project init
1.首页微调 2.新增游戏-鉴色
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324
src/components/color/index.vue
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324
src/components/color/index.vue
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<template>
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<div class="c-shader" ref="container"></div>
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</template>
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<script>
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import gsap from "gsap";
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import * as THREE from "three";
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import * as Stats from "stats.js";
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import colorVertex from "@/assets/shader/color_vertex.glsl";
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import colorFrag from "@/assets/shader/color_fragment.glsl";
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import { GUI } from "three/examples/jsm/libs/dat.gui.module.js";
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import { OrbitControls } from "three/examples/jsm/controls/OrbitControls.js";
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import { EffectComposer } from "three/examples/jsm/postprocessing/EffectComposer.js";
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import { RenderPass } from "three/examples/jsm/postprocessing/RenderPass.js";
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import { ShaderPass } from "three/examples/jsm/postprocessing/ShaderPass.js";
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import { UnrealBloomPass } from "three/examples/jsm/postprocessing/UnrealBloomPass.js";
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export default {
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name: "color",
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props: {
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msg: String,
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},
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data() {
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return {
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container: null,
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camera: null,
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scene: null,
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renderer: null,
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mouse: new THREE.Vector2(),
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raycaster: new THREE.Raycaster(),
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gui: new GUI(),
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ENTIRE_SCENE: 0,
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BLOOM_SCENE: 1,
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materials: {},
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params: {
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exposure: 1,
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bloomStrength: 5,
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bloomThreshold: 0,
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bloomRadius: 0,
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scene: "Scene with Glow",
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},
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};
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},
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created() {},
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mounted() {
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this.initStage();
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this.addAnimation();
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},
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methods: {
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initStage() {
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//基础参数
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this.container = this.$refs.container;
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this.camera = new THREE.Camera();
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this.camera.position.z = 1;
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this.scene = new THREE.Scene();
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this.bloomLayer = new THREE.Layers();
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this.bloomLayer.set(this.BLOOM_SCENE);
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this.darkMaterial = new THREE.MeshBasicMaterial({ color: "black" });
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// 定义 webglrender
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this.renderer = new THREE.WebGLRenderer({ antialias: true });
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this.renderer.setPixelRatio(window.devicePixelRatio);
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this.renderer.setSize(window.innerWidth, window.innerHeight);
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this.renderer.toneMapping = THREE.ReinhardToneMapping;
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this.container.appendChild(this.renderer.domElement);
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// 定义相机
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this.camera = new THREE.PerspectiveCamera(
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40,
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window.innerWidth / window.innerHeight,
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1,
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200
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);
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this.camera.position.set(0, 0, 20);
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this.camera.lookAt(0, 0, 0);
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// 定义操控
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this.controls = new OrbitControls(
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this.camera,
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this.renderer.domElement
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);
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this.controls.maxPolarAngle = Math.PI * 0.5;
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this.controls.minDistance = 1;
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this.controls.maxDistance = 100;
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this.controls.addEventListener("change", this.render);
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// 添加全局环境光
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this.scene.add(new THREE.AmbientLight(0x404040));
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this.renderScene = new RenderPass(this.scene, this.camera);
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this.bloomPass = new UnrealBloomPass(
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new THREE.Vector2(window.innerWidth, window.innerHeight),
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1.5,
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0.4,
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0.85
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);
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this.bloomPass.threshold = this.params.bloomThreshold;
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this.bloomPass.strength = this.params.bloomStrength;
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this.bloomPass.radius = this.params.bloomRadius;
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this.bloomComposer = new EffectComposer(this.renderer);
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this.bloomComposer.renderToScreen = false;
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this.bloomComposer.addPass(this.renderScene);
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this.bloomComposer.addPass(this.bloomPass);
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this.finalPass = new ShaderPass(
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new THREE.ShaderMaterial({
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uniforms: {
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baseTexture: { value: null },
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bloomTexture: {
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value: this.bloomComposer.renderTarget2.texture,
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},
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},
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vertexShader: colorVertex,
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fragmentShader: colorFrag,
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defines: {},
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}),
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"baseTexture"
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);
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this.finalPass.needsSwap = true;
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this.finalComposer = new EffectComposer(this.renderer);
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this.finalComposer.addPass(this.renderScene);
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this.finalComposer.addPass(this.finalPass);
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// 添加点击事件
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window.addEventListener("pointerdown", this.onPointerDown);
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this.gui
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.add(this.params, "scene", [
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"Scene with Glow",
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"Glow only",
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"Scene only",
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])
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.onChange((value) => {
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switch (value) {
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case "Scene with Glow":
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this.bloomComposer.renderToScreen = false;
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break;
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case "Glow only":
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this.bloomComposer.renderToScreen = true;
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break;
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case "Scene only":
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// nothing to do
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break;
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}
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this.render();
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});
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this.folder = this.gui.addFolder("Bloom Parameters");
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this.folder
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.add(this.params, "exposure", 0.1, 2)
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.onChange((value) => {
