Closed ngoweehian closed 5 years ago
Hi I am unable to change the fog color of my terrain.
I tried changing the colors for scene.fog = new THREE.Fog( 0x000000, 100, 4000 ); but still no change.
It currently looks like this still.
Please help! New to threejs.
My script below:
<body> <script src="../build/three.js"></script> <script src="js/controls/OrbitControls.js"></script> <script src="js/utils/BufferGeometryUtils.js"></script> <script src="js/shaders/NormalMapShader.js"></script> <script src="js/ShaderTerrain.js"></script> <script src="js/WebGL.js"></script> <script src="js/libs/stats.min.js"></script> <script id="fragmentShaderNoise" type="x-shader/x-fragment"> // // Description : Array and textureless GLSL 3D simplex noise function. // Author : Ian McEwan, Ashima Arts. // Maintainer : ijm // Lastmod : 20110409 (stegu) // License : Copyright (C) 2011 Ashima Arts. All rights reserved. // Distributed under the MIT License. See LICENSE file. // uniform float time; varying vec2 vUv; vec4 permute( vec4 x ) { return mod( ( ( x * 34.0 ) + 1.0 ) * x, 289.0 ); } 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 ); vec3 x1 = x0 - i1 + 1.0 * C.xxx; vec3 x2 = x0 - i2 + 2.0 * C.xxx; vec3 x3 = x0 - 1. + 3.0 * C.xxx; // Permutations i = mod( i, 289.0 ); 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 // ( N*N points uniformly over a square, mapped onto an octahedron.) float n_ = 1.0 / 7.0; // N=7 vec3 ns = n_ * D.wyz - D.xzx; vec4 j = p - 49.0 * floor( p * ns.z *ns.z ); // mod(p,N*N) 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 = 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( 0.6 - vec4( dot( x0, x0 ), dot( x1, x1 ), dot( x2, x2 ), dot( x3, x3 ) ), 0.0 ); m = m * m; return 42.0 * dot( m*m, vec4( dot( p0, x0 ), dot( p1, x1 ), dot( p2, x2 ), dot( p3, x3 ) ) ); } float surface3( vec3 coord ) { float n = 0.0; n += 1.0 * abs( snoise( coord ) ); n += 0.5 * abs( snoise( coord * 2.0 ) ); n += 0.25 * abs( snoise( coord * 4.0 ) ); n += 0.125 * abs( snoise( coord * 8.0 ) ); return n; } void main( void ) { vec3 coord = vec3( vUv, -time ); float n = surface3( coord ); gl_FragColor = vec4( vec3( n, n, n ), 1.0 ); } </script> <script id="vertexShader" type="x-shader/x-vertex"> varying vec2 vUv; uniform vec2 scale; uniform vec2 offset; void main( void ) { vUv = uv * scale + offset; gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 ); } </script> <script> if ( WEBGL.isWebGLAvailable() === false ) { document.body.appendChild( WEBGL.getWebGLErrorMessage() ); } var SCREEN_WIDTH = window.innerWidth; var SCREEN_HEIGHT = window.innerHeight; var renderer, container, stats; var camera, scene, controls; var cameraOrtho, sceneRenderTarget; var uniformsNoise, uniformsNormal, uniformsTerrain, heightMap, normalMap, quadTarget; var directionalLight, pointLight; var terrain; var animDelta = 0, animDeltaDir = - 1; var lightVal = 0, lightDir = 1; var clock = new THREE.Clock(); var updateNoise = true; var mlib = {}; init(); animate(); function init() { container = document.getElementById( 'container' ); // SCENE (RENDER TARGET) sceneRenderTarget = new THREE.Scene(); cameraOrtho = new THREE.OrthographicCamera( SCREEN_WIDTH / - 2, SCREEN_WIDTH / 2, SCREEN_HEIGHT / 2, SCREEN_HEIGHT / - 2, - 10000, 10000 ); cameraOrtho.position.z = 4000; sceneRenderTarget.add( cameraOrtho ); // CAMERA camera = new THREE.PerspectiveCamera( 40, SCREEN_WIDTH / SCREEN_HEIGHT, 2, 4000 ); camera.position.set( - 1600, 800, 1200 ); controls = new THREE.OrbitControls( camera ); controls.noPan = true; controls.noKeys = true; controls.noRotate = true; controls.noZoom = true; // SCENE (FINAL) scene = new THREE.Scene(); scene.background = new THREE.Color( 0xffffff ); scene.fog = new THREE.Fog( 0x000000, 100, 4000 ); // LIGHTS scene.add( new THREE.AmbientLight( 0x000000 ) ); directionalLight = new THREE.DirectionalLight( 0xffffff, 2.15 ); directionalLight.position.set( 0, 1600, 0 ); scene.add( directionalLight ); pointLight = new THREE.PointLight( 0x000000, 1.5 ); pointLight.position.set( 0, 0, 0 ); scene.add( pointLight ); // HEIGHT + NORMAL MAPS var normalShader = THREE.NormalMapShader; var rx = 256, ry = 256; var pars = { minFilter: THREE.LinearFilter, magFilter: THREE.LinearFilter, format: THREE.RGBFormat }; heightMap = new THREE.WebGLRenderTarget( rx, ry, pars ); heightMap.texture.generateMipmaps = false; normalMap = new THREE.WebGLRenderTarget( rx, ry, pars ); normalMap.texture.generateMipmaps = false; uniformsNoise = { time: { value: 1.0 }, scale: { value: new THREE.Vector2( 1.5, 1.5 ) }, offset: { value: new THREE.Vector2( 0, 0 ) } }; uniformsNormal = THREE.UniformsUtils.clone( normalShader.uniforms ); uniformsNormal.height.value = 0.05; uniformsNormal.resolution.value.set( rx, ry ); uniformsNormal.heightMap.value = heightMap.texture; var vertexShader = document.getElementById( 'vertexShader' ).textContent; // TEXTURES var loadingManager = new THREE.LoadingManager( function () { terrain.visible = true; } ); var textureLoader = new THREE.TextureLoader( loadingManager ); var specularMap = new THREE.WebGLRenderTarget( 2048, 2048, pars ); specularMap.texture.generateMipmaps = false; var diffuseTexture1 = textureLoader.load( "textures/terrain/grasslight-big.jpg" ); var diffuseTexture2 = textureLoader.load( "textures/terrain/backgrounddetailed6.jpg" ); var detailTexture = textureLoader.load( "textures/terrain/grasslight-big-nm.jpg" ); diffuseTexture1.wrapS = diffuseTexture1.wrapT = THREE.RepeatWrapping; diffuseTexture2.wrapS = diffuseTexture2.wrapT = THREE.RepeatWrapping; detailTexture.wrapS = detailTexture.wrapT = THREE.RepeatWrapping; specularMap.texture.wrapS = specularMap.texture.wrapT = THREE.RepeatWrapping; // TERRAIN SHADER var terrainShader = THREE.ShaderTerrain[ "terrain" ]; uniformsTerrain = THREE.UniformsUtils.clone( terrainShader.uniforms ); uniformsTerrain[ 'tNormal' ].value = normalMap.texture; uniformsTerrain[ 'uNormalScale' ].value = 3.5; uniformsTerrain[ 'tDisplacement' ].value = heightMap.texture; uniformsTerrain[ 'tDiffuse1' ].value = diffuseTexture1; uniformsTerrain[ 'tDiffuse2' ].value = diffuseTexture2; uniformsTerrain[ 'tSpecular' ].value = specularMap.texture; uniformsTerrain[ 'tDetail' ].value = detailTexture; uniformsTerrain[ 'enableDiffuse1' ].value = true; uniformsTerrain[ 'enableDiffuse2' ].value = true; uniformsTerrain[ 'enableSpecular' ].value = true; uniformsTerrain[ 'diffuse' ].value.setHex( 0xffffff ); uniformsTerrain[ 'specular' ].value.setHex( 0xffffff ); uniformsTerrain[ 'shininess' ].value = 30; uniformsTerrain[ 'uDisplacementScale' ].value = 375; uniformsTerrain[ 'uRepeatOverlay' ].value.set( 6, 6 ); var params = [ [ 'heightmap', document.getElementById( 'fragmentShaderNoise' ).textContent, vertexShader, uniformsNoise, false ], [ 