three#SphereBufferGeometry JavaScript Examples
The following examples show how to use
three#SphereBufferGeometry.
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Example #1
Source File: DisplacementSphere.js From personal-website-react with MIT License | 4 votes |
DisplacementSphere = (props) => {
const { theme } = useContext(ThemeContext);
const rgbBackground = theme === "light" ? "250 250 250" : "17 17 17";
const width = useRef(window.innerWidth);
const height = useRef(window.innerHeight);
const start = useRef(Date.now());
const canvasRef = useRef();
const mouse = useRef();
const renderer = useRef();
const camera = useRef();
const scene = useRef();
const lights = useRef();
const uniforms = useRef();
const material = useRef();
const geometry = useRef();
const sphere = useRef();
const tweenRef = useRef();
const sphereSpring = useRef();
const prefersReducedMotion = Boolean(usePrefersReducedMotion() && false); //disabled until switching themes fixed
const isInViewport = useInViewport(canvasRef);
useEffect(() => {
mouse.current = new Vector2(0.8, 0.5);
renderer.current = new WebGLRenderer({
canvas: canvasRef.current,
powerPreference: "high-performance",
});
renderer.current.setSize(width.current, height.current);
renderer.current.setPixelRatio(1);
renderer.current.outputEncoding = sRGBEncoding;
camera.current = new PerspectiveCamera(
55,
width.current / height.current,
0.1,
200
);
camera.current.position.z = 52;
scene.current = new Scene();
material.current = new MeshPhongMaterial();
material.current.onBeforeCompile = (shader) => {
uniforms.current = UniformsUtils.merge([
UniformsLib["ambient"],
UniformsLib["lights"],
shader.uniforms,
{ time: { type: "f", value: 0 } },
]);
shader.uniforms = uniforms.current;
shader.vertexShader = vertShader;
shader.fragmentShader = fragShader;
shader.lights = true;
};
geometry.current = new SphereBufferGeometry(32, 128, 128);
sphere.current = new Mesh(geometry.current, material.current);
sphere.current.position.z = 0;
sphere.current.modifier = Math.random();
scene.current.add(sphere.current);
return () => {
cleanScene(scene.current);
cleanRenderer(renderer.current);
};
}, []);
useEffect(() => {
const dirLight = new DirectionalLight(
rgbToThreeColor("250 250 250"),
0.6
);
const ambientLight = new AmbientLight(
rgbToThreeColor("250 250 250"),
theme === "light" ? 0.8 : 0.1
);
dirLight.position.z = 200;
dirLight.position.x = 100;
dirLight.position.y = 100;
lights.current = [dirLight, ambientLight];
scene.current.background = rgbToThreeColor(rgbBackground);
lights.current.forEach((light) => scene.current.add(light));
return () => {
removeLights(lights.current);
};
}, [rgbBackground, theme]);
useEffect(() => {
const handleResize = () => {
const canvasHeight = innerHeight();
const windowWidth = window.innerWidth;
const fullHeight = canvasHeight + canvasHeight * 0.3;
canvasRef.current.style.height = fullHeight;
renderer.current.setSize(windowWidth, fullHeight);
camera.current.aspect = windowWidth / fullHeight;
camera.current.updateProjectionMatrix();
// Render a single frame on resize when not animating
if (prefersReducedMotion) {
renderer.current.render(scene.current, camera.current);
}
if (windowWidth <= media.mobile) {
sphere.current.position.x = 14;
sphere.current.position.y = 10;
} else if (windowWidth <= media.tablet) {
sphere.current.position.x = 18;
sphere.current.position.y = 14;
} else {
sphere.current.position.x = 22;
sphere.current.position.y = 16;
}
};
window.addEventListener("resize", handleResize);
handleResize();
return () => {
window.removeEventListener("resize", handleResize);
};
}, [prefersReducedMotion]);
useEffect(() => {
const onMouseMove = (event) => {
const { rotation } = sphere.current;
const position = {