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this.renderer.toneMappingExposure = Math.pow(value, 4.0);
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this.render();
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});
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this.folder
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.add(this.params, "bloomThreshold", 0.0, 1.0)
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.onChange((value) => {
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this.bloomPass.threshold = Number(value);
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this.render();
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});
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this.folder
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.add(this.params, "bloomStrength", 0.0, 10.0)
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.onChange((value) => {
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this.bloomPass.strength = Number(value);
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this.render();
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});
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this.folder
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.add(this.params, "bloomRadius", 0.0, 1.0)
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.step(0.01)
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.onChange((value) => {
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this.bloomPass.radius = Number(value);
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this.render();
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});
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// 设置场景
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this.setupScene();
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},
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onPointerDown(event) {
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this.mouse.x = (event.clientX / window.innerWidth) * 2 - 1;
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this.mouse.y = -(event.clientY / window.innerHeight) * 2 + 1;
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this.raycaster.setFromCamera(this.mouse, this.camera);
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this.intersects = this.raycaster.intersectObjects(
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this.scene.children,
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false
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);
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if (this.intersects.length > 0) {
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const object = this.intersects[0].object;
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object.layers.toggle(this.BLOOM_SCENE);
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this.render();
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}
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},
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onWindowResize(event) {
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const width = window.innerWidth;
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const height = window.innerHeight;
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this.camera.aspect = width / height;
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this.camera.updateProjectionMatrix();
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this.renderer.setSize(width, height);
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this.bloomComposer.setSize(width, height);
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this.finalComposer.setSize(width, height);
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this.render();
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},
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setupScene() {
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this.scene.traverse(this.disposeMaterial);
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this.scene.children.length = 0;
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const geometry = new THREE.IcosahedronGeometry(1, 15);
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for (let i = 0; i < 50; i++) {
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const color = new THREE.Color();
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color.setHSL(Math.random(), 0.7, Math.random() * 0.2 + 0.05);
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const material = new THREE.MeshBasicMaterial({ color: color });
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const sphere = new THREE.Mesh(geometry, material);
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sphere.position.x = Math.random() * 10 - 5;
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sphere.position.y = Math.random() * 10 - 5;
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sphere.position.z = Math.random() * 10 - 5;
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sphere.position
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.normalize()
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.multiplyScalar(Math.random() * 4.0 + 2.0);
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sphere.scale.setScalar(Math.random() * Math.random() + 0.5);
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this.scene.add(sphere);
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if (Math.random() < 0.25)
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sphere.layers.enable(this.BLOOM_SCENE);
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}
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this.render();
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},
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disposeMaterial(obj) {
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if (obj.material) {
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obj.material.dispose();
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}
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},
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animate() {
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// requestAnimationFrame(this.animate);
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// this.render();
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},
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render() {
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switch (this.params.scene) {
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case "Scene only":
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this.renderer.render(this.scene, this.camera);
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break;
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case "Glow only":
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this.renderBloom(false);
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break;
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case "Scene with Glow":
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default:
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// render scene with bloom
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this.renderBloom(true);
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// render the entire scene, then render bloom scene on top
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this.finalComposer.render();
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break;
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}
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// this.renderer.render(this.scene, this.camera);
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},
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renderBloom(mask) {
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if (mask === true) {
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this.scene.traverse(this.darkenNonBloomed);
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this.bloomComposer.render();
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this.scene.traverse(this.restoreMaterial);
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} else {
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this.camera.layers.set(this.BLOOM_SCENE);
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this.bloomComposer.render();
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this.camera.layers.set(this.ENTIRE_SCENE);
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}
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},
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darkenNonBloomed(obj) {
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if (obj.isMesh && this.bloomLayer.test(obj.layers) === false) {
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this.materials[obj.uuid] = obj.material;
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obj.material = this.darkMaterial;
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}
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},
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restoreMaterial(obj) {
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if (this.materials[obj.uuid]) {
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obj.material = this.materials[obj.uuid];
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delete this.materials[obj.uuid];
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}
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},
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addAnimation() {
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gsap.to(this.params, {
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exposure: 1.2,
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duration: 2,
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yoyo: true,
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repeat: -1,
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onUpdate: () => {
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this.render();
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},
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});
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},
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},
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};
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</script>
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<!-- Add "scoped" attribute to limit CSS to this component only -->
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<style scoped lang="less">
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.c-shader {
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width: 100vw;
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height: 100vh;
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position: relative;
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z-index: 0;
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.select-btn {
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// background-color: #fff;
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.paCenterBottom(2%,50%,auto,10);
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}
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}
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</style>
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