three#Color TypeScript Examples
The following examples show how to use
three#Color.
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Example #1
Source File: ParticleSystem.tsx From react-ecs with MIT License | 6 votes |
RandomColorSystem: FC = () => {
useQuery(e => e.has(ThreeView), {
added: ({ current }) => {
const view = current.get(ThreeView);
if (view) {
const mesh = view.ref.current as Mesh;
const material = mesh.material as MeshBasicMaterial;
material.color?.set(
new Color(Math.random(), Math.random(), Math.random())
);
}
}
});
return null;
}
Example #2
Source File: DebugProvider.ts From geo-three with MIT License | 6 votes |
public fetchTile(zoom: number, x: number, y: number): Promise<any>
{
const canvas = CanvasUtils.createOffscreenCanvas(this.resolution, this.resolution);
const context = canvas.getContext('2d');
const green = new Color(0x00ff00);
const red = new Color(0xff0000);
const color = green.lerpHSL(red, (zoom - this.minZoom) / (this.maxZoom - this.minZoom));
context.fillStyle = color.getStyle();
context.fillRect(0, 0, this.resolution, this.resolution);
context.fillStyle = '#000000';
context.textAlign = 'center';
context.textBaseline = 'middle';
context.font = 'bold ' + this.resolution * 0.1 + 'px arial';
context.fillText('(' + zoom + ')', this.resolution / 2, this.resolution * 0.4);
context.fillText('(' + x + ', ' + y + ')', this.resolution / 2, this.resolution * 0.6);
return Promise.resolve(canvas);
}
Example #3
Source File: Fog.tsx From spacesvr with MIT License | 6 votes |
export function Fog(props: FogProps) {
const { color = "white", near = 10, far = 80 } = props;
const scene = useThree((state) => state.scene);
useEffect(() => {
const col = (color as Color) instanceof Color ? color : new Color(color);
scene.fog = new ThreeFog(col, near, far);
return () => {
scene.fog = null;
};
}, [scene, color, near, far]);
return null;
}
Example #4
Source File: Background.tsx From spacesvr with MIT License | 6 votes |
export function Background(props: BackgroundProps) {
const { color } = props;
const scene = useThree((state) => state.scene);
useEffect(() => {
const col = (color as Color) instanceof Color ? color : new Color(color);
scene.background = col as Color;
return () => {
scene.background = null;
};
}, [color, scene]);
return null;
}
Example #5
Source File: TextMeshObject.ts From movy with MIT License | 6 votes |
constructor(params: TextMeshObjectParams = {}) {
super();
this.initParams = {
centerTextVertically: false,
color: new Color(0xffffff),
font: 'en,zh',
fontSize: 1.0,
letterSpacing: 0,
stroke: false,
strokeWidth: 0.02,
text3D: false,
...params,
};
if (this.initParams.material) {
this.material = this.initParams.material.clone();
} else {
this.material = new MeshBasicMaterial({
color: this.initParams.color,
side: DoubleSide,
});
}
}
Example #6
Source File: useWaterControls.ts From THREE-CustomShaderMaterial with MIT License | 6 votes |
export default function useWaterControls(material: React.RefObject<CustomShaderMaterialType>) {
useControls(
'Water',
() => ({
Color: {
value: '#52a7f7',
onChange: (v) => {
material.current!.uniforms.waterColor.value = new Color(v).convertLinearToSRGB()
},
},
HighlightColor: {
value: '#b3ffff',
onChange: (v) => {
material.current!.uniforms.waterHighlight.value = new Color(v).convertLinearToSRGB()
},
},
Brightness: {
value: 0.5,
min: 0,
max: 1,
onChange: (v) => {
material.current!.uniforms.brightness.value = v * 2
},
},
}),
[material]
)
}
Example #7
Source File: scene-helper.ts From head-tracked-3d with MIT License | 5 votes |
export function updateFog(scene: Scene) {
const color = "black";
if (!scene.fog) {
scene.fog = new FogExp2(color, 0.05);
scene.background = new Color(color);
}
}
Example #8
Source File: Color.ts From FairyGUI-threejs with MIT License | 5 votes |
export class Color4 extends Color {
public a: number;
public constructor(rgb?: number, a?: number) {
super(rgb || 0);
this.a = a != null ? a : 1;
}
}
Example #9
Source File: color.ts From movy with MIT License | 5 votes |
export function toThreeColor(color?: string | number): Color {
return color === undefined
? new Color(0xffffff)
: new Color(color).convertSRGBToLinear();
}
Example #10
Source File: NeighborDebugSystem.tsx From react-ecs with MIT License | 5 votes |
material = new LineBasicMaterial( { color: new Color(
Math.random(),
Math.random(),
Math.random(),
) } )
Example #11
Source File: HeightDebugProvider.d.ts From geo-three with MIT License | 5 votes |
fromColor: Color;
Example #12
Source File: HeightDebugProvider.d.ts From geo-three with MIT License | 5 votes |
toColor: Color;
Example #13
Source File: HeightDebugProvider.ts From geo-three with MIT License | 5 votes |
/**
* Initial color to be used for lower values.