x: event.clientX / window.innerWidth,
y: event.clientY / window.innerHeight,
};
if (!sphereSpring.current) {
sphereSpring.current = value(rotation.toArray(), (values) =>
rotation.set(
values[0],
values[1],
sphere.current.rotation.z
)
);
}
tweenRef.current = spring({
from: sphereSpring.current.get(),
to: [position.y / 2, position.x / 2],
stiffness: 30,
damping: 20,
velocity: sphereSpring.current.getVelocity(),
mass: 2,
restSpeed: 0.0001,
}).start(sphereSpring.current);
};
if (!prefersReducedMotion && isInViewport) {
window.addEventListener("mousemove", onMouseMove);
}
return () => {
window.removeEventListener("mousemove", onMouseMove);
if (tweenRef.current) {
tweenRef.current.stop();
}
};
}, [isInViewport, prefersReducedMotion]);
useEffect(() => {
let animation;
const animate = () => {
animation = requestAnimationFrame(animate);
if (uniforms.current !== undefined) {
uniforms.current.time.value =
0.00005 * (Date.now() - start.current);
}
sphere.current.rotation.z += 0.001;
renderer.current.render(scene.current, camera.current);
};
if (!prefersReducedMotion && isInViewport) {
animate();
} else {
renderer.current.render(scene.current, camera.current);
}
return () => {
cancelAnimationFrame(animation);
};
}, [isInViewport, prefersReducedMotion]);
return (
<Transition appear in onEnter={reflow} timeout={3000}>
{(status) => (
<canvas
aria-hidden
className={classNames(
"displacement-sphere",
`displacement-sphere--${status}`
)}
ref={canvasRef}
{...props}
/>
)}
</Transition>
);
}
Example #2
Source File: LightProbeHelper.js From canvas with Apache License 2.0 | 4 votes |
function LightProbeHelper( lightProbe, size ) {
this.lightProbe = lightProbe;
this.size = size;
var material = new ShaderMaterial( {
type: 'LightProbeHelperMaterial',
uniforms: {
sh: { value: this.lightProbe.sh.coefficients }, // by reference
intensity: { value: this.lightProbe.intensity }
},
vertexShader: [
'varying vec3 vNormal;',
'void main() {',
' vNormal = normalize( normalMatrix * normal );',
' gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );',
'}',
].join( '\n' ),
fragmentShader: [
'#define RECIPROCAL_PI 0.318309886',
'vec3 inverseTransformDirection( in vec3 normal, in mat4 matrix ) {',
' // matrix is assumed to be orthogonal',
' return normalize( ( vec4( normal, 0.0 ) * matrix ).xyz );',
'}',
'// source: https://graphics.stanford.edu/papers/envmap/envmap.pdf',
'vec3 shGetIrradianceAt( in vec3 normal, in vec3 shCoefficients[ 9 ] ) {',
' // normal is assumed to have unit length',
' float x = normal.x, y = normal.y, z = normal.z;',
' // band 0',
' vec3 result = shCoefficients[ 0 ] * 0.886227;',
' // band 1',
' result += shCoefficients[ 1 ] * 2.0 * 0.511664 * y;',
' result += shCoefficients[ 2 ] * 2.0 * 0.511664 * z;',
' result += shCoefficients[ 3 ] * 2.0 * 0.511664 * x;',
' // band 2',
' result += shCoefficients[ 4 ] * 2.0 * 0.429043 * x * y;',
' result += shCoefficients[ 5 ] * 2.0 * 0.429043 * y * z;',
' result += shCoefficients[ 6 ] * ( 0.743125 * z * z - 0.247708 );',
' result += shCoefficients[ 7 ] * 2.0 * 0.429043 * x * z;',
' result += shCoefficients[ 8 ] * 0.429043 * ( x * x - y * y );',
' return result;',
'}',
'uniform vec3 sh[ 9 ]; // sh coefficients',
'uniform float intensity; // light probe intensity',
'varying vec3 vNormal;',
'void main() {',
' vec3 normal = normalize( vNormal );',
' vec3 worldNormal = inverseTransformDirection( normal, viewMatrix );',
' vec3 irradiance = shGetIrradianceAt( worldNormal, sh );',
' vec3 outgoingLight = RECIPROCAL_PI * irradiance * intensity;',
' gl_FragColor = linearToOutputTexel( vec4( outgoingLight, 1.0 ) );',
'}'
].join( '\n' )
} );
var geometry = new SphereBufferGeometry( 1, 32, 16 );
Mesh.call( this, geometry, material );
this.type = 'LightProbeHelper';
this.onBeforeRender();
}