Pen Settings

HTML

CSS

CSS Base

Vendor Prefixing

Add External Stylesheets/Pens

Any URLs added here will be added as <link>s in order, and before the CSS in the editor. You can use the CSS from another Pen by using its URL and the proper URL extension.

+ add another resource

JavaScript

Babel includes JSX processing.

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.

+ add another resource

Packages

Add Packages

Search for and use JavaScript packages from npm here. By selecting a package, an import statement will be added to the top of the JavaScript editor for this package.

Behavior

Auto Save

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.

Format on Save

If enabled, your code will be formatted when you actively save your Pen. Note: your code becomes un-folded during formatting.

Editor Settings

Code Indentation

Want to change your Syntax Highlighting theme, Fonts and more?

Visit your global Editor Settings.

HTML

              
                <!--canvas id="testChars" style="position: absolute; margin: 10px; border: 1px solid aqua;"></canvas-->
              
            
!

CSS

              
                body{
  overflow: hidden;
  margin: 0;
}
              
            
!

JS

              
                import * as THREE from "https://cdn.skypack.dev/three@0.136.0";
import { OrbitControls } from "https://cdn.skypack.dev/three@0.136.0/examples/jsm/controls/OrbitControls";
import * as BufferGeometryUtils from "https://cdn.skypack.dev/three@0.136.0/examples/jsm/utils/BufferGeometryUtils"
import { TWEEN } from "https://cdn.skypack.dev/three@0.136.0/examples/jsm/libs/tween.module.min";

console.clear();

let scene = new THREE.Scene();
let camera = new THREE.PerspectiveCamera(60, innerWidth / innerHeight, 1, 1000);
camera.position.set(0, 0, 10);
let renderer = new THREE.WebGLRenderer({antialias: true});
//renderer.setClearColor(0x161616);
renderer.setSize(innerWidth, innerHeight);
document.body.appendChild(renderer.domElement);
window.addEventListener("resize", (event) => {
  camera.aspect = innerWidth / innerHeight;
  camera.updateProjectionMatrix();
  renderer.setSize(innerWidth, innerHeight);
});

let controls = new OrbitControls(camera, renderer.domElement);
controls.enableDamping = true;
controls.enablePan = false;
controls.minDistance = 8;
controls.maxDistance = 12;
controls.minPolarAngle = Math.PI * 0.5;
controls.maxPolarAngle = Math.PI * 0.5; 

let light = new THREE.DirectionalLight(0xffffff, 0.5);
light.position.setScalar(1);
scene.add(light, new THREE.AmbientLight(0xffffff, 0.5));

let u = {
  time: {value: 0}
}

let keyboard = makeKeyboard();
keyboard.position.x = -0.5;
keyboard.position.y = -2;
keyboard.rotation.x = -Math.PI / 5;
scene.add(keyboard);

let screenCanvas = document.createElement("canvas");
screenCanvas.width = screenCanvas.height = 128;
let screenTexture = new THREE.CanvasTexture(screenCanvas);
screenTexture.needsUpdate = true;

let screenPlane = new THREE.Mesh(new THREE.PlaneGeometry(4/3, 1), new THREE.MeshBasicMaterial({
  color: 0x323232,
  onBeforeCompile: shader => {
    shader.uniforms.time = u.time;
    shader.uniforms.glyphTex = new THREE.Uniform(screenTexture);
    shader.fragmentShader = `
      uniform float time;
      uniform sampler2D glyphTex;
      // from https://iquilezles.org/articles/distfunctions
      float roundedBoxSDF(vec2 CenterPosition, vec2 Size, float Radius) {
          return length(max(abs(CenterPosition)-Size+Radius,0.0))-Radius;
      }
      ${shader.fragmentShader}
    `.replace(
      `#include <dithering_fragment>`,
      `#include <dithering_fragment>
        
        float ratio = 4./3.;
        
        float box = roundedBoxSDF(vUv - vec2(0.5), vec2(0.5), 0.25);
        if (box > 0.) discard;
        
        float lines = sin((vUv.y + mod(time * 0.01, 100.)) * PI * 128.) * 0.5 + 0.5;
        lines = pow(lines, 1.1);
        
        
        vec2 uv = vUv * vec2(ratio, 1.) - vec2(fract(ratio) * 0.5, 0.);
        float glyph = texture(glyphTex, uv).g;
        gl_FragColor.rgb = mix(gl_FragColor.rgb + (0.1 * lines), vec3(0.25, 1, 0.75), glyph * lines);
      
