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212 | import './style.css'
import * as THREE from 'three/webgpu'
import {
positionLocal,
length,
vec2,
abs,
Fn,
vec3,
min,
max,
rotateUV,
time,
negate,
select,
sin,
uniform,
add,
mul,
cos,
atan,
} from 'three/tsl'
import { OrbitControls } from 'three/addons/controls/OrbitControls.js'
import { GUI } from 'three/addons/libs/lil-gui.module.min.js'
const scene = new THREE.Scene()
const camera = new THREE.PerspectiveCamera(
75,
window.innerWidth / window.innerHeight,
0.1,
10
)
camera.position.z = 1.5
const renderer = new THREE.WebGPURenderer()
renderer.setSize(window.innerWidth, window.innerHeight)
document.body.appendChild(renderer.domElement)
renderer.setAnimationLoop(animate)
window.addEventListener('resize', function () {
camera.aspect = window.innerWidth / window.innerHeight
camera.updateProjectionMatrix()
renderer.setSize(window.innerWidth, window.innerHeight)
})
const controls = new OrbitControls(camera, renderer.domElement)
controls.enableDamping = true
// @ts-ignore
const Circle = Fn(([position, radius]) => {
return length(position).sub(radius)
})
// @ts-ignore
const Ellipse = Fn(([position, radius, scale, angle]) => {
const angledPosition = rotateUV(position, angle, vec2())
const scaledPosition = angledPosition.mul(scale)
return length(scaledPosition).sub(radius)
})
// @ts-ignore
const Box = Fn(([position, dimensions, angle]) => {
const angledPosition = rotateUV(position, angle, vec2())
const distance = abs(angledPosition).sub(dimensions)
return length(max(distance, 0.0)).add(min(max(distance.x, distance.y), 0.0))
})
// @ts-ignore
const Flower = Fn(([position, radius, frequency, amplitude, angle]) => {
const angledPosition = rotateUV(position, angle, vec2())
const circleAngle = atan(angledPosition.y, angledPosition.x) // Get the angle around the circle
const bumps = cos(circleAngle.mul(frequency)).mul(amplitude)
return length(position).sub(radius).add(bumps)
})
// @ts-ignore
const Butterfly = Fn(([position, radius, frequency, amplitude]) => {
const circleAngle = atan(position.y, position.x)
const bumps = cos(circleAngle.mul(frequency)).mul(
amplitude.mul(negate(position.y).mul(1.5).oneMinus())
)
return length(position).sub(radius).add(bumps)
})
// @ts-ignore
const Moon = Fn(([position, radius, angle]) => {
const angledPosition = rotateUV(position, angle, vec2())
const innerCircle = length(angledPosition.div(0.8).sub(vec2(0.15, 0.0))).sub(
radius
)
const outerCircle = length(position).sub(radius)
return max(negate(innerCircle), outerCircle) // subtraction
})
// @ts-ignore
const IntersectedCircleBox = Fn(([position, radius, angle]) => {
const circle = length(position).sub(radius)
const angledPosition = rotateUV(position, angle, vec2())
const box = Box(
angledPosition,
vec2(radius.sub(0.025), radius.sub(0.025)),
0
)
return max(circle, box)
})
// @ts-ignore
const UnionedCircleBox = Fn(([position, radius, angle]) => {
const circle = length(position).sub(radius)
const angledPosition = rotateUV(position, angle, vec2())
const box = Box(
angledPosition,
vec2(radius.sub(0.025), radius.sub(0.025)),
0
)
return min(circle, box)
})
const options = {
radius: 0.25,
fade: 12,
}
const radius = uniform(options.radius)
const fade = uniform(options.fade)
const main = Fn(() => {
const p = positionLocal.xy
const t = time.div(2)
const circle = Circle(p.sub(vec2(-0.66, 0.66)), radius)
const intersectedCircleBox = IntersectedCircleBox(
p.sub(vec2(0, 0.66)),
radius,
t
)
const ellipse = Ellipse(p.sub(vec2(0.66, 0.66)), radius, vec2(1, 2), t)
const flower = Flower(p.sub(vec2(-0.66, 0)), radius, 8, 0.1, t)
//const butterfly = Butterfly(p, radius, 4, 0.1)
const butterfly = Butterfly(
vec2(p.x.div(sin(time.mul(2))), p.y),
radius,
4,
0.1
)
const moon = Moon(p.sub(vec2(0.66, 0)), radius, t)
const box = Box(p.sub(vec2(-0.66, -0.66)), vec2(radius, 0.25), negate(t))
const unionedCircleBox = UnionedCircleBox(p.sub(vec2(0, -0.66)), radius, t)
const torus = Circle(p.sub(vec2(0.66, -0.66)), radius)
.abs()
.sub(0.05)
// const torus = Ellipse(p.sub(vec2(0.5, -0.5)), radius, vec2(1, 2), time).abs().sub(0.05)
// const torus = Box(p.sub(vec2(0.66, -0.66)), vec2(radius, 0.25), t).abs().sub(0.05)
const sdfScene = min(circle, intersectedCircleBox)
sdfScene.assign(min(sdfScene, ellipse))
sdfScene.assign(min(sdfScene, flower))
sdfScene.assign(min(sdfScene, butterfly))
sdfScene.assign(min(sdfScene, moon))
sdfScene.assign(min(sdfScene, box))
sdfScene.assign(min(sdfScene, unionedCircleBox))
sdfScene.assign(min(sdfScene, torus))
// const colour = select(
// sdfScene.greaterThan(0),
// vec3(1.0, 0.05, 0.3).mul(sdfScene.mul(fade).oneMinus()),
// vec3(0.1, 0.2, 0.8).mul(sdfScene.mul(fade).add(1))
// )
const colour = select(
sdfScene.lessThan(0),
vec3(add(0.5, mul(0.5, cos(time.add(p).add(vec3(0, 2, 4)))))).mul(
sdfScene.mul(fade).oneMinus()
),
vec3(add(0.5, mul(0.5, cos(time.add(p).add(vec3(4, 2, 0)))))).mul(
abs(sdfScene.mul(fade)).oneMinus()
)
)
const finalColour = colour.mul(sdfScene.mul(75).add(time).sin().abs())
return finalColour
})
const material = new THREE.NodeMaterial()
material.fragmentNode = main()
const mesh = new THREE.Mesh(new THREE.PlaneGeometry(2, 2), material)
scene.add(mesh)
const gui = new GUI()
gui.add(options, 'radius', 0, 1, 0.01).onChange((v) => {
radius.value = v
})
gui.add(options, 'fade', 0, 100, 0.01).onChange((v) => {
fade.value = v
})
function animate() {
controls.update()
renderer.render(scene, camera)
}
|