Skip to content

Commit

Permalink
EDIT/2d-marching-squares: example using a texture
Browse files Browse the repository at this point in the history
  • Loading branch information
guidoschmidt committed Aug 7, 2023
1 parent b87cc09 commit 0e7f83f
Show file tree
Hide file tree
Showing 4 changed files with 31 additions and 14 deletions.
Binary file added 2d-marching-squares/public/banksy.jpg
Loading
Sorry, something went wrong. Reload?
Sorry, we cannot display this file.
Sorry, this file is invalid so it cannot be displayed.
15 changes: 12 additions & 3 deletions 2d-marching-squares/src/glsl/frag.glsl
Original file line number Diff line number Diff line change
Expand Up @@ -3,22 +3,31 @@ precision highp float;
uniform vec2 u_mouse;
uniform float u_time;
uniform vec2 u_resolution;
uniform sampler2D u_texture;

in vec2 v_uv;

out vec4 fragColor;

#include "../../../lygia/space/ratio.glsl"
#include "../../../lygia/generative/pnoise.glsl"

// float sampleNoise(in vec2 uv) {
// return pnoise(uv * 5.0, vec2(0.0));
// }

// #define FNC_SAMPLEMARCHINGSQUARES(TEX, UV) sampleNoise(UV)

#include "../../../lygia/sample/marchingSquares.glsl";

void main() {
vec4 final = vec4(1.0, 0.0, 0.0, 1.0);

vec2 st = ratio(v_uv, u_resolution);

vec2 ms = marchinSquares(st, u_mouse.x * 60.0, u_mouse.y, u_resolution);
final.rgb = vec3(ms.r, ms.g, 0.0);
if (st.x >= 0.0 && st.x <= 1.0) {
vec2 ms = sampleMarchinSquares(v_uv, u_texture, u_mouse.x * 60.0, u_mouse.y, u_resolution);
final.rgb = vec3(ms.r);
}

fragColor = final;
}
28 changes: 18 additions & 10 deletions 2d-marching-squares/src/index.ts
Original file line number Diff line number Diff line change
@@ -1,7 +1,15 @@
import {
Clock, GLSL3, Mesh, OrthographicCamera, PCFShadowMap, PlaneGeometry, RawShaderMaterial, Scene,
Clock,
GLSL3,
Mesh,
OrthographicCamera,
PCFShadowMap,
PlaneGeometry,
RawShaderMaterial,
Scene,
TextureLoader,
Vector2,
WebGLRenderer
WebGLRenderer,
} from "three";
import Stats from "three/examples/jsm/libs/stats.module";
// GLSL
Expand All @@ -25,24 +33,24 @@ renderer.shadowMap.type = PCFShadowMap;
const clock = new Clock();
clock.start();


const scene = new Scene();

const camera = new OrthographicCamera(-0.5, 0.5, 0.5, -0.5, -1, 1);

const plane = new PlaneGeometry(1, 1);
const lygiaMaterial = new RawShaderMaterial({
uniforms: {
u_time: {value: 0},
u_resolution: {value: new Vector2(canvas.width, canvas.height)},
u_mouse: {value: new Vector2(0, 0) }
u_time: { value: 0 },
u_resolution: { value: new Vector2(canvas.width, canvas.height) },
u_mouse: { value: new Vector2(0, 0) },
u_texture: { value: new TextureLoader().load("./banksy.jpg") },
},
vertexShader,
fragmentShader,
glslVersion: GLSL3,
});
const fullscreenQuad = new Mesh(plane, lygiaMaterial);
scene.add(fullscreenQuad)
scene.add(fullscreenQuad);

const stats = Stats();
document.body.appendChild(stats.dom);
Expand Down Expand Up @@ -71,6 +79,6 @@ window.addEventListener("resize", () => resize(camera, renderer));
window.addEventListener("pointermove", (ev) => {
const { clientX, clientY } = ev;
const { innerWidth, innerHeight } = window;
lygiaMaterial.uniforms.u_mouse.value.x = clientX / innerWidth
lygiaMaterial.uniforms.u_mouse.value.y = clientY / innerHeight
})
lygiaMaterial.uniforms.u_mouse.value.x = clientX / innerWidth;
lygiaMaterial.uniforms.u_mouse.value.y = clientY / innerHeight;
});
2 changes: 1 addition & 1 deletion lygia

0 comments on commit 0e7f83f

Please sign in to comment.