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JS
/* TODO sine / morph in y positions ? horizontal movement euler + quarternion rotation around in between axis ? */ var isMouseDown = false; var emptySlot = "emptySlot", planeTop = "planeTop", planeBottom = "planeBottom"; var camera, scene, renderer; var mouse = {x: 0, y: 0}; var camPos = {x: 0, y: 0, z: 10}; var sw = window.innerWidth, sh = window.innerHeight; var cols = 20; var rows = 16; var gap = 20; var size = { width: 100, height: 30, depth: 150, } var planeOffset = 250; var allRowsDepth = rows * (size.depth + gap); var allColsWidth = cols * (size.depth + gap); var speedNormal = 4; var speedFast = 34; var speed = speedNormal; var boxes = { planeBottom: [], planeTop: [] }; var boxes1d = []; function num(min, max) { return Math.random() * (max - min) + min; } function draw(props) { var colours = { slow: { r: num(0, 0.2), g: num(0.5, 0.9), b: num(0.3, 0.7) }, fast: { r: num(0.9, 1.0), g: num(0.1, 0.7), b: num(0.2, 0.5) } } var uniforms = { r: { type: "f", value: colours.slow.r}, g: { type: "f", value: colours.slow.g}, b: { type: "f", value: colours.slow.b}, distanceX: { type: "f", value: 1.0}, distanceZ: { type: "f", value: 1.0}, pulse: { type: "f", value: 0}, speed: { type: "f", value: speed}, }; var material = new THREE.ShaderMaterial( { uniforms: uniforms, vertexShader: vertexShader, fragmentShader: fragmentShader }); var geometry = new THREE.BoxGeometry(props.width, props.height, props.depth); var object = new THREE.Mesh(geometry, material); object.colours = colours; return object; } function init() { scene = new THREE.Scene(); // fog doesn't work for shaders - custom solution with distance calculations instead // scene.fog = new THREE.FogExp2(0x002000, 0.001); camera = new THREE.PerspectiveCamera( 100, sw / sh, 1, 10000 ); scene.add( camera ); // lights don't work either - out of the box anyway, not sure how to feed into shader // var lightAbove = new THREE.DirectionalLight(0xff8080, 2); // lightAbove.position.set(0, 1, 0.25).normalize(); // scene.add( lightAbove ); renderer = new THREE.WebGLRenderer({antialias: true}); renderer.setSize( sw, sh ); // renderer.setClearColor( scene.fog.color ); for (var j = 0, jl = rows; j < jl; j++) { boxes.planeBottom[j] = []; boxes.planeTop[j] = []; for (var i = 0, il = cols; i < il; i++) { boxes.planeBottom[j][i] = emptySlot; boxes.planeTop[j][i] = emptySlot; }; }; function createBox() { var xi = Math.floor(Math.random() * cols), xai = xi; var yi = Math.random() > 0.5 ? 1 : -1, yai = yi === -1 ? planeBottom : planeTop; var zi = Math.floor(Math.random() * rows), zai = zi; var x = (xi - cols / 2) * (size.width + gap); var y = yi * planeOffset; var z = zi * (size.depth + gap); if (boxes[yai][zai][xai] === emptySlot) { var box = draw(size); box.position.y = y; box.isWarping = false; box.offset = {x: x, z: 0}; box.posZ = z; boxes[yai][zai][xai] = box; boxes1d.push(box); scene.add(box); } } for (var i = 0, il = rows * cols; i < il; i++) { createBox(); }; document.body.appendChild(renderer.domElement); function listen(eventNames, callback) { for (var i = 0; i < eventNames.length; i++) { window.addEventListener(eventNames[i], callback); } } listen(["resize"], function(e){ sw = window.innerWidth; sh = window.innerHeight camera.aspect = sw / sh; camera.updateProjectionMatrix(); renderer.setSize(sw, sh); }); listen(["mousedown", "touchstart"], function(e) { e.preventDefault(); isMouseDown = true; }); listen(["mousemove", "touchmove"], function(e) { e.preventDefault(); if (e.changedTouches && e.changedTouches[0]) e = e.changedTouches[0]; mouse.x = (e.clientX / sw) * 2 - 1; mouse.y = -(e.clientY / sh) * 2 + 1; }); listen(["mouseup", "touchend"], function(e) { e.preventDefault(); isMouseDown = false; }); render(0); } function move(x, y, z) { var box = boxes[y][z][x]; if (box !== emptySlot) { box.position.x = box.offset.x; box.position.z = box.offset.z + box.posZ; if (box.position.z > 0) { box.posZ -= allRowsDepth; } // return; // if (isMouseDown) return; if (!box.isWarping && Math.random() > 0.999) { var dir = Math.floor(Math.random() * 5), xn = x, zn = z, yn = y, yi = 0, xo = 0, zo = 0; switch (dir) { case 0 : xn++; xo = 1; break; case 1 : xn--; xo = -1; break; case 2 : zn++; zo = 1; break; case 3 : zn--; zo = -1; break; case 4 : yn = (y === planeTop) ? planeBottom : planeTop; yi = (y === planeTop) ? -1 : 1; break; } if (boxes[yn][zn] && boxes[yn][zn][xn] === emptySlot) { boxes[y][z][x] = emptySlot; box.isWarping = true; boxes[yn][zn][xn] = box; // con.log( box.offset.x, box.offset.z); if (dir === 4) { // slide vertically TweenMax.to(box.position, 0.5, { y: yi * planeOffset }); } else { // slide horizontally TweenMax.to(box.offset, 0.5, { x: box.offset.x + xo * (size.width + gap), z: box.offset.z + zo * (size.depth + gap), }); } TweenMax.to(box.offset, 0.6, { onComplete: function() { box.isWarping = false; } }); } } } } function render(time) { speed -= (speed - (isMouseDown ? speedFast : speedNormal)) * 0.05; var box; for (var b = 0, bl = boxes1d.length; b < bl; b++) { box = boxes1d[b]; box.posZ += speed; // normalized z distance from camera var distanceZ = 1 - ((allRowsDepth - box.posZ) / (allRowsDepth) - 1); box.material.uniforms.distanceZ.value = distanceZ; // normalized x distance from camera (centre) var distanceX = 1 - (Math.abs(box.position.x)) / (allColsWidth / 3); box.material.uniforms.distanceX.value = distanceX; var colour = isMouseDown ? box.colours.fast : box.colours.slow; box.material.uniforms.r.value -= (box.material.uniforms.r.value - colour.r) * 0.1; box.material.uniforms.g.value -= (box.material.uniforms.g.value - colour.g) * 0.1; box.material.uniforms.b.value -= (box.material.uniforms.b.value - colour.b) * 0.1; // normalized speed var currentSpeed = (speed - speedNormal) / (speedFast - speedNormal) box.material.uniforms.speed.value = currentSpeed; // pulses more with more speed... of course! if (Math.random() > (0.99995 - currentSpeed * 0.005)) { box.material.uniforms.pulse.value = 1; } box.material.uniforms.pulse.value -= box.material.uniforms.pulse.value * 0.1 / (currentSpeed + 1); // if (b ==13) con.log(box.material.uniforms.speed.value); } for (var j = 0, jl = rows; j < jl; j++) { // iterate through rows: z for (var i = 0, il = cols; i < il; i++) { // iterate throw cols: x move(i, planeBottom, j); move(i, planeTop, j); }; }; camPos.x -= (camPos.x - mouse.x * 400) * 0.02; camPos.y -= (camPos.y - mouse.y * 150) * 0.05; camPos.z = -100; camera.position.set(camPos.x, camPos.y, camPos.z); // camera.lookAt( scene.position ); // camera.rotation.z = time * 0.0001; camera.rotation.y = camPos.x / -1000; camera.rotation.x = camPos.y / 1000; // camera.rotation.z = camPos.x / -2000; camera.rotation.z = (camPos.x - mouse.x * 400) / 2000; renderer.render( scene, camera ); // if (time < 800) requestAnimationFrame( render ); } var vertexShader = [ "varying vec2 vUv;", "void main()", "{", " vUv = uv;", " vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );", " gl_Position = projectionMatrix * mvPosition;", "}"].join(""); var fragmentShader = [ "uniform float r;", "uniform float g;", "uniform float b;", "uniform float distanceZ;", "uniform float distanceX;", "uniform float pulse;", "uniform float speed;", "varying vec2 vUv;", // "float checkerRows = 8.0;", // "float checkerCols = 16.0;", "void main( void ) {", " vec2 position = abs(-1.0 + 2.0 * vUv);", " float edging = abs((pow(position.y, 5.0) + pow(position.x, 5.0)) / 2.0);", " float perc = (0.2 * pow(speed + 1.0, 2.0) + edging * 0.8) * distanceZ * distanceX;", // " float perc = distanceX * distanceZ;", // " vec2 checkPosition = vUv;", // " float checkerX = ceil(mod(checkPosition.x, 1.0 / checkerCols) - 1.0 / checkerCols / 2.0);", // " float checkerY = ceil(mod(checkPosition.y, 1.0 / checkerRows) - 1.0 / checkerRows / 2.0);", // " float checker = ceil(checkerX * checkerY);", // " float r = checker;", // " float g = checker;", // " float b = checker;", // " float perc = 1.0;", " float red = r * perc + pulse;", " float green = g * perc + pulse;", " float blue = b * perc + pulse;", " gl_FragColor = vec4(red, green, blue, 1.0);", "}"].join(""); //console.log(THREE, TweenMax, planeTop, planeBottom); init();
CSS
body { margin: 0; padding: 0;background: black; overflow: hidden;}
HTML
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