRAF);
}
add(listener) {
const idx = this._listeners.indexOf(listener);
if (idx >= 0) {
return;
}
this._listeners.push(listener);
this._count++;
}
remove(listener) {
const idx = this._listeners.indexOf(listener);
if (idx < 0) {
return;
}
this._listeners.splice(idx, 1);
this._count--;
}
}
module.exports = new Loop();

60
app/js/core/Webgl.js Normal file
View file

@ -0,0 +1,60 @@
import props from 'js/core/props';
export default class Webgl {
constructor(w, h) {
this.scene = new THREE.Scene();
this.camera = new THREE.PerspectiveCamera(50, w / h, 1, 1000);
this.camera.position.z = 10;
this._renderer = new THREE.WebGLRenderer({
antialias: true,
});
this._renderer.setPixelRatio(window.devicePixelRatio);
this._renderer.setClearColor(0x0c171a);
this.dom = this._renderer.domElement;
this._passes = [
new THREE.RenderPass(this.scene, this.camera),
new THREE.AfterimagePass(),
];
this.initPostprocessing();
this.onResize(w, h);
this.onUpdate = this.onUpdate.bind(this);
this.onResize = this.onResize.bind(this);
}
initPostprocessing() {
this._composer = new THREE.EffectComposer(this._renderer);
this._passes.forEach((effect, i) => {
if (i == this._passes.length - 1) {
effect.renderToScreen = true;
}
this._composer.addPass(effect);
});
}
add(mesh) {
this.scene.add(mesh);
}
onUpdate() {
if (props.postprocessing) {
this._composer.render(this.scene, this.camera);
} else {
this._renderer.render(this.scene, this.camera);
}
}
onResize(w, h) {
this.width = w;
this.height = h;
this.camera.aspect = w / h;
this.camera.updateProjectionMatrix();
this._composer.setSize(w, h);
this._renderer.setSize(w, h);
}
}

14
app/js/core/props.js Normal file
View file

@ -0,0 +1,14 @@
const props = {
rotation: 0.025,
postprocessing: false
};
function setUpDat() {
const gui = new dat.GUI();
gui.add(props, 'rotation', 0, 0.2);
gui.add(props, "postprocessing");
gui.close();
}
export default props;
export { setUpDat };

View file

@ -0,0 +1,5 @@
uniform vec4 color;
void main() {
gl_FragColor = color;
}

View file

@ -0,0 +1,5 @@
void main() {
gl_Position = projectionMatrix *
modelViewMatrix *
vec4(position, 1.0);
}

46
app/main.js Normal file
View file

@ -0,0 +1,46 @@
import Webgl from 'js/core/Webgl';
import loop from 'js/core/Loop';
import props from 'js/core/props';
import {setUpDat} from 'js/core/props';
import Example from 'js/components/Example';
// ##
// INIT
const webgl = new Webgl(window.innerWidth, window.innerHeight);
document.body.appendChild(webgl.dom);
// - Add object update to loop
loop.add(webgl.onUpdate);
// ##
// EXAMPLE LIGHT
const light = new THREE.DirectionalLight(0xffffff, 0.5);
light.position.set(1, 1, 1);
webgl.add(light);
// ##
// EXAMPLE BOX
const example = new Example();
webgl.add(example);
loop.add(example.onUpdate);
// ##
// Dat.GUI
setUpDat();
// ##
// RENDERER
loop.start();
// ##
// ON RESIZE / ORIENTATION CHANGE
function onResize() {
const w = window.innerWidth;
const h = window.innerHeight;
webgl.onResize(w, h);
}
window.addEventListener('resize', onResize);
window.addEventListener('orientationchange', onResize);

13
app/style.css Normal file
View file

@ -0,0 +1,13 @@
html, body {
position: relative;
margin: 0;
padding: 0;
width: 100%;
height : 100%;
color: #f3f3f4;
overflow: hidden; /* browser zoom can make this is necessary sometimes */
}
canvas {
position: absolute;
}