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共有 10 個文件被更改,包括 362 次插入0 次删除
  1. 9 0
      base.css
  2. 12 0
      index.html
  3. 328 0
      main.js
  4. 二進制
      resources/negx.jpg
  5. 二進制
      resources/negy.jpg
  6. 二進制
      resources/negz.jpg
  7. 二進制
      resources/posx.jpg
  8. 二進制
      resources/posy.jpg
  9. 二進制
      resources/posz.jpg
  10. 13 0
      resources/readme.txt

+ 9 - 0
base.css

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+body {
+  width: 100%;
+  height: 100%;
+  position: absolute;
+  background: #000000;
+  margin: 0;
+  padding: 0;
+  overscroll-behavior: none;
+}

+ 12 - 0
index.html

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+<!DOCTYPE html>
+<html>
+<head>
+  <title>Three.JS Tutorial: Fogggggg</title>
+  <meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0">
+  <link rel="stylesheet" type="text/css" href="base.css">
+</head>
+<body>
+  <script src="./main.js" type="module">
+  </script>
+</body>
+</html>

+ 328 - 0
main.js

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+import * as THREE from 'https://cdn.jsdelivr.net/npm/[email protected]/build/three.module.js';
+
+import {OrbitControls} from 'https://cdn.jsdelivr.net/npm/[email protected]/examples/jsm/controls/OrbitControls.js';
+
+
+const _NOISE_GLSL = `
+//
+// Description : Array and textureless GLSL 2D/3D/4D simplex
+//               noise functions.
+//      Author : Ian McEwan, Ashima Arts.
+//  Maintainer : stegu
+//     Lastmod : 20201014 (stegu)
+//     License : Copyright (C) 2011 Ashima Arts. All rights reserved.
+//               Distributed under the MIT License. See LICENSE file.
+//               https://github.com/ashima/webgl-noise
+//               https://github.com/stegu/webgl-noise
+//
+
+vec3 mod289(vec3 x) {
+  return x - floor(x * (1.0 / 289.0)) * 289.0;
+}
+
+vec4 mod289(vec4 x) {
+  return x - floor(x * (1.0 / 289.0)) * 289.0;
+}
+
+vec4 permute(vec4 x) {
+     return mod289(((x*34.0)+1.0)*x);
+}
+
+vec4 taylorInvSqrt(vec4 r)
+{
+  return 1.79284291400159 - 0.85373472095314 * r;
+}
+
+float snoise(vec3 v)
+{
+  const vec2  C = vec2(1.0/6.0, 1.0/3.0) ;
+  const vec4  D = vec4(0.0, 0.5, 1.0, 2.0);
+
+// First corner
+  vec3 i  = floor(v + dot(v, C.yyy) );
+  vec3 x0 =   v - i + dot(i, C.xxx) ;
+
+// Other corners
+  vec3 g = step(x0.yzx, x0.xyz);
+  vec3 l = 1.0 - g;
+  vec3 i1 = min( g.xyz, l.zxy );
+  vec3 i2 = max( g.xyz, l.zxy );
+
+  //   x0 = x0 - 0.0 + 0.0 * C.xxx;
+  //   x1 = x0 - i1  + 1.0 * C.xxx;
+  //   x2 = x0 - i2  + 2.0 * C.xxx;
+  //   x3 = x0 - 1.0 + 3.0 * C.xxx;
+  vec3 x1 = x0 - i1 + C.xxx;
+  vec3 x2 = x0 - i2 + C.yyy; // 2.0*C.x = 1/3 = C.y
+  vec3 x3 = x0 - D.yyy;      // -1.0+3.0*C.x = -0.5 = -D.y
+
+// Permutations
+  i = mod289(i);
+  vec4 p = permute( permute( permute(
+             i.z + vec4(0.0, i1.z, i2.z, 1.0 ))
+           + i.y + vec4(0.0, i1.y, i2.y, 1.0 ))
+           + i.x + vec4(0.0, i1.x, i2.x, 1.0 ));
+
+// Gradients: 7x7 points over a square, mapped onto an octahedron.
+// The ring size 17*17 = 289 is close to a multiple of 49 (49*6 = 294)
+  float n_ = 0.142857142857; // 1.0/7.0
+  vec3  ns = n_ * D.wyz - D.xzx;
+
+  vec4 j = p - 49.0 * floor(p * ns.z * ns.z);  //  mod(p,7*7)
+
+  vec4 x_ = floor(j * ns.z);
+  vec4 y_ = floor(j - 7.0 * x_ );    // mod(j,N)
+
+  vec4 x = x_ *ns.x + ns.yyyy;
+  vec4 y = y_ *ns.x + ns.yyyy;
+  vec4 h = 1.0 - abs(x) - abs(y);
+
+  vec4 b0 = vec4( x.xy, y.xy );
+  vec4 b1 = vec4( x.zw, y.zw );
+
+  //vec4 s0 = vec4(lessThan(b0,0.0))*2.0 - 1.0;
+  //vec4 s1 = vec4(lessThan(b1,0.0))*2.0 - 1.0;
+  vec4 s0 = floor(b0)*2.0 + 1.0;
+  vec4 s1 = floor(b1)*2.0 + 1.0;
+  vec4 sh = -step(h, vec4(0.0));
+
+  vec4 a0 = b0.xzyw + s0.xzyw*sh.xxyy ;
+  vec4 a1 = b1.xzyw + s1.xzyw*sh.zzww ;
+
+  vec3 p0 = vec3(a0.xy,h.x);
+  vec3 p1 = vec3(a0.zw,h.y);
+  vec3 p2 = vec3(a1.xy,h.z);
