Pen Settings

HTML

CSS

CSS Base

Vendor Prefixing

Add External Stylesheets/Pens

Any URL's added here will be added as <link>s in order, and before the CSS in the editor. If you link to another Pen, it will include the CSS from that Pen. If the preprocessor matches, it will attempt to combine them before processing.

+ add another resource

JavaScript

Babel includes JSX processing.

Add External Scripts/Pens

Any URL's added here will be added as <script>s in order, and run before the JavaScript in the editor. You can use the URL of any other Pen and it will include the JavaScript from that Pen.

+ add another resource

Packages

Add Packages

Search for and use JavaScript packages from npm here. By selecting a package, an import statement will be added to the top of the JavaScript editor for this package.

Behavior

Save Automatically?

If active, Pens will autosave every 30 seconds after being saved once.

Auto-Updating Preview

If enabled, the preview panel updates automatically as you code. If disabled, use the "Run" button to update.

Format on Save

If enabled, your code will be formatted when you actively save your Pen. Note: your code becomes un-folded during formatting.

Editor Settings

Code Indentation

Want to change your Syntax Highlighting theme, Fonts and more?

Visit your global Editor Settings.

HTML

              
                <div class="relative w-screen h-screen">
  <div class="simple-fbm w-full h-full bg-black"></div>
</div>
              
            
!

CSS

              
                body {
  display: flex;
  justify-content: center;
  align-items: center;
  min-height: 100vh;
  margin: 0;
}

              
            
!

JS

              
                import * as THREE from "https://cdn.skypack.dev/three@0.124.0";
import ky from "https://cdn.skypack.dev/kyouka@1.2.5";
import { OrbitControls } from "https://cdn.skypack.dev/three@0.124.0/examples/jsm/controls/OrbitControls";
import { GLTFLoader } from "https://cdn.skypack.dev/three@0.124.0/examples/jsm/loaders/GLTFLoader";
import { FBXLoader } from "https://cdn.skypack.dev/three@0.124.0/examples/jsm/loaders/FBXLoader";
import { EffectComposer } from "https://cdn.skypack.dev/three@0.124.0/examples/jsm/postprocessing/EffectComposer";
import Stats from "https://cdn.skypack.dev/three@0.124.0/examples/jsm/libs/stats.module";
import * as dat from "https://cdn.skypack.dev/dat.gui@0.7.7";

const calcAspect = (el: HTMLElement) => el.clientWidth / el.clientHeight;

const getNormalizedMousePos = (e: MouseEvent | Touch) => {
  return {
    x: (e.clientX / window.innerWidth) * 2 - 1,
    y: -(e.clientY / window.innerHeight) * 2 + 1
  };
};

const simpleFBMVertexShader = `
varying vec2 vUv;
varying vec3 vPosition;

void main(){
    vec4 modelPosition=modelMatrix*vec4(position,1.);
    vec4 viewPosition=viewMatrix*modelPosition;
    vec4 projectedPosition=projectionMatrix*viewPosition;
    gl_Position=projectedPosition;
    
    vUv=uv;
    vPosition=position;
}
`;

const simpleFBMFragmentShader = `
#define GLSLIFY 1
vec2 centerUv(vec2 uv,vec2 resolution){
    uv=2.*uv-1.;
    float aspect=resolution.x/resolution.y;
    uv.x*=aspect;
    return uv;
}

//
// Description : Array and textureless GLSL 2D simplex noise function.
//      Author : Ian McEwan, Ashima Arts.
//  Maintainer : ijm
//     Lastmod : 20110822 (ijm)
//     License : Copyright (C) 2011 Ashima Arts. All rights reserved.
//               Distributed under the MIT License. See LICENSE file.
//               https://github.com/ashima/webgl-noise
//

vec3 mod289(vec3 x) {
  return x - floor(x * (1.0 / 289.0)) * 289.0;
}

vec2 mod289(vec2 x) {
  return x - floor(x * (1.0 / 289.0)) * 289.0;
}

vec3 permute(vec3 x) {
  return mod289(((x*34.0)+1.0)*x);
}

float snoise(vec2 v)
  {
  const vec4 C = vec4(0.211324865405187,  // (3.0-sqrt(3.0))/6.0
                      0.366025403784439,  // 0.5*(sqrt(3.0)-1.0)
                     -0.577350269189626,  // -1.0 + 2.0 * C.x
                      0.024390243902439); // 1.0 / 41.0
// First corner
  vec2 i  = floor(v + dot(v, C.yy) );
  vec2 x0 = v -   i + dot(i, C.xx);

