working on procedurally generated gray ring, still wip.

This commit is contained in:
ad044 2020-09-18 20:49:11 +04:00
parent acc36a826e
commit 5f473325fc
8 changed files with 165 additions and 76 deletions

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@ -1,42 +1,142 @@
import { draco } from "drei";
import React, { memo } from "react";
import { useLoader } from "react-three-fiber";
import React, { memo, useMemo } from "react";
import * as THREE from "three";
import { GLTF, GLTFLoader } from "three/examples/jsm/loaders/GLTFLoader.js";
import lofTexture from "../static/sprites/lof.png";
import holeTexture from "../static/sprites/hole.png";
import lifeTexture from "../static/sprites/life.png";
import { useLoader } from "react-three-fiber";
type GrayRingProps = {
grayRingPosY: number;
};
type GLTFResult = GLTF & {
nodes: {
LainRing: THREE.Mesh;
};
materials: {
RingTexture: THREE.MeshStandardMaterial;
};
};
const GrayRing = memo((props: GrayRingProps) => {
const { nodes, materials } = useLoader<GLTFResult>(
GLTFLoader,
"/models/ring0.glb",
draco("/draco-gltf/")
const lofTex = useLoader(THREE.TextureLoader, lofTexture);
const holeTex = useLoader(THREE.TextureLoader, holeTexture);
const lifeTex = useLoader(THREE.TextureLoader, lifeTexture);
const uniforms = useMemo(
() => ({
lof: { type: "t", value: lofTex },
hole: { type: "t", value: holeTex },
life: { type: "t", value: lifeTex },
}),
[lofTex, holeTex, lifeTex]
);
// -0.27
const vertexShader = `
varying vec2 vUv;
void main() {
vUv = uv;
gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.);
}
`;
const fragmentShader = `
varying vec2 vUv;
uniform sampler2D lof;
uniform sampler2D hole;
uniform sampler2D life;
// transform coordinates to uniform within segment
float tolocal(float x, int segments, float step) {
float period = 1.0/step*float(segments);
return mod(x, period) / period;
}
// check if coordinate is within the given height
bool isheight(float y, float thin) {
return y > 0.5-thin/2.0 && y < 0.5+thin/2.0;
}
// sloping function
float slope(float x, float thin) {
return x*(1.0-thin)/2.0;
}
// frag color / texture
// #424252 hex in original textures
vec4 color(vec2 vUv, int quadnum, bool textureexists, int thinperiod, int quadlen, float step) {
if (!textureexists) {
return vec4(0.259,0.259,0.322, 1);
} else if (quadnum % 2 == 1) {
return texture2D(hole, vec2(tolocal(vUv.x, quadlen-thinperiod, step), vUv.y));
} else if (quadnum == 0) {
return texture2D(lof, vec2(tolocal(vUv.x, quadlen-thinperiod, step), vUv.y));
} else {
return texture2D(life, vec2(tolocal(vUv.x, quadlen-thinperiod, step), vUv.y));
}
}
void main() {
// number of segments
float step = 64.0;
float thin = 0.3;
// segment within circle
int segment = int(floor(vUv.x * step));
int quadlen = int(step)/4;
// segment within circle's quad
int quadel = int(segment) % quadlen;
// which quad
int quadnum = int(segment) / quadlen;
// how big thin part is
int thinperiod = 12;
if (quadel < thinperiod && isheight(vUv.y, thin)) {
// thin line
gl_FragColor = color(vUv, quadnum, false, thinperiod, quadlen, step);
} else if (quadel == thinperiod) {
// slope up
float dist = tolocal(vUv.x, 1, step);
if (vUv.y > slope(1.0-dist, thin) && vUv.y < 1.0-slope(1.0-dist, thin)) {
gl_FragColor = color(vUv, quadnum, true, thinperiod, quadlen, step);
} else {
gl_FragColor = vec4(0, 0, 0, 0);
}
} else if (quadel == quadlen-1) {
// slope down
float dist = tolocal(vUv.x, 1, step);
if (vUv.y > slope(dist, thin) && vUv.y < 1.0-slope(dist, thin)) {
gl_FragColor = color(vUv, quadnum, true, thinperiod, quadlen, step);
} else {
gl_FragColor = vec4(0, 0, 0, 0);
}
} else if (quadel > thinperiod) {
gl_FragColor = color(vUv, quadnum, true, thinperiod, quadlen, step);
} else {
// transparent
gl_FragColor = vec4(0, 0, 0, 0);
}
}
`;
return (
<group
scale={[1.3, 1.3, 1.3]}
<mesh
position={[0, props.grayRingPosY, 0]}
rotation={[0, 2.6, 0]}
rotation={[0, 3.7, 0]}
renderOrder={1}
scale={[5, 2.5, 5]}
>
<mesh
geometry={nodes.LainRing.geometry}
rotation={[0, Math.PI / 4, 0]}
material={materials.RingTexture}
></mesh>
</group>
<cylinderBufferGeometry
args={[0.25, 0.25, 0.027, 64, 64, true]}
attach="geometry"
/>
<shaderMaterial
attach="material"
side={THREE.DoubleSide}
vertexShader={vertexShader}
fragmentShader={fragmentShader}
transparent={true}
uniforms={uniforms}
/>
</mesh>
);
});