+  vec3 p3 = vec3(a1.zw,h.w);
+
+//Normalise gradients
+  vec4 norm = taylorInvSqrt(vec4(dot(p0,p0), dot(p1,p1), dot(p2, p2), dot(p3,p3)));
+  p0 *= norm.x;
+  p1 *= norm.y;
+  p2 *= norm.z;
+  p3 *= norm.w;
+
+// Mix final noise value
+  vec4 m = max(0.5 - vec4(dot(x0,x0), dot(x1,x1), dot(x2,x2), dot(x3,x3)), 0.0);
+  m = m * m;
+  return 105.0 * dot( m*m, vec4( dot(p0,x0), dot(p1,x1),
+                                dot(p2,x2), dot(p3,x3) ) );
+}
+
+float FBM(vec3 p) {
+  float value = 0.0;
+  float amplitude = 0.5;
+  float frequency = 0.0;
+  for (int i = 0; i < 6; ++i) {
+    value += amplitude * snoise(p);
+    p *= 2.0;
+    amplitude *= 0.5;
+  }
+  return value;
+}
+`;
+
+
+class FogDemo {
+  constructor() {
+    this.Initialize_();
+  }
+
+  Initialize_() {
+
+    THREE.ShaderChunk.fog_fragment = `
+    #ifdef USE_FOG
+      vec3 fogOrigin = cameraPosition;
+      vec3 fogDirection = normalize(vWorldPosition - fogOrigin);
+      float fogDepth = distance(vWorldPosition, fogOrigin);
+
+      // f(p) = fbm( p + fbm( p ) )
+      vec3 noiseSampleCoord = vWorldPosition * 0.00025 + vec3(
+          0.0, 0.0, fogTime * 0.025);
+      float noiseSample = FBM(noiseSampleCoord + FBM(noiseSampleCoord)) * 0.5 + 0.5;
+      fogDepth *= mix(noiseSample, 1.0, saturate((fogDepth - 5000.0) / 5000.0));
+      fogDepth *= fogDepth;
+
+      float heightFactor = 0.05;
+      float fogFactor = heightFactor * exp(-fogOrigin.y * fogDensity) * (
+          1.0 - exp(-fogDepth * fogDirection.y * fogDensity)) / fogDirection.y;
+      fogFactor = saturate(fogFactor);
+
+      gl_FragColor.rgb = mix( gl_FragColor.rgb, fogColor, fogFactor );
+    #endif`;
+    
+    THREE.ShaderChunk.fog_pars_fragment = _NOISE_GLSL + `
+    #ifdef USE_FOG
+      uniform float fogTime;
+      uniform vec3 fogColor;
+      varying vec3 vWorldPosition;
+      #ifdef FOG_EXP2
+        uniform float fogDensity;
+      #else
+        uniform float fogNear;
+        uniform float fogFar;
+      #endif
+    #endif`;
+    
+    THREE.ShaderChunk.fog_vertex = `
+    #ifdef USE_FOG
+      vWorldPosition = worldPosition.xyz;
+    #endif`;
+    
+    THREE.ShaderChunk.fog_pars_vertex = `
+    #ifdef USE_FOG
+      varying vec3 vWorldPosition;
+    #endif`;
+
+    this.threejs_ = new THREE.WebGLRenderer({
+      antialias: true,
+    });
+    this.threejs_.shadowMap.enabled = true;
+    this.threejs_.shadowMap.type = THREE.PCFSoftShadowMap;
+    this.threejs_.setPixelRatio(window.devicePixelRatio);
+    this.threejs_.setSize(window.innerWidth, window.innerHeight);
+
+    document.body.appendChild(this.threejs_.domElement);
+
+    window.addEventListener('resize', () => {
+      this.OnWindowResize_();
+    }, false);
+
+    const fov = 60;
+    const aspect = 1920 / 1080;
+    const near = 1.0;
+    const far = 20000.0;
+    this.camera_ = new THREE.PerspectiveCamera(fov, aspect, near, far);
+    this.camera_.position.set(75, 20, 0);
+
+    this.scene_ = new THREE.Scene();
+
+    let light = new THREE.DirectionalLight(0xFFFFFF, 1.0);
+    light.position.set(20, 100, 10);
+    light.target.position.set(0, 0, 0);
+    light.castShadow = true;
+    light.shadow.bias = -0.001;
+    light.shadow.mapSize.width = 2048;
+    light.shadow.mapSize.height = 2048;
+    light.shadow.camera.near = 0.1;
+    light.shadow.camera.far = 500.0;
+    light.shadow.camera.near = 0.5;
+    light.shadow.camera.far = 500.0;
+    light.shadow.camera.left = 100;
+    light.shadow.camera.right = -100;
+    light.shadow.camera.top = 100;
+    light.shadow.camera.bottom = -100;
+    this.scene_.add(light);
+
+    light = new THREE.AmbientLight(0x101010);
+    this.scene_.add(light);
+
+    const controls = new OrbitControls(
+      this.camera_, this.threejs_.domElement);
+    controls.target.set(0, 20, 0);
+    controls.update();
+
+    this.shaders_ = [];
