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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>
<!-- Import maps polyfill -->
<!-- Remove this when import maps will be widely supported -->
<script async src="https://unpkg.com/es-module-shims@1.3.6/dist/es-module-shims.js"></script>
<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({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 maniplates 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 = 1;
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>