cssAudio - Activefile-genericCSS - ActiveGeneric - ActiveHTML - ActiveImage - ActiveJS - ActiveSVG - ActiveText - Activefile-genericVideo - ActiveLovehtmlicon-new-collectionicon-personicon-teamlog-outoctocatpop-outspinnerstartv

Pen Settings

CSS Base

Vendor Prefixing

Add External Stylesheets/Pens

Any URL's added here will be added as <link>s in order, and before the CSS in the editor. If you link to another Pen, it will include the CSS from that Pen. If the preprocessor matches, it will attempt to combine them before processing.

Quick-add: + add another resource

Add External Scripts/Pens

Any URL's added here will be added as <script>s in order, and run before the JavaScript in the editor. You can use the URL of any other Pen and it will include the JavaScript from that Pen.

Quick-add: + add another resource

Code Indentation

     

Save Automatically?

If active, Pens will autosave every 30 seconds after being saved once.

Auto-Updating Preview

If enabled, the preview panel updates automatically as you code. If disabled, use the "Run" button to update.

            
              const renderer = new THREE.WebGLRenderer({
  antialias: false,
  alpha: false,
  canvas: document.querySelector('canvas')
});

let then = Date.now();
let time = 0;

const width = 512;
const height = 512;
renderer.setSize(width, height);
renderer.setPixelRatio(Math.min(2, window.devicePixelRatio));
renderer.sortObjects = false;
renderer.setClearColor('#d66751', 1);

const scene = new THREE.Scene();
const camera = new THREE.OrthographicCamera(-width / 2, width / 2, -height / 2, height / 2, -10, 10);
camera.position.set(width / 2, height / 2, 0);

const count = 50000;

// circle position on screen
// vec3(x, y, z)
const offsetAttrib = new THREE.InstancedBufferAttribute(new Float32Array(count * 3), 3);

// circle color & radius packed into a single GL buffer
// vec4(r, g, b, radius)
const rgbSizeAttrib = new THREE.InstancedBufferAttribute(new Float32Array(count * 4), 4);
rgbSizeAttrib.dynamic = true; // mark it as dynamic since it will change per frame

const geometry = createGeometry();
const material = createMaterial();
const mesh = new THREE.Mesh(geometry, material);
mesh.frustumCulled = false;
scene.add(mesh);

function createMaterial () {
   const vertex = `
    attribute vec3 offset;
    attribute vec4 rgbSize;
    varying vec3 color;

    void main () {
      float radius = rgbSize.w;
      vec3 p = position.xyz * radius + offset.xyz;
      color = rgbSize.rgb;
      gl_Position = projectionMatrix * modelViewMatrix * vec4(p, 1.0);
    }
  `;
  const frag = `
    varying vec3 color;
    void main () {
      gl_FragColor = vec4(color, 1.0);
    }
  `
  return new THREE.ShaderMaterial({
    side: THREE.BackSide,
    blending: THREE.NoBlending,
    vertexShader: vertex,
    fragmentShader: frag
  });
}

function createGeometry () {
  // how many sides for each circle (more = less perf)
  const circleSides = 5;
  // base geometry that we want to instance
  const baseGeometry = new THREE.CircleBufferGeometry(1, circleSides);

  // our actual geometry for instanced rendering
  const geometry = new THREE.InstancedBufferGeometry();
  geometry.maxInstancedCount = count;

  // copy over position + index attributes form the base goemetry
  const attributes = ['position'];
  attributes.forEach(key => {
    geometry.addAttribute(key, baseGeometry.getAttribute(key));
  });
  geometry.setIndex(baseGeometry.getIndex());
 
  // and dispose the base one now that we've copied it over
  baseGeometry.dispose();

  // add our two attributes
  geometry.addAttribute('offset', offsetAttrib);
  geometry.addAttribute('rgbSize', rgbSizeAttrib);

  // setup default position, color & radius for all circles
  setupAttributes();

  return geometry;
}

function setupAttributes () {
  for (let i = 0; i < count; i++) {
    // set initial XY position
    offsetAttrib.setXY(i, Math.random() * width, Math.random() * height);
    // set initial RGB color (white) and radius (1)
    rgbSizeAttrib.setXYZW(i, 1, 1, 1, 1);
  }
}

function updateColorAndSize () {
  for (let i = 0; i < count; i++) {
    const r = (Math.sin(time * 1.0 + i * count) * 0.5 + 0.5) * 0.75;
    const g = 0.2;
    const b = 0.35 * (Math.sin(time * 1.5) * 0.5 + 0.5);
    const radius = (Math.sin(time * 2.0 + i * count) * 0.5 + 0.5) * 10;
    rgbSizeAttrib.setXYZW(i, r, g, b, radius);
  }
  rgbSizeAttrib.needsUpdate = true;
}

function render () {
  const now = Date.now();
  const delta = now - then;
  time += delta / 1000;
  then = now;
  requestAnimationFrame(render);
  updateColorAndSize();
  renderer.render(scene, camera);
}

requestAnimationFrame(render);
            
          
!
999px
Loading ..................

Console