*/
public fromColor: Color = new Color(0xff0000);
Example #14
Source File: HeightDebugProvider.ts From geo-three with MIT License | 5 votes |
/**
* Final color to be used for higher values.
*/
public toColor: Color = new Color(0x00ff00);
Example #15
Source File: Material.ts From trois with MIT License | 5 votes |
BaseMaterial = defineComponent({
emits: ['created'],
props: {
color: { type: String, default: '#ffffff' },
props: { type: Object as PropType<MaterialPropsInterface>, default: () => ({}) },
},
inject: {
mesh: MeshInjectionKey as symbol,
},
setup(): MaterialSetupInterface {
return {}
},
provide() {
return {
[MaterialInjectionKey as symbol]: this,
}
},
created() {
if (!this.mesh) {
console.error('Missing parent Mesh')
return
}
if (this.createMaterial) {
const material = this.material = this.createMaterial()
// @ts-ignore
watch(() => this.color, (value) => { material.color.set(value) })
bindObjectProp(this, 'props', material, false, this.setProp)
this.$emit('created', material)
this.mesh.setMaterial(material)
}
},
unmounted() {
this.material?.dispose()
},
methods: {
getMaterialParams() {
return { ...propsValues(this.$props, ['props']), ...this.props }
},
setProp(material: any, key: string, value: any, needsUpdate = false) {
const dstVal = material[key]
if (dstVal instanceof Color) dstVal.set(value)
else material[key] = value
material.needsUpdate = needsUpdate
},
setTexture(texture: Texture | null, key = 'map') {
this.setProp(this.material, key, texture, true)
},
},
render() {
return this.$slots.default ? this.$slots.default() : []
},
__hmrId: 'Material',
})
Example #16
Source File: SubsurfaceScatteringShader.ts From trois with MIT License | 5 votes |
SubsurfaceScatteringShader = {
uniforms: UniformsUtils.merge([
ShaderLib.phong.uniforms,
{
thicknessColor: { value: new Color(0xffffff) },
thicknessDistortion: { value: 0.1 },
thicknessAmbient: { value: 0.0 },
thicknessAttenuation: { value: 0.1 },
thicknessPower: { value: 2.0 },
thicknessScale: { value: 10.0 },
},
]),
vertexShader: `
#define USE_UV
${ShaderChunk.meshphong_vert}
`,
fragmentShader: `
#define USE_UV
#define SUBSURFACE
${meshphongFragHead}
uniform float thicknessPower;
uniform float thicknessScale;
uniform float thicknessDistortion;
uniform float thicknessAmbient;
uniform float thicknessAttenuation;
uniform vec3 thicknessColor;
void RE_Direct_Scattering(const in IncidentLight directLight, const in vec2 uv, const in GeometricContext geometry, inout ReflectedLight reflectedLight) {
#ifdef USE_COLOR
vec3 thickness = vColor * thicknessColor;
#else
vec3 thickness = thicknessColor;
#endif
vec3 scatteringHalf = normalize(directLight.direction + (geometry.normal * thicknessDistortion));
float scatteringDot = pow(saturate(dot(geometry.viewDir, -scatteringHalf)), thicknessPower) * thicknessScale;
vec3 scatteringIllu = (scatteringDot + thicknessAmbient) * thickness;
reflectedLight.directDiffuse += scatteringIllu * thicknessAttenuation * directLight.color;
}
` + meshphongFragBody.replace(
'#include <lights_fragment_begin>',
replaceAll(
ShaderChunk.lights_fragment_begin,
'RE_Direct( directLight, geometry, material, reflectedLight );',
`
RE_Direct( directLight, geometry, material, reflectedLight );
#if defined( SUBSURFACE ) && defined( USE_UV )
RE_Direct_Scattering(directLight, vUv, geometry, reflectedLight);
#endif
`
)
),
}
Example #17
Source File: NMaterial.ts From FairyGUI-threejs with MIT License | 4 votes |
public constructor() {
super();
let customUniforms = UniformsUtils.merge([
ShaderLib.basic.uniforms,
{ _ColorMatrix: new Uniform(new Matrix4()) },
