html, body { margin: 0; }
import { Random, range } from "https://esm.sh/@byloth/core";

import { Color, Mesh, MeshBasicNodeMaterial, NearestFilter, PlaneGeometry, PerspectiveCamera, Scene, TextureLoader, Vector4, WebGPURenderer } from "https://esm.sh/three/webgpu";
import { max, Fn, texture, uniformArray, uv, vec2 } from "https://esm.sh/three/tsl";

import { OrbitControls } from "https://esm.sh/three/addons/controls/OrbitControls.js";

async function main()
{
    const renderer = new WebGPURenderer({ antialias: true });

    renderer.setClearColor(new Color(0x3f5f7f));
    renderer.setSize(window.innerWidth, window.innerHeight);

    document.body.appendChild(renderer.domElement);

    const scene = new Scene();
    const camera = new PerspectiveCamera(75, window.innerWidth / window.innerHeight, 0.1, 1000);

    camera.position.z = 5;

    const controls = new OrbitControls(camera, renderer.domElement);

    window.addEventListener("resize", () =>
    {
        renderer.setSize(window.innerWidth, window.innerHeight);

        camera.aspect = window.innerWidth / window.innerHeight;
        camera.updateProjectionMatrix();
    });

    const MAP_WIDTH = 520;
    const MAP_HEIGHT = 520;

    const STAGE_WIDTH = 5;
    const STAGE_HEIGHT = 5;

    const STAGE_TILES_X = 4;
    const STAGE_TILES_Y = 4;
    const STAGE_TILES_COUNT = STAGE_TILES_X * STAGE_TILES_Y;

    const TILES_X = 4;
    const TILES_Y = 4;

    const TILE_OUTER_WIDTH = MAP_WIDTH / TILES_X;
    const TILE_OUTER_HEIGHT = MAP_HEIGHT / TILES_Y;

    const TILE_INNER_WIDTH = 120;
    const TILE_INNER_HEIGHT = 120;

    const geometry = new PlaneGeometry(STAGE_WIDTH, STAGE_HEIGHT, STAGE_TILES_X, STAGE_TILES_Y);
    const map = await new TextureLoader().loadAsync("https://files.byloth.dev/grid.png");

    // map.magFilter = NearestFilter;
    // map.minFilter = NearestFilter;

    const material = new MeshBasicNodeMaterial({ precision: "highp", transparent: true });

    const tileArray = new Array(STAGE_TILES_COUNT);
    for (const yIndex of range(STAGE_TILES_Y))
    {
        for (const xIndex of range(STAGE_TILES_X))
        {
            const element = new Vector4();

            const tileX = Random.Integer(TILES_X) * TILE_OUTER_WIDTH;
            const tileY = Random.Integer(TILES_Y) * TILE_OUTER_HEIGHT;

            const offsetX = tileX + 5;
            const offsetY = tileY + 5;

            element.x = offsetX;
            element.y = offsetY;
            element.z = TILE_INNER_WIDTH;
            element.w = TILE_INNER_HEIGHT;

            const index = (yIndex * STAGE_TILES_X) + xIndex;

            tileArray[index] = element;
        }
    }

    const mapSize = vec2(MAP_WIDTH, MAP_HEIGHT).toVar();
    const tileCount = vec2(STAGE_TILES_X, STAGE_TILES_Y).toVar();

    const tileBuffer = uniformArray(tileArray);

    material.colorNode = Fn(() =>
    {
        const vUv = uv().mul(tileCount)
            .toVar();

        const tileCoords = vUv.floor()
            .toVar();

        const tileIndex = tileCoords.y
            .mul(tileCount.x)
            .add(tileCoords.x)
            .toInt();

        const tile = tileBuffer.element(tileIndex)
            .toVar();

        const tileOffset = tile.xy
            .div(mapSize);

        const tileRatio = tile.zw
            .div(mapSize);

        const tileUv = vUv.fract()
            .mul(tileRatio)
            .add(tileOffset);
      
        const sizedUv = uv().mul(mapSize)
            .toVar();

        const dx = sizedUv.dFdx().length();
        const dy = sizedUv.dFdy().length();
        const mipLevel = max(dx, dy).log2();

        return texture(map, tileUv, mipLevel);
    })();

    /* setInterval(() =>
    {
        const index = (Random.Integer(STAGE_TILES_Y) * STAGE_TILES_X) + Random.Integer(STAGE_TILES_X);

        const element = tileBuffer.array[index];

        element.x = Random.Integer(TILES_X) * TILE_OUTER_WIDTH + 5;
        element.y = Random.Integer(TILES_Y) * TILE_OUTER_HEIGHT + 5;

    }, 250); */

    scene.add(new Mesh(geometry, material));

    renderer.setAnimationLoop(() =>
    {
        controls.update();
        renderer.render(scene, camera);
    });
}

window.addEventListener("DOMContentLoaded", main);
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