// Other corners
  vec2 i1;
  //i1.x = step( x0.y, x0.x ); // x0.x > x0.y ? 1.0 : 0.0
  //i1.y = 1.0 - i1.x;
  i1 = (x0.x > x0.y) ? vec2(1.0, 0.0) : vec2(0.0, 1.0);
  // x0 = x0 - 0.0 + 0.0 * C.xx ;
  // x1 = x0 - i1 + 1.0 * C.xx ;
  // x2 = x0 - 1.0 + 2.0 * C.xx ;
  vec4 x12 = x0.xyxy + C.xxzz;
  x12.xy -= i1;

// Permutations
  i = mod289(i); // Avoid truncation effects in permutation
  vec3 p = permute( permute( i.y + vec3(0.0, i1.y, 1.0 ))
    + i.x + vec3(0.0, i1.x, 1.0 ));

  vec3 m = max(0.5 - vec3(dot(x0,x0), dot(x12.xy,x12.xy), dot(x12.zw,x12.zw)), 0.0);
  m = m*m ;
  m = m*m ;

// Gradients: 41 points uniformly over a line, mapped onto a diamond.
// The ring size 17*17 = 289 is close to a multiple of 41 (41*7 = 287)

  vec3 x = 2.0 * fract(p * C.www) - 1.0;
  vec3 h = abs(x) - 0.5;
  vec3 ox = floor(x + 0.5);
  vec3 a0 = x - ox;

// Normalise gradients implicitly by scaling m
// Approximation of: m *= inversesqrt( a0*a0 + h*h );
  m *= 1.79284291400159 - 0.85373472095314 * ( a0*a0 + h*h );

// Compute final noise value at P
  vec3 g;
  g.x  = a0.x  * x0.x  + h.x  * x0.y;
  g.yz = a0.yz * x12.xz + h.yz * x12.yw;
  return 130.0 * dot(m, g);
}

uniform float uTime;
uniform vec2 uMouse;
uniform vec2 uResolution;

varying vec2 vUv;
varying vec3 vPosition;

#define OCTAVES 6

float fbm(vec2 p){
    float sum=0.;
    float amp=.5;
    for(int i=0;i<OCTAVES;i++){
        float noise=snoise(p)*amp;
        sum+=noise;
        p*=2.;
        amp*=.5;
    }
    return sum;
}

void main(){
    vec2 cUv=centerUv(vUv,uResolution);
    vec2 p=cUv*3.;
    float noise=fbm(p);
    vec3 color=vec3(noise);
    gl_FragColor=vec4(color,1.);
}
`;

