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Phuc Tran committed 2022-11-26 23:02:32 +01:00
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MIT License
Copyright (c) 2022 Phuc Tran
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.
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# WebGL Heart
Just a small toy project. Nothing special here.
**Demo 1:** https://snowflk.github.io/webgl-heart/
**Demo 2:** https://snowflk.github.io/webgl-heart/staticpoints/
Three.js setup inspired by https://codepen.io/prisoner849
Executable
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<!DOCTYPE html>
<html lang="en" >
<head>
<meta charset="UTF-8">
<title>Heartbeat | WebGL</title>
<link rel="preconnect" href="https://fonts.googleapis.com"><link rel="preconnect" href="https://fonts.gstatic.com" crossorigin>
<link href="https://fonts.googleapis.com/css2?family=Roboto+Condensed&display=swap" rel="stylesheet">
<style>
html, body {
height: 100%;
margin: 0;
overflow: hidden;
text-align: center;
background-color: #000;
font-family: 'Roboto Condensed', sans-serif;
}
canvas {
width: 100%;
height: 100%;
}
.footer{
position:fixed;
width:100%;
text-align: center;
font-size: 8pt;
color: #999;
opacity: 0.5;
bottom: 24px;
}
</style>
</head>
<body>
<script src="https://cdn.jsdelivr.net/npm/three@0.100.0/build/three.min.js"></script>
<script src="https://cdn.jsdelivr.net/npm/three@0.100.0/examples/js/controls/OrbitControls.js"></script>
<div class="footer">
P. Tran
</div>
<script>
const scene = new THREE.Scene();
const camera = new THREE.PerspectiveCamera(60, 1, 1, 1000);
camera.position.set(0, 12, 100).setLength(150);
const renderer = new THREE.WebGLRenderer({
antialias: true
});
renderer.setPixelRatio( window.devicePixelRatio );
//renderer.setPixelRatio(1);
const canvas = renderer.domElement;
document.body.appendChild(canvas);
const controls = new THREE.OrbitControls(camera, renderer.domElement);
controls.enableZoom = false;
controls.enablePan = false;
controls.update();
const xSize = 50;
const ySize = 50;
const zSize = 50;
const density = 3;
const nParticles = xSize * ySize * zSize * density;
const positions = [];
const speed = [];
const sign = [];
for (let i = 0; i < nParticles; i++) {
positions.push(new THREE.Vector3(Math.random(), Math.random(), Math.random()).multiplyScalar(100));
speed.push(Math.random() * 10 + 2);
}
const pointsGeometry = new THREE.BufferGeometry().setFromPoints(positions);
pointsGeometry.addAttribute("speed", new THREE.BufferAttribute(new Float32Array(speed), 1));
pointsGeometry.center();
const points = new THREE.Points(
pointsGeometry,
new THREE.ShaderMaterial({
uniforms: {
time: {
value: 0
},
size: {
value: 0.9
},
ratio: {
value: window.devicePixelRatio
}
},
vertexShader: `
#define PI 3.1415926
uniform float time;
uniform float size;
uniform float ratio;
attribute float speed;
varying vec3 vC;
varying float vDiscard;
void main(){
vec3 pos = position;
pos.y = mod(pos.y + speed * time, 100.) - 50.;
vec3 h = pos / 2.5;
h.y = 4. + 1.2 * h.y - abs(h.x) * sqrt(max((20. - abs(h.x)) / 15., 0.));
h.z = h.z * (2. - h.y / 15.);
float pLimit = 0.675;
float nLimit = -pLimit;
float nullPoint = 0.5;
float scaledT = time * 1.3;
float dt = scaledT - pLimit * ( 2. * floor( scaledT / (pLimit* 2.)) + 1.);
float r = 15. + pow(sin(2. * PI * dt), 4.);
if (dt < -nullPoint || dt > nullPoint) {
r = 15.;
}
float dCell = length(h) - r;
vec3 c = vec3(247. / 255., 89. / 255., 183. / 255.);
if (dCell > -0.1) c = vec3(250. / 255., 182. / 255., 223. / 255.);;
vC = c;
vec3 vPos = pos;
vDiscard = dCell > 0. || dCell < -1.0 ? 1. : 0.;
vec4 mvPosition = modelViewMatrix * vec4( pos, 1.0 );
gl_PointSize = sqrt(length(pos)/30.) * size * ( 300.0 / -mvPosition.z ) * ratio;
gl_Position = projectionMatrix * mvPosition;
}
`,
fragmentShader: `
varying vec3 vC;
varying float vDiscard;
void main(){
if ( vDiscard >= 0.5 ) {discard;}
if (length(gl_PointCoord - 0.5) > 0.5) {discard;}
gl_FragColor = vec4( vC, 1.0);
}
`
})
);
scene.add(points);
const clock = new THREE.Clock();
let time = 0;
renderer.setAnimationLoop(() => {
if (resize(renderer)) {
camera.aspect = canvas.clientWidth / canvas.clientHeight;
camera.updateProjectionMatrix();
}
time += clock.getDelta();
//scene.rotation.y = time * 0.25;
points.material.uniforms.time.value = time;
renderer.render(scene, camera);
});
function resize(renderer) {