      `
    );
    //console.log(shader.fragmentShader)
  }
}));
screenPlane.material.defines = {"USE_UV" : ""};
screenPlane.geometry.translate(0, 0.5, 0);
screenPlane.position.z = -50;
screenPlane.scale.setScalar(30);
scene.add(screenPlane);

const raycaster = new THREE.Raycaster();
const pointer = new THREE.Vector2();
let intersects;
let isRunning = false;
window.addEventListener("pointerdown", event => {
  
	pointer.x = ( event.clientX / window.innerWidth ) * 2 - 1;
	pointer.y = - ( event.clientY / window.innerHeight ) * 2 + 1;
  raycaster.setFromCamera(pointer, camera);
  
  intersects = raycaster.intersectObject(keyboard);
  
  if (intersects.length > 0){
    if (isRunning) return;
    let arr = new Uint8Array(1).fill(0);
    let keyId = Math.floor(intersects[0].faceIndex / 444); // 444 - amount of faces per part
    new TWEEN.Tween({val: 0}).to({val: 1}, 62)
      .repeat(1)
      .yoyo(true)
      .onStart( _ => {isRunning = true})
      .onUpdate( val => {
          let v = Math.round(val.val * 255);
          arr[0] = v;
          keyboard.userData.dataTex.image.data.set(arr, keyId);
        }
      )
      .onComplete( _ => {isRunning = false})
      .start();
    showGlyph(keyId);  
  }
  
  
})

let clock = new THREE.Clock();

renderer.setAnimationLoop(() => {
  let t = clock.getElapsedTime();
  u.time.value = t;
  TWEEN.update();
  controls.update();
  keyboard.userData.dataTex.needsUpdate = true;
  screenPlane.position.copy(camera.position).negate().setLength(55).add(camera.position);
  screenPlane.quaternion.copy(camera.quaternion);
  renderer.render(scene, camera);
});

function showGlyph(idx){
  let ctx = screenCanvas.getContext("2d");
  ctx.clearRect(0, 0, screenCanvas.width, screenCanvas.height);
  ctx.textAlign = "center";
  ctx.textBaseline = "middle";
  ctx.font = "bold 128px Arial";
  ctx.fillStyle = "white";
  let glyph = keyboard.userData.charMap.userData.str[idx];
  ctx.fillText(glyph, screenCanvas.width * 0.5, screenCanvas.height * 0.5);
  screenTexture.needsUpdate = true;
}

function makeKeyboard(){
  let kGs = [];
  makeLine(kGs, new THREE.Vector3(-5.25, 1.5, 0), new THREE.Vector3(1, 0, 0), 12);
  makeLine(kGs, new THREE.Vector3(-4.75, 0.5, 0), new THREE.Vector3(1, 0, 0), 12);
  makeLine(kGs, new THREE.Vector3(-4.5, -0.5, 0), new THREE.Vector3(1, 0, 0), 11);
  makeLine(kGs, new THREE.Vector3(-4.0, -1.5, 0), new THREE.Vector3(1, 0, 0), 10);
  let g = BufferGeometryUtils.mergeBufferGeometries(kGs, true);
  //console.log(g);
  let cm = createCharMap();
  let m = new THREE.MeshLambertMaterial({
    color: 0x323232,
    onBeforeCompile: shader => {
      shader.uniforms.indexMap = new THREE.Uniform(keyboard.userData.dataTex);
      shader.uniforms.charMap = new THREE.Uniform(cm);
      shader.vertexShader = `
        uniform sampler2D indexMap;
        attribute float blockIdx;
        attribute vec2 blockUV;
        varying float vBlockIdx;
        varying vec2 vBlockUV;
        varying float vShowSide;
        varying float vZVal;
        varying float vIdxVal;
        ${shader.vertexShader}
      `.replace(
        `#include <begin_vertex>`,
        `#include <begin_vertex>
        
          float xIdxStep = 1. / ${kGs.length}.;
          float idxVal = texture2D(indexMap, vec2((blockIdx + 0.5) * xIdxStep, 0.5)).r;
          vIdxVal = idxVal;
          
          transformed.z = position.z - (0.2 * idxVal);
          
          vBlockIdx = blockIdx;
          vBlockUV = blockUV;
          vShowSide = step(0.05, position.z);
          vZVal = position.z;
          
        `
      );
      //console.log(shader.vertexShader);
      shader.fragmentShader = `
        #define ss(a, b, c) smoothstep(a, b ,c)
        uniform sampler2D charMap;
        varying float vBlockIdx;
        varying vec2 vBlockUV;
        varying float vShowSide;
        varying float vZVal;
        varying float vIdxVal;
        ${shader.fragmentShader}
      `.replace(
        `#include <dithering_fragment>`,
        `#include <dithering_fragment>
          gl_FragColor.rgb = mix(gl_FragColor.rgb, vec3(1), vIdxVal);
          
          float charStep = 1. / 8.;
          vec2 sumUV = vBlockUV + clamp((vUv - 0.25 * charStep) * 2., 0., charStep);
          float charValue = texture2D(charMap, sumUV).g;
          gl_FragColor.rgb = mix(gl_FragColor.rgb, vec3(1, 0, 0), charValue * vShowSide); // glyph
          float fw = fwidth(vZVal) * 2.;
          float midLine = ss(0.0125 - fw, 0.0125, vZVal) - ss(0.025, 0.025 + fw , vZVal);
          gl_FragColor.rgb = mix(gl_FragColor.rgb, vec3(1, 0, 0), midLine); // red border
        