class Base {
  debug: boolean;
  container: HTMLElement | null;
  scene!: THREE.Scene;
  camera!: THREE.PerspectiveCamera | THREE.OrthographicCamera;
  rendererParams!: Record<string, any>;
  perspectiveCameraParams!: Record<string, any>;
  orthographicCameraParams!: Record<string, any>;
  cameraPosition!: THREE.Vector3;
  lookAtPosition!: THREE.Vector3;
  renderer!: THREE.WebGLRenderer;
  controls!: OrbitControls;
  mousePos!: THREE.Vector2;
  raycaster!: THREE.Raycaster;
  sound!: THREE.Audio;
  stats!: Stats;
  composer!: EffectComposer;
  shaderMaterial!: THREE.ShaderMaterial;
  mouseSpeed!: number;
  constructor(sel: string, debug = false) {
    this.debug = debug;
    this.container = document.querySelector(sel);
    this.perspectiveCameraParams = {
      fov: 75,
      near: 0.1,
      far: 100
    };
    this.orthographicCameraParams = {
      zoom: 2,
      near: -100,
      far: 1000
    };
    this.cameraPosition = new THREE.Vector3(0, 3, 10);
    this.lookAtPosition = new THREE.Vector3(0, 0, 0);
    this.rendererParams = {
      outputEncoding: THREE.LinearEncoding,
      config: {
        alpha: true,
        antialias: true
      }
    };
    this.mousePos = new THREE.Vector2(0, 0);
    this.mouseSpeed = 0;
  }
  // 初始化
  init() {
    this.createScene();
    this.createPerspectiveCamera();
    this.createRenderer();
    this.createMesh({});
    this.createLight();
    this.createOrbitControls();
    this.addListeners();
    this.setLoop();
  }
  // 创建场景
  createScene() {
    const scene = new THREE.Scene();
    if (this.debug) {
      scene.add(new THREE.AxesHelper());
      const stats = Stats();
      this.container!.appendChild(stats.dom);
      this.stats = stats;
    }
    this.scene = scene;
  }
  // 创建透视相机
  createPerspectiveCamera() {
    const { perspectiveCameraParams, cameraPosition, lookAtPosition } = this;
    const { fov, near, far } = perspectiveCameraParams;
    const aspect = calcAspect(this.container!);
    const camera = new THREE.PerspectiveCamera(fov, aspect, near, far);
    camera.position.copy(cameraPosition);
    camera.lookAt(lookAtPosition);
    this.camera = camera;
  }
  // 创建正交相机
  createOrthographicCamera() {
    const { orthographicCameraParams, cameraPosition, lookAtPosition } = this;
    const { left, right, top, bottom, near, far } = orthographicCameraParams;
    const camera = new THREE.OrthographicCamera(
      left,
      right,
      top,
      bottom,
      near,
      far
    );
    camera.position.copy(cameraPosition);
    camera.lookAt(lookAtPosition);
    this.camera = camera;
  }
  // 更新正交相机参数
  updateOrthographicCameraParams() {
    const { container } = this;
    const { zoom, near, far } = this.orthographicCameraParams;
    const aspect = calcAspect(container!);
    this.orthographicCameraParams = {
      left: -zoom * aspect,
      right: zoom * aspect,
      top: zoom,
      bottom: -zoom,
      near,
      far,
      zoom
    };
  }
  // 创建渲染
  createRenderer(useWebGL1 = false) {
    const { rendererParams } = this;
    const { outputEncoding, config } = rendererParams;
    const renderer = !useWebGL1
      ? new THREE.WebGLRenderer(config)
      : new THREE.WebGL1Renderer(config);
    renderer.setSize(this.container!.clientWidth, this.container!.clientHeight);
    renderer.outputEncoding = outputEncoding;
    this.resizeRendererToDisplaySize();
    this.container?.appendChild(renderer.domElement);
    this.renderer = renderer;
    this.renderer.setClearColor(0x000000, 0);
  }
  // 允许投影
  enableShadow() {
    this.renderer.shadowMap.enabled = true;
  }
  // 调整渲染器尺寸
  resizeRendererToDisplaySize() {
    const { renderer } = this;
    if (!renderer) {
      return;
    }
    const canvas = renderer.domElement;
    const pixelRatio = window.devicePixelRatio;
    const { clientWidth, clientHeight } = canvas;
    const width = (clientWidth * pixelRatio) | 0;
    const height = (clientHeight * pixelRatio) | 0;
    const isResizeNeeded = canvas.width !== width || canvas.height !== height;
    if (isResizeNeeded) {
      renderer.setSize(width, height, false);
    }
    return isResizeNeeded;
  }
  // 创建网格
  createMesh(
    meshObject: MeshObject,
    container: THREE.Scene | THREE.Mesh = this.scene
  ) {
    const {
      geometry = new THREE.BoxGeometry(1, 1, 1),
      material = new THREE.MeshStandardMaterial({
        color: new THREE.Color("#d9dfc8")
      }),
      position = new THREE.Vector3(0, 0, 0)
    } = meshObject;
    const mesh = new THREE.Mesh(geometry, material);
    mesh.position.copy(position);
    container.add(mesh);
    return mesh;
  }
  // 创建光源
  createLight() {
    const dirLight = new THREE.DirectionalLight(
      new THREE.Color("#ffffff"),
      0.5
    );
    dirLight.position.set(0, 50, 0);
    this.scene.add(dirLight);
    const ambiLight = new THREE.AmbientLight(new THREE.Color("#ffffff"), 0.4);
    this.scene.add(ambiLight);
  }
  // 创建轨道控制
  createOrbitControls() {
    const controls = new OrbitControls(this.camera, this.renderer.domElement);
    const { lookAtPosition } = this;
    controls.target.copy(lookAtPosition);
    controls.update();
    this.controls = controls;
  }
  // 监听事件
  addListeners() {
    this.onResize();
  }
  // 监听画面缩放
  onResize() {
    window.addEventListener("resize", (e) => {
      if (this.shaderMaterial) {
        this.shaderMaterial.uniforms.uResolution.value.x = window.innerWidth;
        this.shaderMaterial.uniforms.uResolution.value.y = window.innerHeight;
        this.renderer.setSize(window.innerWidth, window.innerHeight);
      } else {
        if (this.camera instanceof THREE.PerspectiveCamera) {
          const aspect = calcAspect(this.container!);
          const camera = this.camera as THREE.PerspectiveCamera;
          camera.aspect = aspect;
