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<!-- Licensed under a BSD license. See license.html for license -->
<!DOCTYPE html>
<html>
<head>
<meta charset="utf-8">
<meta name="viewport" content="width=device-width, initial-scale=1.0, user-scalable=yes">
<title>Three.js - Fog w/GUI</title>
<style>
html, body {
height: 100%;
margin: 0;
}
#c {
width: 100%;
height: 100%;
display: block;
}
</style>
</head>
<body>
<canvas id="c"></canvas>
</body>
<script type="importmap">
{
"imports": {
"three": "../../build/three.module.js",
"three/addons/": "../../examples/jsm/"
}
}
</script>
<script type="module">
import * as THREE from 'three';
import { GUI } from 'three/addons/libs/lil-gui.module.min.js';
function main() {
const canvas = document.querySelector( '#c' );
const renderer = new THREE.WebGLRenderer( { antialias: true, canvas } );
const gui = new GUI();
const fov = 75;
const aspect = 2; // the canvas default
const near = 0.1;
const far = 5;
const camera = new THREE.PerspectiveCamera( fov, aspect, near, far );
camera.position.z = 2;
const scene = new THREE.Scene();
// We use this class to pass to lil-gui
// so when it manipulates near or far
// near is never > far and far is never < near
// Also when lil-gui manipulates color we'll
// update both the fog and background colors.
class FogGUIHelper {
constructor( fog, backgroundColor ) {
this.fog = fog;
this.backgroundColor = backgroundColor;
}
get near() {
return this.fog.near;
}
set near( v ) {
this.fog.near = v;
this.fog.far = Math.max( this.fog.far, v );
}
get far() {
return this.fog.far;
}
set far( v ) {
this.fog.far = v;
this.fog.near = Math.min( this.fog.near, v );
}
get color() {
return `#${this.fog.color.getHexString()}`;
}
set color( hexString ) {
this.fog.color.set( hexString );
this.backgroundColor.set( hexString );
}
}
{
const near = 1;
const far = 2;
const color = 'lightblue';
scene.fog = new THREE.Fog( color, near, far );
scene.background = new THREE.Color( color );
const fogGUIHelper = new FogGUIHelper( scene.fog, scene.background );
gui.add( fogGUIHelper, 'near', near, far ).listen();
gui.add( fogGUIHelper, 'far', near, far ).listen();
gui.addColor( fogGUIHelper, 'color' );
}
{
const color = 0xFFFFFF;
const intensity = 3;
const light = new THREE.DirectionalLight( color, intensity );
light.position.set( - 1, 2, 4 );
scene.add( light );
}
const boxWidth = 1;
const boxHeight = 1;
const boxDepth = 1;
const geometry = new THREE.BoxGeometry( boxWidth, boxHeight, boxDepth );
function makeInstance( geometry, color, x ) {
const material = new THREE.MeshPhongMaterial( { color } );
const cube = new THREE.Mesh( geometry, material );
scene.add( cube );
cube.position.x = x;
return cube;
}
const cubes = [
makeInstance( geometry, 0x44aa88, 0 ),
makeInstance( geometry, 0x8844aa, - 2 ),
makeInstance( geometry, 0xaa8844, 2 ),
];
function resizeRendererToDisplaySize( renderer ) {
const canvas = renderer.domElement;
const width = canvas.clientWidth;
const height = canvas.clientHeight;
const needResize = canvas.width !== width || canvas.height !== height;
if ( needResize ) {
renderer.setSize( width, height, false );
}
return needResize;
}
function render( time ) {
time *= 0.001;
if ( resizeRendererToDisplaySize( renderer ) ) {
const canvas = renderer.domElement;
camera.aspect = canvas.clientWidth / canvas.clientHeight;
camera.updateProjectionMatrix();
}
cubes.forEach( ( cube, ndx ) => {
const speed = 1 + ndx * .1;
const rot = time * speed;
cube.rotation.x = rot;
cube.rotation.y = rot;
} );
renderer.render( scene, camera );
requestAnimationFrame( render );
}
requestAnimationFrame( render );
}
main();
</script>
</html>