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