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