const canvas = renderer.domElement;
const width = canvas.clientWidth;
const height = canvas.clientHeight;
const needResize = canvas.width !== width || canvas.height !== height;
if (needResize) {
renderer.setSize(width, height, false);
}
return needResize;
}
</script>
</body>
</html>
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<!DOCTYPE html>
<html lang="en" >
<head>
<meta charset="UTF-8">
<title>Heartbeat | WebGL</title>
<link rel="preconnect" href="https://fonts.googleapis.com"><link rel="preconnect" href="https://fonts.gstatic.com" crossorigin>
<link href="https://fonts.googleapis.com/css2?family=Roboto+Condensed&display=swap" rel="stylesheet">
<style>
html, body {
height: 100%;
margin: 0;
overflow: hidden;
text-align: center;
background-color: #000;
font-family: 'Roboto Condensed', sans-serif;
}
canvas {
width: 100%;
height: 100%;
}
.footer{
position:fixed;
width:100%;
text-align: center;
font-size: 8pt;
color: #999;
opacity: 0.5;
bottom: 24px;
}
</style>
</head>
<body>
<script src="https://cdn.jsdelivr.net/npm/three@0.100.0/build/three.min.js"></script>
<script src="https://cdn.jsdelivr.net/npm/three@0.100.0/examples/js/controls/OrbitControls.js"></script>
<div class="footer">
P. Tran
</div>
<script>
const scene = new THREE.Scene();
const camera = new THREE.PerspectiveCamera(60, 1, 1, 1000);
camera.position.set(0, 12, 100).setLength(150);
const renderer = new THREE.WebGLRenderer({
antialias: true
});
renderer.setPixelRatio( window.devicePixelRatio );
//renderer.setPixelRatio(1);
const canvas = renderer.domElement;
document.body.appendChild(canvas);
const controls = new THREE.OrbitControls(camera, renderer.domElement);
controls.enableZoom = false;
controls.enablePan = false;
controls.update();
const xSize = 50;
const ySize = 50;
const zSize = 50;
const density = 3;
const nParticles = xSize * ySize * zSize * density;
const positions = [];
const speed = [];
const sign = [];
for (let i = 0; i < nParticles; i++) {
positions.push(new THREE.Vector3(Math.random(), Math.random(), Math.random()).multiplyScalar(100));
speed.push(Math.random() * 10 + 2);
}
const pointsGeometry = new THREE.BufferGeometry().setFromPoints(positions);
pointsGeometry.addAttribute("speed", new THREE.BufferAttribute(new Float32Array(speed), 1));
pointsGeometry.center();
const points = new THREE.Points(
pointsGeometry,
new THREE.ShaderMaterial({
uniforms: {
time: {
value: 0
},
size: {
value: 0.9
},
ratio: {
value: window.devicePixelRatio
}
},
vertexShader: `
#define PI 3.1415926
uniform float time;
uniform float size;
uniform float ratio;
attribute float speed;
varying vec3 vC;
varying float vDiscard;
void main(){
vec3 pos = position;
vec3 h = pos / 2.5;
h.y = 4. + 1.2 * h.y - abs(h.x) * sqrt(max((20. - abs(h.x)) / 15., 0.));
h.z = h.z * (2. - h.y / 15.);
float pLimit = 0.675;
float nLimit = -pLimit;
float nullPoint = 0.5;
float scaledT = time * 1.3;
float dt = scaledT - pLimit * ( 2. * floor( scaledT / (pLimit* 2.)) + 1.);
float r = 15. + 1.25 * pow(sin(2. * PI * dt), 4.);
if (dt < -nullPoint || dt > nullPoint) {
r = 15.;
}
float dCell = length(h) - r;
vec3 c = vec3(247. / 255., 89. / 255., 183. / 255.);
if (dCell > 0.) c = vec3(250. / 255., 182. / 255., 223. / 255.);;
vC = c;
pos = pos - pos / length(pos) * (dCell) * 2.5;
vec3 vPos = pos;
vDiscard = dCell > 0. || dCell < -1.0 ? 1. : 0.;
vec4 mvPosition = modelViewMatrix * vec4( pos, 1.0 );
gl_PointSize = sqrt(length(pos)/30.) * size * ( 300.0 / -mvPosition.z ) * ratio;
gl_Position = projectionMatrix * mvPosition;
}
`,
fragmentShader: `
varying vec3 vC;
varying float vDiscard;
void main(){
if ( vDiscard >= 0.5 ) {discard;}
if (length(gl_PointCoord - 0.5) > 0.5) {discard;}
gl_FragColor = vec4( vC, 1.0);
}
`
})
);
scene.add(points);
const clock = new THREE.Clock();
let time = 0;
renderer.setAnimationLoop(() => {
if (resize(renderer)) {
camera.aspect = canvas.clientWidth / canvas.clientHeight;
camera.updateProjectionMatrix();
}
time += clock.getDelta();
//scene.rotation.y = time * 0.25;
points.material.uniforms.time.value = time;
renderer.render(scene, camera);
});
function resize(renderer) {
const canvas = renderer.domElement;
const width = canvas.clientWidth;
const height = canvas.clientHeight;
const needResize = canvas.width !== width || canvas.height !== height;
if (needResize) {
renderer.setSize(width, height, false);
}
return needResize;
}
</script>
</body>
</html>