From 01a30629c9489abeaf385d67efc8b1af1ff0e0d5 Mon Sep 17 00:00:00 2001 From: ad044 Date: Mon, 14 Sep 2020 22:09:39 +0400 Subject: [PATCH] simplex noise on the ring, rotation. --- src/components/MiddleRing/MiddleRing.tsx | 131 ++++++++++++++++++++++- 1 file changed, 128 insertions(+), 3 deletions(-) diff --git a/src/components/MiddleRing/MiddleRing.tsx b/src/components/MiddleRing/MiddleRing.tsx index da0dd26..9c6ef62 100644 --- a/src/components/MiddleRing/MiddleRing.tsx +++ b/src/components/MiddleRing/MiddleRing.tsx @@ -1,5 +1,5 @@ -import React, { memo, useMemo } from "react"; -import { useFrame, useLoader, useThree } from "react-three-fiber"; +import React, { memo, useRef } from "react"; +import { useFrame, useLoader } from "react-three-fiber"; import { GLTF, GLTFLoader } from "three/examples/jsm/loaders/GLTFLoader.js"; import middleRingTexture from "../../static/sprites/middle_ring_tex.png"; @@ -26,14 +26,128 @@ const MiddleRing = memo(() => { const uniforms = { tex: { type: "t", value: middleRingTex }, + uTime: { value: 1.0 }, }; + const middleRingMaterialRef = useRef(); + const middleRingRef = useRef(); + const vertexShader = ` varying vec2 vUv; + uniform float uTime; + + // + // Description : Array and textureless GLSL 2D/3D/4D simplex + // noise functions. + // Author : Ian McEwan, Ashima Arts. + // Maintainer : ijm + // Lastmod : 20110822 (ijm) + // License : Copyright (C) 2011 Ashima Arts. All rights reserved. + // Distributed under the MIT License. See LICENSE file. + // https://github.com/ashima/webgl-noise + // + + vec3 mod289(vec3 x) { + return x - floor(x * (1.0 / 289.0)) * 289.0; + } + + vec4 mod289(vec4 x) { + return x - floor(x * (1.0 / 289.0)) * 289.0; + } + + vec4 permute(vec4 x) { + return mod289(((x*34.0)+1.0)*x); + } + + vec4 taylorInvSqrt(vec4 r) + { + return 1.79284291400159 - 0.85373472095314 * r; + } + + float snoise(vec3 v) { + const vec2 C = vec2(1.0/6.0, 1.0/3.0) ; + const vec4 D = vec4(0.0, 0.5, 1.0, 2.0); + + // First corner + vec3 i = floor(v + dot(v, C.yyy) ); + vec3 x0 = v - i + dot(i, C.xxx) ; + + // Other corners + vec3 g = step(x0.yzx, x0.xyz); + vec3 l = 1.0 - g; + vec3 i1 = min( g.xyz, l.zxy ); + vec3 i2 = max( g.xyz, l.zxy ); + + // x0 = x0 - 0.0 + 0.0 * C.xxx; + // x1 = x0 - i1 + 1.0 * C.xxx; + // x2 = x0 - i2 + 2.0 * C.xxx; + // x3 = x0 - 1.0 + 3.0 * C.xxx; + vec3 x1 = x0 - i1 + C.xxx; + vec3 x2 = x0 - i2 + C.yyy; // 2.0*C.x = 1/3 = C.y + vec3 x3 = x0 - D.yyy; // -1.0+3.0*C.x = -0.5 = -D.y + + // Permutations + i = mod289(i); + vec4 p = permute( permute( permute( + i.z + vec4(0.0, i1.z, i2.z, 1.0 )) + + i.y + vec4(0.0, i1.y, i2.y, 1.0 )) + + i.x + vec4(0.0, i1.x, i2.x, 1.0 )); + + // Gradients: 7x7 points over a square, mapped onto an octahedron. + // The ring size 17*17 = 289 is close to a multiple of 49 (49*6 = 294) + float n_ = 0.142857142857; // 1.0/7.0 + vec3 ns = n_ * D.wyz - D.xzx; + + vec4 j = p - 49.0 * floor(p * ns.z * ns.z); // mod(p,7*7) + + vec4 x_ = floor(j * ns.z); + vec4 y_ = floor(j - 7.0 * x_ ); // mod(j,N) + + vec4 x = x_ *ns.x + ns.yyyy; + vec4 y = y_ *ns.x + ns.yyyy; + vec4 h = 1.0 - abs(x) - abs(y); + + vec4 b0 = vec4( x.xy, y.xy ); + vec4 b1 = vec4( x.zw, y.zw ); + + //vec4 s0 = vec4(lessThan(b0,0.0))*2.0 - 1.0; + //vec4 s1 = vec4(lessThan(b1,0.0))*2.0 - 1.0; + vec4 s0 = floor(b0)*2.0 + 1.0; + vec4 s1 = floor(b1)*2.0 + 1.0; + vec4 sh = -step(h, vec4(0.0)); + + vec4 a0 = b0.xzyw + s0.xzyw*sh.xxyy ; + vec4 a1 = b1.xzyw + s1.xzyw*sh.zzww ; + + vec3 p0 = vec3(a0.xy,h.x); + vec3 p1 = vec3(a0.zw,h.y); + vec3 p2 = vec3(a1.xy,h.z); + vec3 p3 = vec3(a1.zw,h.w); + + // Normalise gradients + vec4 norm = taylorInvSqrt(vec4(dot(p0,p0), dot(p1,p1), dot(p2, p2), dot(p3,p3))); + p0 *= norm.x; + p1 *= norm.y; + p2 *= norm.z; + p3 *= norm.w; + + // Mix final noise value + vec4 m = max(0.6 - vec4(dot(x0,x0), dot(x1,x1), dot(x2,x2), dot(x3,x3)), 0.0); + m = m * m; + return 42.0 * dot( m*m, vec4( dot(p0,x0), dot(p1,x1), + dot(p2,x2), dot(p3,x3) ) ); + } void main() { vUv = uv; - gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0); + + vec3 pos = position; + float noiseFreq = 0.5; + float noiseAmp = 0.05; + vec3 noisePos = vec3(pos.x * noiseFreq + uTime, pos.y, pos.z); + pos.y += snoise(noisePos) * noiseAmp; + + gl_Position = projectionMatrix * modelViewMatrix * vec4(pos, 1.); } `; @@ -48,6 +162,15 @@ const MiddleRing = memo(() => { } `; + const clock = new THREE.Clock(); + + useFrame(() => { + if (middleRingMaterialRef.current) { + middleRingMaterialRef.current.uniforms.uTime.value = clock.getElapsedTime(); + } + middleRingRef.current!.rotation.y += 0.06; + }); + // -0.15, 03 return ( @@ -56,6 +179,7 @@ const MiddleRing = memo(() => { geometry={nodes.BezierCircle.geometry} position={[0, -0.15, 0.3]} scale={[0.8, 0.5, 0.8]} + ref={middleRingRef} > { uniforms={uniforms} vertexShader={vertexShader} fragmentShader={fragmentShader} + ref={middleRingMaterialRef} transparent={true} />