          camera.updateProjectionMatrix();
        } else if (this.camera instanceof THREE.OrthographicCamera) {
          this.updateOrthographicCameraParams();
          const camera = this.camera as THREE.OrthographicCamera;
          const {
            left,
            right,
            top,
            bottom,
            near,
            far
          } = this.orthographicCameraParams;
          camera.left = left;
          camera.right = right;
          camera.top = top;
          camera.bottom = bottom;
          camera.near = near;
          camera.far = far;
          camera.updateProjectionMatrix();
        }
        this.renderer.setSize(
          this.container!.clientWidth,
          this.container!.clientHeight
        );
      }
    });
  }
  // 动画
  update() {
    console.log("animation");
  }
  // 渲染
  setLoop() {
    this.renderer.setAnimationLoop(() => {
      this.resizeRendererToDisplaySize();
      this.update();
      if (this.controls) {
        this.controls.update();
      }
      if (this.stats) {
        this.stats.update();
      }
      if (this.composer) {
        this.composer.render();
      } else {
        this.renderer.render(this.scene, this.camera);
      }
    });
  }
  // 创建文本
  createText(
    text = "",
    config: THREE.TextGeometryParameters,
    material: THREE.Material = new THREE.MeshStandardMaterial({
      color: "#ffffff"
    })
  ) {
    const geo = new THREE.TextGeometry(text, config);
    const mesh = new THREE.Mesh(geo, material);
    return mesh;
  }
  // 创建音效源
  createAudioSource() {
    const listener = new THREE.AudioListener();
    this.camera.add(listener);
    const sound = new THREE.Audio(listener);
    this.sound = sound;
  }
  // 加载音效
  loadAudio(url: string): Promise<AudioBuffer> {
    const loader = new THREE.AudioLoader();
    return new Promise((resolve) => {
      loader.load(url, (buffer) => {
        this.sound.setBuffer(buffer);
        resolve(buffer);
      });
    });
  }
  // 加载模型
  loadModel(url: string): Promise<THREE.Object3D> {
    const loader = new GLTFLoader();
    return new Promise((resolve, reject) => {
      loader.load(
        url,
        (gltf) => {
          const model = gltf.scene;
          console.log(model);
          resolve(model);
        },
        undefined,
        (err) => {
          console.log(err);
          reject();
        }
      );
    });
  }
  // 加载FBX模型
  loadFBXModel(url: string): Promise<THREE.Object3D> {
    const loader = new FBXLoader();
    return new Promise((resolve, reject) => {
      loader.load(
        url,
        (obj) => {
          resolve(obj);
        },
        undefined,
        (err) => {
          console.log(err);
          reject();
        }
      );
    });
  }
  // 加载字体
  loadFont(url: string): Promise<THREE.Font> {
    const loader = new THREE.FontLoader();
    return new Promise((resolve) => {
      loader.load(url, (font) => {
        resolve(font);
      });
    });
  }
  // 创建点选模型
  createRaycaster() {
    this.raycaster = new THREE.Raycaster();
    this.trackMousePos();
  }
  // 追踪鼠标位置
  trackMousePos() {
    window.addEventListener("mousemove", (e) => {
      this.setMousePos(e);
    });
    window.addEventListener(
      "touchstart",
      (e: TouchEvent) => {
        this.setMousePos(e.touches[0]);
      },
      { passive: false }
    );
    window.addEventListener("touchmove", (e: TouchEvent) => {
      this.setMousePos(e.touches[0]);
    });
  }
  // 设置鼠标位置
  setMousePos(e: MouseEvent | Touch) {
    const { x, y } = getNormalizedMousePos(e);
    this.mousePos.x = x;
    this.mousePos.y = y;
  }
  // 获取点击物
  getInterSects(container = this.scene): THREE.Intersection[] {
    this.raycaster.setFromCamera(this.mousePos, this.camera);
    const intersects = this.raycaster.intersectObjects(
      container.children,
      true
    );
    return intersects;
  }
  // 选中点击物时
  onChooseIntersect(target: THREE.Object3D, container = this.scene) {
    const intersects = this.getInterSects(container);
    const intersect = intersects[0];
    if (!intersect || !intersect.face) {
      return null;
    }
    const { object } = intersect;
    return target === object ? intersect : null;
  }
  // 获取跟屏幕同像素的fov角度
  getScreenFov() {
    return ky.rad2deg(
      2 * Math.atan(window.innerHeight / 2 / this.cameraPosition.z)
    );
  }
  // 获取重心坐标系
  getBaryCoord(bufferGeometry: THREE.BufferGeometry) {
    // https://gist.github.com/mattdesl/e399418558b2b52b58f5edeafea3c16c
    const length = bufferGeometry.attributes.position.array.length;
    const count = length / 3;
    const bary = [];
    for (let i = 0; i < count; i++) {
      bary.push(0, 0, 1, 0, 1, 0, 1, 0, 0);
    }
    const aCenter = new Float32Array(bary);
    bufferGeometry.setAttribute(
      "aCenter",
      new THREE.BufferAttribute(aCenter, 3)
    );
  }
  // 追踪鼠标速度
  trackMouseSpeed() {
    // https://stackoverflow.com/questions/6417036/track-mouse-speed-with-js
    let lastMouseX = -1;
    let lastMouseY = -1;
    let mouseSpeed = 0;
    window.addEventListener("mousemove", (e) => {
      const mousex = e.pageX;
      const mousey = e.pageY;
      if (lastMouseX > -1) {
        mouseSpeed = Math.max(
          Math.abs(mousex - lastMouseX),
          Math.abs(mousey - lastMouseY)
        );
        this.mouseSpeed = mouseSpeed / 100;
      }
      lastMouseX = mousex;
      lastMouseY = mousey;
    });
    document.addEventListener("mouseleave", () => {
      this.mouseSpeed = 0;
    });
  }
  // 使用PCFSoft阴影
  usePCFSoftShadowMap() {
    this.renderer.shadowMap.type = THREE.PCFSoftShadowMap;
  }
  // 使用VSM阴影
  useVSMShadowMap() {
    this.renderer.shadowMap.type = THREE.VSMShadowMap;
  }
  // 将相机的方向设为z轴
  setCameraUpZ() {
    this.camera.up.set(0, 0, 1);
  }
}

