<template>
  <div id="indexLizi" class="particle-wavy"></div>
</template>

<script>
import * as THREE from "three";
export default {
  name: "Pointwave",
  props: {
    amountX: {
      type: Number,
      default: 50,
    },
    amountY: {
      type: Number,
      default: 50,
    },
    color: {
      type: String,
      default: "#10cbff",
    },
    top: {
      type: Number,
      default: 350,
    },
  },
  data() {
    return {
      count: 0,
      // 用来跟踪鼠标水平位置
      mouseX: 0,
      windowHalfX: null,
      // 相机
      camera: null,
      // 场景
      scene: null,
      // 批量管理粒子
      particles: null,
      // 渲染器
      renderer: null,
    };
  },
  mounted() {
    this.init();
    this.animate();
  },
  methods: {
    init() {
      const SEPARATION = 100;
      const SCREEN_WIDTH = window.innerWidth;
      const SCREEN_HEIGHT = window.innerHeight;
      const container = document.createElement("div");
      this.windowHalfX = window.innerWidth / 2;
      container.style.position = "relative";
      container.style.top = `${this.top}px`;
      container.style.height = `${SCREEN_HEIGHT - this.top}px`;
      document.getElementById("indexLizi").appendChild(container);

      this.camera = new THREE.PerspectiveCamera(
        75,
        SCREEN_WIDTH / SCREEN_HEIGHT,
        1,
        10000
      );
      this.camera.position.z = 1000;

      this.scene = new THREE.Scene();

      const numParticles = this.amountX * this.amountY;
      const positions = new Float32Array(numParticles * 3);
      const scales = new Float32Array(numParticles);
      // 初始化粒子位置和大小
      let i = 0;
      let j = 0;
      for (let ix = 0; ix < this.amountX; ix++) {
        for (let iy = 0; iy < this.amountY; iy++) {
          positions[i] = ix * SEPARATION - (this.amountX * SEPARATION) / 2;
          positions[i + 1] = 0;
          positions[i + 2] = iy * SEPARATION - (this.amountY * SEPARATION) / 2;
          scales[j] = 1;
          i += 3;
          j++;
        }
      }

      const geometry = new THREE.BufferGeometry();
      geometry.setAttribute(
        "position",
        new THREE.BufferAttribute(positions, 3)
      );
      geometry.setAttribute("scale", new THREE.BufferAttribute(scales, 1));
      // 初始化粒子材质
      const material = new THREE.ShaderMaterial({
        uniforms: {
          color: { value: new THREE.Color(this.color) },
        },
        vertexShader: `
          attribute float scale;
          void main() {
            vec4 mvPosition = modelViewMatrix * vec4( position, 2.0 );
            gl_PointSize = scale * ( 300.0 / - mvPosition.z );
            gl_Position = projectionMatrix * mvPosition;
          }
        `,
        fragmentShader: `
          uniform vec3 color;
          void main() {
            if ( length( gl_PointCoord - vec2( 0.5, 0.5 ) ) > 0.475 ) discard;
            gl_FragColor = vec4( color, 1.0 );
          }
        `,
      });

      this.particles = new THREE.Points(geometry, material);
      this.scene.add(this.particles);

      this.renderer = new THREE.WebGLRenderer({ antialias: true, alpha: true });
      this.renderer.setSize(container.clientWidth, container.clientHeight);
      this.renderer.setPixelRatio(window.devicePixelRatio);
      this.renderer.setClearAlpha(0);
      container.appendChild(this.renderer.domElement);

      window.addEventListener("resize", this.onWindowResize, {
        passive: false,
      });
      document.addEventListener("mousemove", this.onDocumentMouseMove, {
        passive: false,
      });
      document.addEventListener("touchstart", this.onDocumentTouchStart, {
        passive: false,
      });
      document.addEventListener("touchmove", this.onDocumentTouchMove, {
        passive: false,
      });
    },
    render() {
      this.camera.position.x += (this.mouseX - this.camera.position.x) * 0.05;
      this.camera.position.y = 400;
      this.camera.lookAt(this.scene.position);
      const positions = this.particles.geometry.attributes.position.array;
      const scales = this.particles.geometry.attributes.scale.array;
      // 计算粒子位置及大小
      let i = 0;
      let j = 0;
      for (let ix = 0; ix < this.amountX; ix++) {
        for (let iy = 0; iy < this.amountY; iy++) {
          positions[i + 1] =
            Math.sin((ix + this.count) * 0.3) * 100 +
            Math.sin((iy + this.count) * 0.5) * 100;
          scales[j] =
            (Math.sin((ix + this.count) * 0.3) + 1) * 8 +
            (Math.sin((iy + this.count) * 0.5) + 1) * 8;
          i += 3;
          j++;
        }
      }
      // 重新渲染粒子
      this.particles.geometry.attributes.position.needsUpdate = true;
      this.particles.geometry.attributes.scale.needsUpdate = true;
      this.renderer.render(this.scene, this.camera);
      this.count += 0.02;
    },
    animate() {
      requestAnimationFrame(this.animate);
      this.render();
      // setInterval(() => {
      // }, 50);
    },
    onDocumentMouseMove(event) {
      this.mouseX = event.clientX - this.windowHalfX;
    },
    onDocumentTouchStart(event) {
      if (event.touches.length === 1) {
        this.mouseX = event.touches[0].pageX - this.windowHalfX;
      }
    },
    onDocumentTouchMove(event) {
      if (event.touches.length === 1) {
        event.preventDefault();
        this.mouseX = event.touches[0].pageX - this.windowHalfX;
      }
    },
    onWindowResize() {
      this.windowHalfX = window.innerWidth / 2;
      this.camera.aspect = window.innerWidth / window.innerHeight;
      this.camera.updateProjectionMatrix();
      this.renderer.setSize(window.innerWidth, window.innerHeight);
    },
  },
};
</script>

<style lang="less" scoped>
.particle-wavy {
  width: 100%;
  height: 100%;
  opacity: 0.3;
}
</style>