amd-three.js is an example of how to structure an three.js application, with functionality split into different Require.js modules.
It is meant as a starting point for more involved projects involving three.js, where having all the code in one file can quickly get unwieldy.
It is also useful for prototyping, as a lot of the boilerplate is moved out of your way.
Live demo of this repository can be found at https://github.com/felixpalmer/amd-three.js
Just host this directory with a webserver of your choice. You can also use the webserver.sh
script included (provided you have Python) to set up a simple development server.
Then visit http://localhost:8000 in your browser.
Custom shaders are put in /js/shaders
and are saved as .vert or .frag files, for ease of editing. Shaders are loaded into the app using a Require.js plugin which can be found at js/lib/shader
. This allow you to get the shader code in a module like so:
define( ["three", "shader!simple.frag"], function ( THREE, simpleFrag ) {
// Value of shader is now in simpleFrag.value
// The shader object also supports redefinition of #define statements
simpleFrag.define( "faceColor", "vec3(1.0, 0, 0)" );
...
See js/app/material.js
for details.
The shader plugin also supports #include
statements, allowing you to split up your shader code - or share common code. See the js/shaders/simple.vert
for an example.
You may want to validate your shaders during development, for this you can use the GLSL validator tool, which also supports #include
statements.
The structure of the file is as per the recommendations in the docs for Require.js. Namely, all the Javascript lives in the js
folder, with the Three.js library and extension code in js/lib
, while the app specific code is in js/app
. The idea is that you shouldn't ever need to modify the files in js/lib
, only add third party code.
The common three.js constructs, e.g. camera
, renderer
are all put into their own modules within the js/app
directory, and are injected into the js/app/app.js
file where they are brought together. They sometimes include each other, e.g. the light
module needs to know about the scene
. By splitting these object into modules, we are in essence creating singletons, which means we don't have to worry about which order we create them in, as Require.js will figure out the dependencies for us.