class SimpleFBM extends Base {
  clock!: THREE.Clock;
  simpleFBMMaterial!: THREE.ShaderMaterial;
  constructor(sel: string, debug: boolean) {
    super(sel, debug);
    this.clock = new THREE.Clock();
    this.cameraPosition = new THREE.Vector3(0, 0, 1);
  }
  // 初始化
  init() {
    this.createScene();
    this.createOrthographicCamera();
    this.createRenderer();
    this.createSimpleFBMMaterial();
    this.createPlane();
    this.createLight();
    this.trackMousePos();
    this.addListeners();
    this.setLoop();
  }
  // 创建材质
  createSimpleFBMMaterial() {
    const simpleFBMMaterial = new THREE.ShaderMaterial({
      vertexShader: simpleFBMVertexShader,
      fragmentShader: simpleFBMFragmentShader,
      side: THREE.DoubleSide,
      uniforms: {
        uTime: {
          value: 0
        },
        uMouse: {
          value: new THREE.Vector2(0, 0)
        },
        uResolution: {
          value: new THREE.Vector2(window.innerWidth, window.innerHeight)
        }
      }
    });
    this.simpleFBMMaterial = simpleFBMMaterial;
    this.shaderMaterial = simpleFBMMaterial;
  }
  // 创建平面
  createPlane() {
    const geometry = new THREE.PlaneBufferGeometry(2, 2, 100, 100);
    const material = this.simpleFBMMaterial;
    this.createMesh({
      geometry,
      material
    });
  }
  // 动画
  update() {
    const elapsedTime = this.clock.getElapsedTime();
    const mousePos = this.mousePos;
    if (this.simpleFBMMaterial) {
      this.simpleFBMMaterial.uniforms.uTime.value = elapsedTime;
      this.simpleFBMMaterial.uniforms.uMouse.value = mousePos;
    }
  }
}

const start = () => {
  const simpleFBM = new SimpleFBM(".simple-fbm", false);
  simpleFBM.init();
};

start();

              
            
!
999px

Console