{ _ColorOffset: new Uniform(new Vector4()) },
{
diffuse: {
value: new Color(0xffffff)
}
}
]);
this.uniforms = customUniforms;
this.vertexShader = `
#include <common>
#include <uv_pars_vertex>
#include <uv2_pars_vertex>
#include <envmap_pars_vertex>
varying vec4 vColor;
attribute vec4 color;
#include <fog_pars_vertex>
#include <morphtarget_pars_vertex>
#include <skinning_pars_vertex>
#include <logdepthbuf_pars_vertex>
#include <clipping_planes_pars_vertex>
void main() {
#include <uv_vertex>
#include <uv2_vertex>
vColor = color;
#include <skinbase_vertex>
#ifdef USE_ENVMAP
#include <beginnormal_vertex>
#include <morphnormal_vertex>
#include <skinnormal_vertex>
#include <defaultnormal_vertex>
#endif
#include <begin_vertex>
#include <morphtarget_vertex>
#include <skinning_vertex>
#include <project_vertex>
#include <logdepthbuf_vertex>
#include <worldpos_vertex>
#include <clipping_planes_vertex>
#include <envmap_vertex>
#include <fog_vertex>
}
`;
this.fragmentShader = `
uniform bool grayed;
uniform bool colorFilter;
uniform mat4 colorMatrix;
uniform vec4 colorOffset;
uniform vec3 diffuse;
uniform float opacity;
#ifndef FLAT_SHADED
varying vec3 vNormal;
#endif
#include <common>
#include <dithering_pars_fragment>
varying vec4 vColor;
#include <uv_pars_fragment>
#include <uv2_pars_fragment>
#include <map_pars_fragment>
#include <alphamap_pars_fragment>
#include <aomap_pars_fragment>
#include <lightmap_pars_fragment>
#include <envmap_common_pars_fragment>
#include <envmap_pars_fragment>
#include <cube_uv_reflection_fragment>
#include <fog_pars_fragment>
#include <specularmap_pars_fragment>
#include <logdepthbuf_pars_fragment>
#include <clipping_planes_pars_fragment>
void main() {
#include <clipping_planes_fragment>
vec4 diffuseColor = vec4( diffuse, opacity );
#include <logdepthbuf_fragment>
#ifdef USE_MAP
#ifdef TEXT
vec4 sampleColor = texture2D( map, vUv );
if(vColor.a<0.1)
diffuseColor.a *= sampleColor.r;
else if(vColor.a<0.4)
diffuseColor.a *= sampleColor.g;
else
diffuseColor.a *= sampleColor.b;
#else
#include <map_fragment>
#endif
#endif
#ifdef TEXT
diffuseColor.rgb *= vColor.rgb;
#else
diffuseColor *= vColor;
#endif
#include <alphamap_fragment>
#include <alphatest_fragment>
#include <specularmap_fragment>
ReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );
// accumulation (baked indirect lighting only)
#ifdef USE_LIGHTMAP
vec4 lightMapTexel= texture2D( lightMap, vUv2 );
reflectedLight.indirectDiffuse += lightMapTexelToLinear( lightMapTexel ).rgb * lightMapIntensity;
#else
reflectedLight.indirectDiffuse += vec3( 1.0 );
#endif
// modulation
#include <aomap_fragment>
reflectedLight.indirectDiffuse *= diffuseColor.rgb;
vec3 outgoingLight = reflectedLight.indirectDiffuse;
#include <envmap_fragment>
gl_FragColor = vec4( outgoingLight, diffuseColor.a );
#include <tonemapping_fragment>
#include <encodings_fragment>
#include <fog_fragment>
#include <premultiplied_alpha_fragment>
#include <dithering_fragment>
#ifdef GRAYED
float grey = dot(gl_FragColor.rgb, vec3(0.299, 0.587, 0.114));
gl_FragColor.rgb = vec3(grey, grey, grey);
#endif
#ifdef COLOR_FILTER
vec4 col = gl_FragColor;
gl_FragColor.r = dot(col, _ColorMatrix[0]) + _ColorOffset.x;
gl_FragColor.g = dot(col, _ColorMatrix[1]) + _ColorOffset.y;
gl_FragColor.b = dot(col, _ColorMatrix[2]) + _ColorOffset.z;
gl_FragColor.a = dot(col, _ColorMatrix[3]) + _ColorOffset.w;
#endif
}
`;
this.name = "ui-material";
this.lights = false;
this.transparent = true;
this.depthTest = false;
this.side = DoubleSide;
//this.wireframe = true;
this["isMeshBasicMaterial"] = true;
}