three.js无限网格
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three.js无限网格
https://threehub.cn/#/codeMirror?navigation=ThreeJS&classify=shader&id=infiniteGrid

import * as THREE from 'three'
import { OrbitControls } from 'three/examples/jsm/controls/OrbitControls.js'
import { Sky } from 'three/examples/jsm/objects/Sky.js'
const box = document.getElementById('box')
const scene = new THREE.Scene()
const camera = new THREE.PerspectiveCamera(50, box.clientWidth / box.clientHeight, 0.1, 100000000)
camera.position.set(1000, 1000, 1000)
const renderer = new THREE.WebGLRenderer({ antialias: true, alpha: true, logarithmicDepthBuffer: true })
renderer.setSize(box.clientWidth, box.clientHeight)
box.appendChild(renderer.domElement)
const controls = new OrbitControls(camera, renderer.domElement)
controls.enableDamping = true
animate()
function animate() {
requestAnimationFrame(animate)
controls.update()
renderer.render(scene, camera)
}
window.onresize = () => {
renderer.setSize(box.clientWidth, box.clientHeight)
camera.aspect = box.clientWidth / box.clientHeight
camera.updateProjectionMatrix()
}
scene.add(new THREE.AmbientLight(0x222222))
const light = new THREE.DirectionalLight(0xffffff, 1)
light.position.set(80, 80, 80)
scene.add(light)
const sky = new Sky()
sky.scale.setScalar(450000)
const { uniforms } = sky.material
uniforms.sunPosition.value = new THREE.Vector3().setFromSphericalCoords(1, THREE.MathUtils.degToRad(90), THREE.MathUtils.degToRad(180))
uniforms["rayleigh"].value = 2
scene.add(sky);
class InfiniteGridHelper extends THREE.Mesh {
constructor(size1 = 10, size2 = 100, color = new THREE.Color('white'), distance = 8000, axes = 'xzy') {
const planeAxes = axes.substring(0, 2);
const geometry = new THREE.PlaneGeometry(2, 2, 1, 1);
const material = new THREE.ShaderMaterial({
side: THREE.DoubleSide,
uniforms: {
uSize1: { value: size1 },
uSize2: { value: size2 },
uColor: { value: color },
uDistance: { value: distance }
},
transparent: true,
vertexShader: `
varying vec3 worldPosition;
uniform float uDistance;
void main() {
vec3 pos = position.${axes} * uDistance;
pos.${planeAxes} += cameraPosition.${planeAxes};
worldPosition = pos;
gl_Position = projectionMatrix * modelViewMatrix * vec4(pos, 1.0);
}
`,
fragmentShader: `
varying vec3 worldPosition;
uniform float uSize1;
uniform float uSize2;
uniform vec3 uColor;
uniform float uDistance;
float getGrid(float size) {
vec2 r = worldPosition.${planeAxes} / size;
vec2 grid = abs(fract(r - 0.5) - 0.5) / fwidth(r);
float line = min(grid.x, grid.y);
return 1.0 - min(line, 1.0);
}
void main() {
float d = 1.0 - min(distance(cameraPosition.${planeAxes}, worldPosition.${planeAxes}) / uDistance, 1.0);
float g1 = getGrid(uSize1);
float g2 = getGrid(uSize2);
gl_FragColor = vec4(uColor.rgb, mix(g2, g1, g1) * pow(d, 3.0));
gl_FragColor.a = mix(0.5 * gl_FragColor.a, gl_FragColor.a, g2);
if (gl_FragColor.a <= 0.0) discard;
}
`,
extensions: {
derivatives: true
}
});
super(geometry, material);
this.frustumCulled = false;
}
}
const gridHelper = new InfiniteGridHelper(10, 100);
scene.add(gridHelper)
/**
* 名称: 无限网格
* 作者: 优雅永不过时 https://github.com/z2586300277
* 参考来源:https://github.com/Fyrestar/THREE.InfiniteGridHelper
*/
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