'normal', normalShader.fragmentShader, normalShader.vertexShader, uniformsNormal, false ], [ 'terrain', terrainShader.fragmentShader, terrainShader.vertexShader, uniformsTerrain, true ] ]; for ( var i = 0; i < params.length; i ++ ) { var material = new THREE.ShaderMaterial( { uniforms: params[ i ][ 3 ], vertexShader: params[ i ][ 2 ], fragmentShader: params[ i ][ 1 ], lights: params[ i ][ 4 ], fog: true } ); mlib[ params[ i ][ 0 ] ] = material; } var plane = new THREE.PlaneBufferGeometry( SCREEN_WIDTH, SCREEN_HEIGHT ); quadTarget = new THREE.Mesh( plane, new THREE.MeshBasicMaterial( { color: 0xffffff } ) ); quadTarget.position.z = - 500; sceneRenderTarget.add( quadTarget ); // TERRAIN MESH var geometryTerrain = new THREE.PlaneBufferGeometry( 6000, 6000, 256, 256 ); THREE.BufferGeometryUtils.computeTangents( geometryTerrain ); terrain = new THREE.Mesh( geometryTerrain, mlib[ 'terrain' ] ); terrain.position.set( 0, - 125, 0 ); terrain.rotation.x = - Math.PI / 2; terrain.visible = false; scene.add( terrain ); // RENDERER renderer = new THREE.WebGLRenderer(); renderer.setPixelRatio( window.devicePixelRatio ); renderer.setSize( SCREEN_WIDTH, SCREEN_HEIGHT ); container.appendChild( renderer.domElement ); // STATS stats = new Stats(); container.appendChild( stats.dom ); // EVENTS onWindowResize(); window.addEventListener( 'resize', onWindowResize, false ); document.addEventListener( 'keydown', onKeyDown, false ); } // function onWindowResize() { SCREEN_WIDTH = window.innerWidth; SCREEN_HEIGHT = window.innerHeight; renderer.setSize( SCREEN_WIDTH, SCREEN_HEIGHT ); camera.aspect = SCREEN_WIDTH / SCREEN_HEIGHT; camera.updateProjectionMatrix(); } // function onKeyDown( event ) { switch ( event.keyCode ) { case 78: /*N*/ lightDir *= - 1; break; case 77: /*M*/ animDeltaDir *= - 1; break; } } // function animate() { requestAnimationFrame( animate ); render(); stats.update(); } function render() { var delta = clock.getDelta(); if ( terrain.visible ) { var fLow = 0.1, fHigh = 0.8; lightVal = THREE.Math.clamp( lightVal + 0.5 * delta * lightDir, fLow, fHigh ); var valNorm = ( lightVal - fLow ) / ( fHigh - fLow ); scene.background.setHSL( 0.1, 0.5, lightVal ); scene.fog.color.setHSL( 0.1, 0.5, lightVal ); directionalLight.intensity = THREE.Math.mapLinear( valNorm, 0, 1, 0.1, 1.15 ); pointLight.intensity = THREE.Math.mapLinear( valNorm, 0, 1, 0.9, 1.5 ); uniformsTerrain[ 'uNormalScale' ].value = THREE.Math.mapLinear( valNorm, 0, 1, 0.6, 3.5 ); if ( updateNoise ) { animDelta = THREE.Math.clamp( animDelta + 0.00075 * animDeltaDir, 0, 0.05 ); uniformsNoise[ 'time' ].value += delta * animDelta; uniformsNoise[ 'offset' ].value.x += delta * 0.05; uniformsTerrain[ 'uOffset' ].value.x = 4 * uniformsNoise[ 'offset' ].value.x; quadTarget.material = mlib[ 'heightmap' ]; renderer.render( sceneRenderTarget, cameraOrtho, heightMap, true ); quadTarget.material = mlib[ 'normal' ]; renderer.render( sceneRenderTarget, cameraOrtho, normalMap, true ); } renderer.render( scene, camera ); } } </script>
Please use the forum for help requests: https://discourse.threejs.org/
Also, make sure that your code is properly formatted.
Hi I am unable to change the fog color of my terrain.
I tried changing the colors for scene.fog = new THREE.Fog( 0x000000, 100, 4000 ); but still no change.
It currently looks like this still.
Please help! New to threejs.
My script below: