A Pen by Stranger in the Q on CodePen.
Created
March 18, 2020 04:48
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3d truchet - doshirak inside - use WSAD and mouse
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class Mouse3D { | |
constructor() { | |
this.mouse = {x: 0, y: 0}; | |
this.dragStartMousePosition; | |
this.dragStartPhiTheta; | |
this.theta = 0; | |
this.phi = 0; | |
this.eye = [0, 0, 0]; | |
addEventListener('mousemove', e => this.mouseMove(e)); | |
addEventListener('mouseup', e => this.mouseUp(e)); | |
addEventListener('mousedown', e => this.mouseDown(e)); | |
} | |
mouseMove(event) { | |
this.mouse = event; | |
this.dragStartMousePosition && this.rotate(); | |
} | |
rotate() { | |
var amountX = this.dragStartMousePosition ? this.dragStartMousePosition.x - this.mouse.x : 0; | |
var amountZ = this.mouse.y - this.dragStartMousePosition.y; | |
this.theta = this.dragStartPhiTheta[1] + amountX/360; | |
this.phi = this.dragStartPhiTheta[0] + amountZ/360; | |
var limit = Math.PI / 2; | |
this.phi = this.phi > limit ? limit : this.phi; | |
this.phi = this.phi < -limit ? -limit : this.phi; | |
this.updateRotations(); | |
} | |
mouseDown(event) { | |
this.dragStartPhiTheta = [this.phi, this.theta]; | |
this.dragStartMousePosition = event; | |
} | |
mouseUp() { | |
this.dragStartMousePosition = null; | |
this.dragStartPhiTheta = null; | |
} | |
updateRotations(){} | |
} | |
class FirstPersonControls extends Mouse3D { | |
constructor() { | |
super(); | |
this.maxSpeed = 100; | |
this.speed = this.directions(); | |
this.moveDir = this.directions(); | |
this.forward = [0, 0, 1]; | |
this.right = [1, 0, 0]; | |
addEventListener('keydown', this.keyListener(true), false); | |
addEventListener('keyup', this.keyListener(false), false); | |
setInterval(() => this.updatePositions(), 10); | |
} | |
directions() { | |
return { | |
forward: 0, | |
backward: 0, | |
right: 0, | |
left: 0, | |
} | |
} | |
magnitude(p1, p2) { | |
var dx = p1[0] - p2[0]; | |
var dy = p1[1] - p2[1]; | |
var dz = p1[2] - p2[2]; | |
return Math.sqrt(dx*dx + dy*dy + dz*dz); | |
} | |
upd(delta, dir, mag, i) { | |
var k = 0.01; | |
delta = dir * k * mag * delta; | |
this.eye[i] += delta; | |
this.forward[i] += delta; | |
this.right[i] += delta; | |
} | |
updateRotations(){ | |
let m = this; | |
m.forward[0] = m.eye[0] + Math.cos(m.phi) * Math.sin(m.theta); | |
m.forward[1] = m.eye[1] - Math.sin(m.phi); | |
m.forward[2] = m.eye[2] + Math.cos(m.phi) * Math.cos(m.theta); | |
m.right[0] = m.eye[0] + Math.sin(m.theta + Math.PI/2); | |
m.right[1] = m.eye[1]; | |
m.right[2] = m.eye[2] + Math.cos(m.theta + Math.PI/2); | |
} | |
updatePositions() { | |
let speed = this.speed; | |
Object.keys(speed).forEach(s => this.updateSpeed(s)); | |
var magForward = this.magnitude(this.forward, this.eye); | |
var magRight = this.magnitude(this.right, this.eye); | |
for (var i = 0; i < 3; i++) { | |
let deltaForward = this.forward[i] - this.eye[i] | |
this.upd(deltaForward, speed.forward, magForward, i); | |
this.upd(deltaForward, speed.backward, -magForward, i); | |
let deltaRight = this.right[i] - this.eye[i]; | |
this.upd(deltaRight, speed.right, -magRight, i); | |
this.upd(deltaRight, speed.left, magRight, i); | |
} | |
} | |
updateSpeed(key) { | |
let speed = this.speed; | |
if (this.moveDir[key]) { | |
speed[key] += 0.02; | |
} else { | |
speed[key] /= 2; | |
} | |
if (speed[key] < 0.01) { | |
speed[key] = 0; | |
} | |
speed[key] = Math.min(speed[key], this.maxSpeed); | |
} | |
keyListener(state) { | |
return e => { | |
if (e.key === "w") this.moveDir.forward = state; | |
if (e.key === "s") this.moveDir.backward = state; | |
if (e.key === "a") this.moveDir.left = state; | |
if (e.key === "d") this.moveDir.right = state; | |
} | |
} | |
} | |
class ShaderToy { | |
constructor(uniforms, upd, fs) { | |
let c = document.createElement('canvas'), | |
gl = c.getContext("webgl"), | |
pid = gl.createProgram(), | |
draw = t => { | |
upd(t, uniforms); | |
gl.drawArrays(gl.TRIANGLES, 0, 3); | |
requestAnimationFrame(draw); | |
}, | |
resize = (w, h) => { | |
let wh = [c.width = w, c.height = h]; | |
uniforms.resolution(wh); | |
gl.viewport(0, 0, ...wh); | |
}; | |
document.body.append(c); | |
document.body.style.margin=0; | |
document.body.style.overflow='hidden'; | |
gl.bindBuffer(gl.ARRAY_BUFFER, gl.createBuffer()); | |
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array([-1,3,-1,-1,3,-1]), gl.STATIC_DRAW); | |
[`attribute vec2 vertices; | |
void main(void) { | |
gl_Position=vec4(vertices, 0., 1.); | |
}`, fs].forEach((src, i) => { | |
let id = gl.createShader(i?gl.FRAGMENT_SHADER:gl.VERTEX_SHADER); | |
gl.shaderSource(id, src); | |
gl.compileShader(id); | |
var message = gl.getShaderInfoLog(id); | |
gl.attachShader(pid, id); | |
if (message.length > 0) { | |
console.log(src.split('\n').map((str, i) => | |
("" + (1 + i)).padStart(4, "0") + ": " + str).join('\n')); | |
throw message; | |
} | |
}); | |
gl.linkProgram(pid); | |
gl.useProgram(pid); | |
Object.keys(uniforms).forEach(uf => { | |
let loc = gl.getUniformLocation(pid, uf), f = gl[`uniform${uniforms[uf]}`] | |
uniforms[uf] = v => f.call(gl, loc, ...v) | |
}); | |
let vertices = gl.getAttribLocation(pid, "vertices") | |
gl.vertexAttribPointer(vertices, 2, gl.FLOAT, 0, 0, 0); | |
gl.enableVertexAttribArray(vertices); | |
addEventListener("resize", () => resize(innerWidth, innerHeight)); | |
resize(innerWidth, innerHeight); | |
requestAnimationFrame(draw); | |
} | |
} | |
let fpc = new FirstPersonControls(); | |
new ShaderToy({ | |
resolution: '2f', | |
eye: '3f', | |
forward: '3f', | |
time: '1f' | |
}, function (t, uniforms) { | |
uniforms.time([t/1000]); | |
uniforms.eye(fpc.eye); | |
uniforms.forward(fpc.forward); | |
}, `precision lowp float; | |
uniform vec2 resolution; | |
uniform vec3 eye; | |
uniform vec3 forward; | |
uniform float time; | |
vec3 tiles(in vec3 p){ | |
float rnd = fract(sin(dot(floor(p) + 41., vec3(7.63, 157.31, 113.97)))*43758.5453); | |
if (rnd>.75) | |
p = 1. - p; | |
else if(rnd>.5) | |
p = p.yzx; | |
else if(rnd>.25) | |
p = p.zxy; | |
return fract(p); | |
} | |
float pipe(in vec3 p, float size){ | |
float d; | |
vec3 q = p; | |
q.xy = vec2(length(q.xy), q.z) - .5; | |
d = dot(q.xy, q.xy); | |
q = p.yzx - vec3(1, 1, 0); | |
q.xy = vec2(length(q.xy), q.z) - .5; | |
d = min(d, dot(q.xy, q.xy)); | |
q = p.zxy - vec3(0, 1, 0); | |
q.xy = vec2(length(q.xy), q.z) - .5; | |
d = min(d, dot(q.xy, q.xy)); | |
return sqrt(d) - size + sin(time)*0.002; | |
} | |
vec2 map(in vec3 p) { | |
p = tiles(p); | |
float d = pipe(p, 0.04); | |
vec2 result = vec2(d, .1); | |
d = length(p-vec3(.5,.57,.75)) - 0.06; | |
if (d < result.x) result = vec2(d, .2); | |
d = length(p-vec3(.3,.4,.5)) - 0.06; | |
if (d < result.x) result = vec2(d, .3); | |
return result; | |
} | |
vec3 normal( in vec3 p ){ | |
vec2 e = vec2(0.005, -0.005); | |
return normalize(e.xyy * map(p + e.xyy).x + | |
e.yyx * map(p + e.yyx).x + | |
e.yxy * map(p + e.yxy).x + | |
e.xxx * map(p + e.xxx).x); | |
} | |
mat4 viewMatrix(vec3 eye, vec3 center) { | |
vec3 up = vec3(0.0, 1.0, 0.0); | |
vec3 f = normalize(center - eye); | |
vec3 s = normalize(cross(f, up)); | |
return mat4( | |
vec4(s, 0.0), | |
vec4(cross(s, f), 0.0), | |
vec4(-f, 0.0), | |
vec4(0.0, 0.0, 0.0, 1) | |
); | |
} | |
vec3 rayDirection(float fieldOfView, vec2 size) { | |
vec2 xy = gl_FragCoord.xy - size / 2.0; | |
float z = size.y / tan(radians(fieldOfView) / 2.0); | |
return normalize(vec3(xy, -z)); | |
} | |
vec3 worldDir(float fov, vec2 resolution, vec3 eye, vec3 lookAt) { | |
vec3 direction = rayDirection(fov, resolution); | |
mat4 viewToWorld = viewMatrix(eye, lookAt); | |
return (viewToWorld * vec4(direction, 0.0)).xyz; | |
} | |
vec3 hsl2rgb( in vec3 c ){ | |
vec3 rgb = clamp( abs(mod(c.x*6.0+vec3(0.0,4.0,2.0),6.0)-3.0)-1.0, 0.0, 1.0 ); | |
return c.z + c.y * (rgb-0.5)*(1.0-abs(2.0*c.z-1.0)); | |
} | |
void main( void){ | |
vec3 ro = eye; | |
vec3 rd = worldDir(90., resolution, ro, forward); | |
vec3 lp = ro + vec3(0.2, 0.5, -0.5); | |
float t = 0.; | |
vec2 result; | |
for(int i = 0; i<128; i++){ | |
result = map(ro + rd*t); | |
if (result.x<.001*(t*.25 + 1.) || t>40.) | |
break; | |
t += result.x*.65; | |
} | |
vec3 sp = ro + rd*t; | |
vec3 sn = normal(sp); | |
vec3 ld = lp - sp; | |
float lDist = max(length(ld), 0.001); | |
ld /= lDist; | |
float diff = max(dot(ld, sn), 0.); | |
vec3 col = vec3(result.y*33.,0.6,0.7); | |
col = hsl2rgb(col); | |
col *= (sin(sp)/2.+1.); | |
gl_FragColor = vec4(vec3(diff)*col, 1.0); | |
}` | |
); |
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