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vaneenige committed Jan 28, 2019
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4 changes: 4 additions & 0 deletions .gitignore
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dist
node_modules
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package-lock.json
21 changes: 21 additions & 0 deletions LICENSE
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MIT License

Copyright (c) 2019 Colin van Eenige

Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the Software is
furnished to do so, subject to the following conditions:

The above copyright notice and this permission notice shall be included in all
copies or substantial portions of the Software.

THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
SOFTWARE.
86 changes: 86 additions & 0 deletions README.md
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# THREE.Phenomenon

[![npm version](https://img.shields.io/npm/v/three.phenomenon.svg)](https://www.npmjs.com/package/three.phenomenon)
[![gzip size](http://img.badgesize.io/https://unpkg.com/three.phenomenon/dist/three.phenomenon.mjs?compression=gzip)](https://unpkg.com/three.phenomenon)
[![license](https://img.shields.io/npm/l/three.phenomenon.svg)](https://github.com/vaneenige/three.phenomenon/blob/master/LICENSE)
[![dependencies](https://img.shields.io/badge/dependencies-three.js-ff69b4.svg)](https://github.com/mrdoob/three.js/)

THREE.Phenomenon is a 900b wrapper around <a href="https://threejs.org/">three.js</a> built for high-performance WebGL experiences.

With it's simple API a mesh can be created that contains multiple instances of a geometry combined with a material. With access to the vertex shader, attributes per instance and uniforms this mesh can be transformed in any way possible (and on the GPU).

#### Features:
- Custom instanced geometries
- Attributes for every instance
- Support for default materials
- Compatible with three.js r100

## Install
```
$ npm install --save three.phenomenon
```

## Usage
```js
// Import the library
import Phenomenon from 'three.phenomenon';

// Create an instance
Phenomenon({ ... });
```

> The wrapper is also available through THREE.Phenomenon.
## API
### Phenomenon(options)

Returns an instance of Phenomenon.

#### options.attributes
Type: `Array` <br/>

Values used in the program that are stored once, directly on the GPU. Every item in this array needs to have a:
- `name` for referencing data in the vertex shader.
- `data` function to create the data for each instance.
- `size` so it's clear what comes back from the data.

> The data function receives the index of the current instance and the total number of instances so calculations can be done based on these values.
#### options.uniforms
Type: `Object` <br/>

Variables used in the program that can be adjusted on the fly. These are accessible through the instance variable and can be updated directly.

#### options.vertex
Type: `String` <br/>

The vertex shader of the program which will calculate the position of every instance. This will automatically get merged with the shaders that's created based on the provided geometry.

#### options.geometry
Type: `THREE.Geometry` <br/>

The geometry that will be multiplied. See <a href="https://threejs.org/docs/#api/en/core/Geometry">Geometry</a> for more information.

#### options.material
Type: `THREE.Material` <br/>

The material that is used for the geometry. See <a href="https://threejs.org/docs/#api/en/materials/Material">Material</a> for more information.

#### options.multiplier
Type: `Number` <br/>
The amount of instances that will be created.

#### options.castShadow
Type: `Boolean` <br/>
Should the mesh cast a shadow?

## Contribute
Are you excited about this library and have interesting ideas on how to improve it? Please tell me or contribute directly!

```
npm install > npm start > http://localhost:8080
```

## License
MIT © <a href="https://use-the-platform.com">Colin van Eenige</a>
12 changes: 12 additions & 0 deletions demo/index.html
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<html>
<head>
<title>THREE.Phenomenon</title>
<meta name="viewport" content="width=device-width,initial-scale=1" />
<link rel="icon" href="/" />
<link rel="stylesheet" href="./style.css" />
</head>
<body>
<script src="https://unpkg.com/three@0.100.0/build/three.js"></script>
<script src="./dist/bundle.umd.js"></script>
</body>
</html>
41 changes: 41 additions & 0 deletions demo/src/base/index.js
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function base(sceneColor) {
const scene = new THREE.Scene();

const camera = new THREE.PerspectiveCamera(
40,
window.innerWidth / window.innerHeight,
0.1,
10000
);
camera.position.set(0, 20 * 1, 35 * 1);
camera.lookAt(scene.position);
scene.add(camera);

const ambientLight = new THREE.AmbientLight('#ffffff', 0.1);
scene.add(ambientLight);

const plane = new THREE.Mesh(
new THREE.PlaneGeometry(1000, 1000),
new THREE.MeshPhongMaterial({
emissive: sceneColor,
})
);
plane.receiveShadow = true;
plane.position.y = -15;
plane.rotation.x = Math.PI * -0.5;
scene.add(plane);

const light = new THREE.SpotLight(0xffffff, 3, 80, Math.PI * 0.25, 1, 2);
light.position.set(0, 40, 0);
light.castShadow = true;
light.shadow.mapSize.width = 1024;
light.shadow.mapSize.height = 1024;
light.shadow.camera.near = 0.5;
light.shadow.camera.far = 31;

scene.add(light);

return { scene, camera };
}

export default base;
117 changes: 117 additions & 0 deletions demo/src/demo-1/instance.js
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import { getArrayWithNoise } from '../utils';
import base from '../base';

function instance() {
const { scene, camera } = base('#2196f3');

const duration = 0.7;

const geometry = new THREE.IcosahedronGeometry(1, 3);

const multiplier = 200;

const material = new THREE.MeshPhongMaterial({
color: '#ff6e40',
emissive: '#ff6e40',
flatShading: false,
shininess: 20,
});

const castShadow = true;

const attributes = [
{
name: 'aPositionStart',
data: () => getArrayWithNoise([0, 0, 0], 0),
size: 3,
},
{
name: 'aControlPointOne',
data: () => getArrayWithNoise([0, 0, 0], 40),
size: 3,
},
{
name: 'aControlPointTwo',
data: () => getArrayWithNoise([0, 0, 0], 0),
size: 3,
},
{
name: 'aPositionEnd',
data: () => getArrayWithNoise([0, 0, 0], 10),
size: 3,
},
{
name: 'aOffset',
data: i => [i * ((1 - duration) / (multiplier - 1))],
size: 1,
},
];

const uniforms = {
time: {
value: 0,
},
};

const vertex = `
attribute vec3 aPositionStart;
attribute vec3 aControlPointOne;
attribute vec3 aControlPointTwo;
attribute vec3 aPositionEnd;
attribute float aOffset;
uniform float time;
float easeInOutSin(float t){
return (1.0 + sin(${Math.PI} * t - ${Math.PI} / 2.0)) / 2.0;
}
vec4 quatFromAxisAngle(vec3 axis, float angle) {
float halfAngle = angle * 0.5;
return vec4(axis.xyz * sin(halfAngle), cos(halfAngle));
}
vec3 rotateVector(vec4 q, vec3 v) {
return v + 2.0 * cross(q.xyz, cross(q.xyz, v) + q.w * v);
}
vec3 bezier4(vec3 a, vec3 b, vec3 c, vec3 d, float t) {
return mix(mix(mix(a, b, t), mix(b, c, t), t), mix(mix(b, c, t), mix(c, d, t), t), t);
}
void main(){
float tProgress = easeInOutSin(min(1.0, max(0.0, (time - aOffset)) / ${duration}));
vec4 quatX = quatFromAxisAngle(vec3(1.0, 0.0, 0.0), -5.0 * tProgress);
vec4 quatY = quatFromAxisAngle(vec3(0.0, 0.0, 0.0), -5.0 * tProgress);
vec3 basePosition = rotateVector(quatX, rotateVector(quatY, position));
vec3 newPosition = bezier4(aPositionStart, aControlPointOne, aControlPointTwo, aPositionEnd, tProgress);
float scale = tProgress * 2.0 - 1.0;
scale = 1.0 - scale * scale;
basePosition *= scale;
vNormal = rotateVector(quatX, vNormal);
gl_Position = basePosition + newPosition;
}
`;

const instance = new THREE.Phenomenon({
geometry,
multiplier,
material,
castShadow,
attributes,
uniforms,
vertex,
});

function render() {
if (instance.uniforms.time.value >= 1) {
instance.uniforms.time.value = 0;
}
instance.uniforms.time.value += 1 / (60 * 4);
}

scene.add(instance.mesh);

return { scene, camera, instance, render };
}

export default instance;
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