3d effect

3D

Dovrai installare un'estensione come Tampermonkey, Greasemonkey o Violentmonkey per installare questo script.

You will need to install an extension such as Tampermonkey to install this script.

Dovrai installare un'estensione come Tampermonkey o Violentmonkey per installare questo script.

Dovrai installare un'estensione come Tampermonkey o Userscripts per installare questo script.

Dovrai installare un'estensione come ad esempio Tampermonkey per installare questo script.

Dovrai installare un gestore di script utente per installare questo script.

(Ho già un gestore di script utente, lasciamelo installare!)

Dovrai installare un'estensione come ad esempio Stylus per installare questo stile.

Dovrai installare un'estensione come ad esempio Stylus per installare questo stile.

Dovrai installare un'estensione come ad esempio Stylus per installare questo stile.

Dovrai installare un'estensione per la gestione degli stili utente per installare questo stile.

Dovrai installare un'estensione per la gestione degli stili utente per installare questo stile.

Dovrai installare un'estensione per la gestione degli stili utente per installare questo stile.

(Ho già un gestore di stile utente, lasciamelo installare!)

// ==UserScript==
// @name         3d effect
// @namespace    http://tampermonkey.net/
// @version      0.0.1
// @description  3D
// @author       Destiny
// @match        *://landgreen.github.io/n-gon*
// @icon         https://www.google.com/s2/favicons?domain=landgreen.github.io/n-gon
// @grant        none
// @require      https://unpkg.com/[email protected]/three.min.js
// @run-at       document-end
// @license MIT
// ==/UserScript==

window.Image = new Proxy(window.Image, {
    construct() {
        const result = Reflect.construct(...arguments);
        result.crossOrigin = 'anonymous';
        return result;
    }
});
let skipRectMethods = true;
const originalFillRect = ctx.fillRect;
ctx.fillRect = function() {
    if (!skipRectMethods) {
        originalFillRect.apply(this, arguments);
    }
};

const originalStrokeRect = ctx.strokeRect;
ctx.strokeRect = function() {
    if (!skipRectMethods) {
        originalStrokeRect.apply(this, arguments);
    }
};

// const originalStroke = ctx.stroke;
// ctx.stroke = function() {
//     if (!(arguments[0] instanceof Path2D)) {
//         originalStroke.apply(this, arguments);
//     }
// };

// const originalFill = ctx.fill;
// ctx.fill = function() {
//     if (!skipRectMethods || !(arguments[0] instanceof Path2D)) {
//         originalFill.apply(this, arguments);
//     }
// };

canvas.style.opacity = '0';
console.warn = function() {
    // Do nothing
};

const renderer = new THREE.WebGLRenderer({ alpha: true, powerPreference: "high-performance" });

renderer.setPixelRatio(Math.min(window.devicePixelRatio, 2));
renderer.setSize(window.innerWidth, window.innerHeight);

renderer.domElement.style.position = 'absolute';
renderer.domElement.style.left = '0';
renderer.domElement.style.top = '0';
renderer.domElement.style.pointerEvents = 'none';

canvas.parentNode.insertBefore(renderer.domElement, canvas);

const scene = new THREE.Scene();

scene.background = new THREE.Color('red');

const camera = new THREE.PerspectiveCamera(60, 1, 0.1, 1000);

camera.position.z = Math.sin(Math.PI / 3) * 2;

const texture = new THREE.CanvasTexture(canvas);

texture.minFilter = THREE.LinearMipMapLinearFilter;
texture.magFilter = THREE.LinearFilter;

const material = new THREE.RawShaderMaterial({
    vertexShader: `
        attribute vec3 position;
        varying vec3 vPosition;
        void main() {
            vPosition = position;
            gl_Position = vec4(position, 1.0);
        }
    `,
    fragmentShader: `
        precision mediump float;
        uniform sampler2D mainTexture;
        uniform float depth;
        uniform mat4 modelViewMatrix;
        uniform mat4 projectionMatrix;
        varying vec3 vPosition;

        void main() {
            vec3 groundColor = vec3(0.804, 0.804, 0.804);
            vec3 red = vec3(0.867, 0.675, 0.678);
            vec4 a = vec4(0.0), b;
            const int count = 20;

            // Define light source in UV space (center of screen)
            vec2 lightPos = vec2(0.5, 0.5);

            for (int i = 0; i <= count; i++) {
                vec3 pos = vec3(vPosition.xy, float(i) / float(count) * depth);
                vec4 transformed = projectionMatrix * modelViewMatrix * vec4(pos, 1.0);
                vec2 uv = transformed.xy / transformed.w * 0.5 + 0.5;

                b = (uv.x < 0.0 || uv.x > 1.0 || uv.y < 0.0 || uv.y > 1.0)
                    ? vec4(groundColor, 1.0)
                    : texture2D(mainTexture, uv);



                a.rgb = a.rgb * a.a + b.rgb * b.a * (1.0 - a.a);
                a.a += b.a * (1.0 - a.a);
            }

            gl_FragColor = a;
        }
    `,
    uniforms: {
        mainTexture: { value: texture },
        depth: { value: 0.2 }
    }
});

const geometry = new THREE.PlaneGeometry(2, 2, 1, 1);

const mesh = new THREE.Mesh(geometry, material);
scene.add(mesh);

window.addEventListener('resize', function() {
    renderer.setSize(window.innerWidth, window.innerHeight);
}, false);

// let lastUpdate = performance.now();
function animate() {
    // const now = performance.now();
    // if (now - lastUpdate > 16) {
        skipRectMethods = true;
        texture.needsUpdate = true;
        skipRectMethods = false;
        // lastUpdate = now;
    // }
    renderer.render(scene, camera);
}
cycle = () => {
    if (!simulation.paused) requestAnimationFrame(cycle);
    const now = Date.now();
    const elapsed = now - simulation.then; // calc elapsed time since last loop
    if (elapsed > simulation.fpsInterval) { // if enough time has elapsed, draw the next frame
        simulation.then = now - (elapsed % simulation.fpsInterval); // Get ready for next frame by setting then=now.   Also, adjust for fpsInterval not being multiple of 16.67

        simulation.cycle++; //tracks game cycles
        m.cycle++; //tracks player cycles  //used to alow time to stop for everything, but the player
        if (simulation.clearNow) {
            simulation.clearNow = false;
            simulation.clearMap();
            level.start();
        }
        simulation.loop();
    }
    // animate();
}
setInterval(()=>{animate();}, 60);