Videre Splash Visual

by Cody Bennett

CSS

body {
  background: #2f2c37;
  margin: 0;
  overflow: hidden;
}

JavaScript

import * as THREE from 'https://unpkg.com/three/build/three.module.js';
import { OrbitControls } from 'https://unpkg.com/three/examples/jsm/controls/OrbitControls.js';

let camera, scene, renderer, controls;
let geometry, material, mesh;

init();
animate();

function createGrid(width = 7, height = 7) {
  const grid = new THREE.Group();

  for (let y = 0; y < height; y++) {
    for (let x = 0; x < width; x++) {
      geometry = new THREE.BoxGeometry(1, 0.5, 0.1);
      material = new THREE.MeshBasicMaterial({
        color: y === 0 ? 0x25222b : 0x2f2c37
      });
      mesh = new THREE.Mesh(geometry, material);
      mesh.position.set(x, y / 2, 0);
      grid.add(mesh);

      material = new THREE.MeshBasicMaterial({
        color: 0x636166,
        side: THREE.BackSide
      });
      mesh = new THREE.Mesh(geometry, material);
      mesh.scale.multiplyScalar(1.02);
      mesh.position.set(x, y / 2, 0);
      grid.add(mesh);
    }
  }

  grid.position.x = Math.round(-width + (width / 2));
  grid.position.y = -Math.round(height / 6);
  grid.rotation.x = 300 * Math.PI / 180;

  return grid;
}

function init() {
  camera = new THREE.PerspectiveCamera(70, window.innerWidth / window.innerHeight, 0.1, 200);
  camera.position.z = 3.5;

  scene = new THREE.Scene();

  const grid = createGrid();
  scene.add(grid);

  renderer = new THREE.WebGLRenderer({
    antialias: true,
    alpha: true
  });
  renderer.setSize(window.innerWidth, window.innerHeight);
  document.body.appendChild(renderer.domElement);

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

  window.addEventListener('resize', onWindowResize, false);
}

function onWindowResize() {
  camera.aspect = window.innerWidth / window.innerHeight;
  camera.updateProjectionMatrix();

  renderer.setSize(window.innerWidth, window.innerHeight);
}

function animate() {
  requestAnimationFrame(animate);
  controls.update();

  render();
}

function render() {
  renderer.render(scene, camera);
}