        `
      );
      //console.log(shader.fragmentShader);
    }
  });
  m.defines = {"USE_UV": ""};
  let keys = new THREE.Mesh(g, m);
  keys.userData = {
    dataTex: createDataTexture(kGs.length),
    charMap: cm
  }
  return keys;
}

function createDataTexture(len){
  let data = new Uint8Array(len).fill(0);
  let texture = new THREE.DataTexture(data, len, 1);
  texture.format = THREE.RedFormat;
  texture.minFilter = THREE.LinearFilter;
  texture.magFilter = THREE.LinearFilter;
  texture.unpackAlignment = 1;
  texture.needsUpdate = true;
  return texture;
}

function makeLine(keysArray, startPos, stepPos, keysInLine){
  let startIdx = keysArray.length;
  for(let i = 0; i < keysInLine; i++){
    let keyG = makeKey({x: 0.4, y: 0.4}, startIdx + i);
    keyG.translate(
      startPos.x + stepPos.x * i, 
      startPos.y + stepPos.y * i, 
      startPos.z + stepPos.z * i
    );
    keysArray.push(keyG);
  }
}

function makeKey(halfSize, idx){
  const r = 0.1;
  const h = 0.05;
  const x = halfSize.x - r;
  const y = halfSize.y - r;
  let shape = new THREE.Shape()
    .absarc( x,  y, r, Math.PI * 0.5 * 0, Math.PI * 0.5 * 1)
    .absarc(-x,  y, r, Math.PI * 0.5 * 1, Math.PI * 0.5 * 2)
    .absarc(-x, -y, r, Math.PI * 0.5 * 2, Math.PI * 0.5 * 3)
    .absarc( x, -y, r, Math.PI * 0.5 * 3, Math.PI * 0.5 * 4)
  let g = new THREE.ExtrudeGeometry(shape, {
    depth: h,
    curveSegments: 3,
    bevelEnabled: true,
    bevelSize: 0.05,
    bevelThickness: 0.05,
    bevelSegments: 3
  });
  g.groups = null;
  let pos = g.attributes.position;
  let uvs = g.attributes.uv;
  let v3 = new THREE.Vector3();
  
  const count = 8.;
  const charStep = 1./ count;
  const blockY = Math.floor(idx / count);
  const blockX = idx % count;
  //console.log(blockX, blockY);
  
  let blockUVx = blockX * charStep;
  let blockUVy = (count - 1. - blockY) * charStep;
  //console.log(blockUVx, blockUVy);
  
  let blockUV = [];
  let blockIdx = [];
  //console.log(pos.count / 3);
  for(let i = 0; i < pos.count; i++){
    v3.fromBufferAttribute(pos, i);
    let charUVx = (v3.x - -halfSize.x) / (halfSize.x * 2);
    let charUVy = (v3.y - -halfSize.y) / (halfSize.y * 2);
    uvs.setXY(i, charUVx * charStep, charUVy * charStep);
    blockUV.push(blockUVx, blockUVy);
    blockIdx.push(idx);
  }
  g.setAttribute("blockUV", new THREE.Float32BufferAttribute(blockUV, 2));
  g.setAttribute("blockIdx", new THREE.Float32BufferAttribute(blockIdx, 1));
  return g;
}

function createCharMap(){
  //let c = document.getElementById("testChars");
  let c = document.createElement("canvas");
  const size = 1024;
  const segs = 8;
  c.width = c.height = size;
  let step = size / segs;
  let hStep = step * 0.5;
  let ctx = c.getContext("2d");
  ctx.clearRect(0, 0, c.width, c.height);
  ctx.textAlign = "center";
  ctx.textBaseline = "middle";
  ctx.font = "bold 96px Arial";
  ctx.fillStyle = "white";
  
  let str = "1234567890-=QWERTYUIOP[]ASDFGHJKL;'ZXCVBNM,./".split('');
  str.forEach( (char, idx) => {
    let y = Math.floor(idx / segs);
    let x = idx % segs;
    let posX = (x + 0.5) * step;
    let posY = (y + 0.5) * step;
    ctx.fillText(char, posX, posY);
  });
  
  let tex = new THREE.CanvasTexture(c);
  tex.userData = {
    str: str
  }
  tex.needsUpdate = true;
  return tex;
}
              
            
!
999px

Console