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@ -119,7 +119,7 @@ const HUDElement = memo((props: HUDElementProps) => {
);
return (
<group visible={props.hudVisibility}>
<group visible={props.hudVisibility} renderOrder={1}>
<a.sprite
position-x={longHUDPosX}
position-y={currentSpriteHUD["long"]["position"][1]}

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@ -17,25 +17,25 @@ const Hub = memo(() => {
<GrayRing grayRingPosY={1.6} />
<PurpleRing purpleRingPosY={0.4} />
<GrayRing grayRingPosY={-0.27} />
{Object.values(level_sprites).map((sprite) => {
return (
<LevelSprite
position={sprite.position as [number, number, number]}
scale={sprite.scale as [number, number, number]}
rotation={
sprite.rotation as [
number,
number,
number,
(string | undefined)?
]
}
sprite={sprite.sprite}
key={sprite.id}
active={sprite.id === currentSprite}
/>
);
})}
{/*{Object.values(level_sprites).map((sprite) => {*/}
{/* return (*/}
{/* <LevelSprite*/}
{/* position={sprite.position as [number, number, number]}*/}
{/* scale={sprite.scale as [number, number, number]}*/}
{/* rotation={*/}
{/* sprite.rotation as [*/}
{/* number,*/}
{/* number,*/}
{/* number,*/}
{/* (string | undefined)?*/}
{/* ]*/}
{/* }*/}
{/* sprite={sprite.sprite}*/}
{/* key={sprite.id}*/}
{/* active={sprite.id === currentSprite}*/}
{/* />*/}
{/* );*/}
{/*})}*/}
</Suspense>
</>
);

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@ -92,6 +92,7 @@ const LevelSprite = memo((props: LevelSpriteConstructorProps) => {
position={props.position}
scale={props.scale}
rotation={props.rotation}
renderOrder={1}
>
<planeBufferGeometry attach="geometry" />
{props.active ? (

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@ -1,11 +1,8 @@
import React, { useMemo, useRef } from "react";
import { useFrame, useLoader } from "react-three-fiber";
import { GLTF, GLTFLoader } from "three/examples/jsm/loaders/GLTFLoader.js";
import React, {useMemo, useRef} from "react";
import {useFrame, useLoader} from "react-three-fiber";
import middleRingTexture from "../../static/sprites/middle_ring_tex.png";
import { draco } from "drei";
import * as THREE from "three";
import { a, useSpring } from "@react-spring/three";
import {a, useSpring} from "@react-spring/three";
import {
middleRingNoiseAtom,
middleRingPosYAtom,
@ -13,24 +10,9 @@ import {
middleRingRotXAtom,
middleRingWobbleStrengthAtom,
} from "./MiddleRingAtom";
import { useRecoilValue } from "recoil";
type GLTFResult = GLTF & {
nodes: {
BezierCircle: THREE.Mesh;
};
materials: {
["Material.001"]: THREE.MeshStandardMaterial;
};
};
import {useRecoilValue} from "recoil";
const MiddleRing = () => {
const { nodes, materials } = useLoader<GLTFResult>(
GLTFLoader,
"/models/ring2.glb",
draco("/draco-gltf/")
);
const middleRingTex = useLoader(THREE.TextureLoader, middleRingTexture);
const middleRingWobbleStrength = useRecoilValue(middleRingWobbleStrengthAtom);
@ -205,8 +187,7 @@ const MiddleRing = () => {
varying vec2 vUv;
void main() {
gl_FragColor = texture2D(tex, vUv);
gl_FragColor.a = 0.4;
gl_FragColor = texture2D( tex, vUv);
}
`;
@ -227,18 +208,18 @@ const MiddleRing = () => {
return (
<a.mesh
material={materials["Material.001"]}
geometry={nodes.BezierCircle.geometry}
position={[0, 0, 0.3]}
position-y={middleRingPosState.middleRingPosY}
scale={[0.9, 0.7, 0.9]}
ref={middleRingRef}
rotation={[0, 0.9, 0]}
rotation-x={middleRingRotState.middleRingRotX}
>
<cylinderBufferGeometry
args={[0.85, 0.85, 0.027, 64, 64, true]}
attach="geometry"
/>
<shaderMaterial
attach="material"
color={0x8cffde}
side={THREE.DoubleSide}
uniforms={uniforms}
vertexShader={vertexShader}

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@ -17,7 +17,7 @@ export const middleRingNoiseAtom = atom({
export const middleRingPosYAtom = atom({
key: "middleRingPosYAtom",
default: -0.15,
default: -0.11,
});
export const middleRingRotXAtom = atom({

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@ -40,5 +40,12 @@
"rotation": [0, 0.09, 0],
"sprite": "Dc",
"id": "0513"
},
"6": {
"position": [-0.9, 1.9, 1],
"scale": [0.25, 0.15, 0.25],
"rotation": [0, -0.5, 0],
"sprite": "Tda",
"id": "0515"
}
}