mirror of
https://github.com/Rushilwiz/neurosecure.git
synced 2025-04-08 06:10:18 -04:00
150 lines
3.3 KiB
JavaScript
150 lines
3.3 KiB
JavaScript
const SEPARATION = 100,
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AMOUNTX = 50,
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AMOUNTY = 50;
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let container;
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let camera, scene, renderer;
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let particles,
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count = 0;
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let windowHalfX = window.innerWidth / 2;
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let windowHalfY = window.innerHeight / 2;
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init();
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animate();
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function init() {
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container = document.createElement("div");
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const about = document.getElementsByClassName("about")[0];
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about.appendChild(container);
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camera = new THREE.PerspectiveCamera(
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75,
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window.innerWidth / window.innerHeight,
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500,
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10000
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);
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camera.position.z = 1000;
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camera.position.y = 250;
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scene = new THREE.Scene();
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scene.background = new THREE.Color(0x131313);
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//
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const numParticles = AMOUNTX * AMOUNTY;
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const positions = new Float32Array(numParticles * 3);
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const scales = new Float32Array(numParticles);
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let i = 0,
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j = 0;
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for (let ix = 0; ix < AMOUNTX; ix++) {
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for (let iy = 0; iy < AMOUNTY; iy++) {
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positions[i] = ix * SEPARATION - (AMOUNTX * SEPARATION) / 2; // x
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positions[i + 1] = 0; // y
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positions[i + 2] = iy * SEPARATION - (AMOUNTY * SEPARATION) / 2; // z
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scales[j] = 1;
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i += 3;
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j++;
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}
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}
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const geometry = new THREE.BufferGeometry();
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geometry.setAttribute("position", new THREE.BufferAttribute(positions, 3));
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geometry.setAttribute("scale", new THREE.BufferAttribute(scales, 1));
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const material = new THREE.ShaderMaterial({
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uniforms: {
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color: { value: new THREE.Color(0xffffff) },
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},
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vertexShader: document.getElementById("vertexshader").textContent,
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fragmentShader: document.getElementById("fragmentshader").textContent,
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});
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//
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particles = new THREE.Points(geometry, material);
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scene.add(particles);
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//
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renderer = new THREE.WebGLRenderer({ antialias: true });
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renderer.setPixelRatio(window.devicePixelRatio);
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renderer.setSize(window.innerWidth, window.innerHeight / 2);
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container.appendChild(renderer.domElement);
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container.style.touchAction = "none";
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//
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windowHalfX = window.innerWidth / 2;
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windowHalfY = window.innerHeight / 2;
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camera.aspect = window.innerWidth / window.innerHeight;
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camera.updateProjectionMatrix();
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renderer.setSize(window.innerWidth, window.innerHeight);
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window.addEventListener("resize", onWindowResize);
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}
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function onWindowResize() {
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windowHalfX = window.innerWidth / 2;
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windowHalfY = window.innerHeight / 2;
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camera.aspect = window.innerWidth / window.innerHeight;
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camera.updateProjectionMatrix();
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renderer.setSize(window.innerWidth, window.innerHeight);
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}
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//
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function onPointerMove(event) {
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if (event.isPrimary === false) return;
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}
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//
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function animate() {
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requestAnimationFrame(animate);
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render();
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}
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function render() {
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//camera.lookAt(scene.position);
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const positions = particles.geometry.attributes.position.array;
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const scales = particles.geometry.attributes.scale.array;
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let i = 0,
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j = 0;
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for (let ix = 0; ix < AMOUNTX; ix++) {
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for (let iy = 0; iy < AMOUNTY; iy++) {
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positions[i + 1] =
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Math.sin((ix + count) * 0.3) * 50 + Math.sin((iy + count) * 0.5) * 50;
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scales[j] =
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(Math.sin((ix + count) * 0.3) + 1) * 20 +
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(Math.sin((iy + count) * 0.5) + 1) * 20;
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i += 3;
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j++;
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}
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}
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particles.geometry.attributes.position.needsUpdate = true;
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particles.geometry.attributes.scale.needsUpdate = true;
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renderer.render(scene, camera);
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count += 0.1;
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}
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