+    const ModifyShader_ = (s) => {
+      this.shaders_.push(s);
+      s.uniforms.fogTime = {value: 0.0};
+    }
+
+    const sky = new THREE.Mesh(
+        new THREE.SphereGeometry(10000, 32, 32),
+        new THREE.MeshBasicMaterial({
+            color: 0x8080FF,
+            side: THREE.BackSide,
+        })
+    );
+    sky.material.onBeforeCompile = ModifyShader_;
+    this.scene_.add(sky);
+
+    const ground = new THREE.Mesh(
+        new THREE.PlaneGeometry(20000, 20000, 300, 300),
+        new THREE.MeshStandardMaterial({
+            color: 0x808080,
+        })
+    );
+    ground.rotation.x = -Math.PI / 2.0;
+    ground.material.onBeforeCompile = ModifyShader_;
+    this.scene_.add(ground);
+
+    const trunkMat = new THREE.MeshStandardMaterial({color: 0x808080});
+    const leavesMat = new THREE.MeshStandardMaterial({color: 0x80FF80});
+    const trunkGeo = new THREE.BoxGeometry(1, 1, 1);
+    const leavesGeo = new THREE.ConeGeometry(1, 1, 32);
+
+    trunkMat.onBeforeCompile = ModifyShader_;
+    leavesMat.onBeforeCompile = ModifyShader_;
+
+    for (let x = 0; x < 50; ++x) {
+      for (let y = 0; y < 50; ++y) {
+        const trunk = new THREE.Mesh(trunkGeo, trunkMat);
+        const leaves = new THREE.Mesh(leavesGeo, leavesMat);
+        trunk.scale.set(20, (Math.random() + 1.0) * 100.0, 20);
+        trunk.position.set(
+            15000.0 * (Math.random() * 2.0 - 1.0),
+            trunk.scale.y / 2.0,
+            15000.0 * (Math.random() * 2.0 - 1.0));
+
+        leaves.scale.copy(trunk.scale);
+        leaves.scale.set(100, trunk.scale.y * 5.0, 100);
+        leaves.position.set(
+            trunk.position.x,
+            leaves.scale.y / 2 + (Math.random() + 1) * 25,
+            trunk.position.z);
+
+        this.scene_.add(trunk);
+        this.scene_.add(leaves);
+      }
+    }
+
+    const monolith = new THREE.Mesh(
+        new THREE.BoxGeometry(500, 2000, 100),
+        new THREE.MeshStandardMaterial({color: 0x000000, metalness: 0.9}));
+    monolith.position.set(0, 1000, 5000);
+    monolith.material.onBeforeCompile = ModifyShader_;
+    this.scene_.add(monolith);
+
+    // this.scene_.fog = new THREE.Fog(0xDFE9F3, 0.0, 500.0);
+    this.scene_.fog = new THREE.FogExp2(0xDFE9F3, 0.0000005);
+
+    this.totalTime_ = 0.0;
+    this.previousRAF_ = null;
+    this.RAF_();
+  }
+
+  OnWindowResize_() {
+    this.camera_.aspect = window.innerWidth / window.innerHeight;
+    this.camera_.updateProjectionMatrix();
+    this.threejs_.setSize(window.innerWidth, window.innerHeight);
+  }
+
+  RAF_() {
+    requestAnimationFrame((t) => {
+      if (this.previousRAF_ === null) {
+        this.previousRAF_ = t;
+      }
+
+      this.Step_((t - this.previousRAF_) * 0.001);
+      this.previousRAF_ = t;
+      
+      this.threejs_.render(this.scene_, this.camera_);
+      this.RAF_();
+    });
+  }
+
+  Step_(timeElapsed) {
+    this.totalTime_ += timeElapsed;
+    for (let s of this.shaders_) {
+      s.uniforms.fogTime.value = this.totalTime_;
+    }
+  }
+}
+
+
+let _APP = null;
+
+window.addEventListener('DOMContentLoaded', () => {
+  _APP = new FogDemo();
+});

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resources/negx.jpg


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resources/negy.jpg


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resources/negz.jpg


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resources/posx.jpg


二進制
resources/posy.jpg


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resources/posz.jpg


+ 13 - 0
resources/readme.txt

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+Author
+======
+
+This is the work of Emil Persson, aka Humus.
+http://www.humus.name
+
+
+
+License
+=======
+
+This work is licensed under a Creative Commons Attribution 3.0 Unported License.
+http://creativecommons.org/licenses/by/3.0/