@threlte/extras
<Bounds>
<Bounds> is a component that will automatically center the camera to its children.
<script lang="ts">
import { Canvas } from '@threlte/core'
import Scene from './Scene.svelte'
import { Pane, Checkbox, List, Button, Wheel } from 'svelte-tweakpane-ui'
import { Suspense } from '@threlte/extras'
let camera = $state<'perspective' | 'orthographic'>('perspective')
let controls = $state<'orbit' | 'camera' | 'trackball' | 'none'>('orbit')
let animate = $state(true)
let margin = $state(1.5)
let enabled = $state(true)
let version = $state(0)
</script>
<Pane
title=""
position="fixed"
>
<List
label="camera"
bind:value={camera}
options={{
OrthographicCamera: 'orthographic',
PerspectiveCamera: 'perspective'
}}
/>
<List
label="controls"
bind:value={controls}
options={{
OrbitControls: 'orbit',
CameraControls: 'camera',
TrackballControls: 'trackball',
None: 'none'
}}
/>
<Wheel
bind:value={margin}
label="margin"
step={0.1}
/>
<Checkbox
bind:value={animate}
label="animate"
/>
<Checkbox
bind:value={enabled}
label="enabled"
/>
<Button
title="Reset scene"
on:click={() => (version += 1)}
/>
</Pane>
<div>
{#key version}
<Canvas>
<Suspense>
<Scene
{camera}
{controls}
{margin}
{animate}
{enabled}
/>
</Suspense>
</Canvas>
{/key}
</div>
<style>
div {
height: 100%;
}
</style>
<script lang="ts">
import { isInstanceOf, T, useTask } from '@threlte/core'
import {
Bounds,
CameraControls,
OrbitControls,
Sparkles,
TrackballControls,
useGltf,
useSuspense,
useTexture
} from '@threlte/extras'
import {
Color,
DoubleSide,
MeshBasicMaterial,
MeshPhongMaterial,
ShaderMaterial,
Uniform
} from 'three'
import vertexShader from './vertex'
import fragmentShader from './fragment'
interface Props {
camera: 'orthographic' | 'perspective'
controls: 'camera' | 'orbit' | 'trackball' | 'none'
margin: number
animate: boolean
enabled: boolean
}
let { camera, controls, margin, animate, enabled }: Props = $props()
const suspend = useSuspense()
const gltf = suspend(useGltf('/models/portal/portal.glb'))
const texture = suspend(
useTexture('/models/portal/portal_baked.jpg', {
transform(result) {
result.flipY = false
return result
}
})
)
const poleLightMaterial = new MeshBasicMaterial({ color: 0xff_ff_e5 })
const bakedMaterial = new MeshPhongMaterial()
const portalLightMaterial = new ShaderMaterial({
uniforms: {
uTime: new Uniform(0),
uColorStart: new Uniform(new Color('#1E88E5')),
uColorEnd: new Uniform(new Color('#5E35B1'))
},
side: DoubleSide,
vertexShader,
fragmentShader
})
$effect(() => {
if ($texture) {
bakedMaterial.map = $texture
}
})
useTask((dt) => {
portalLightMaterial.uniforms.uTime.value += dt
})
</script>
{#snippet Controls()}
{#if controls === 'orbit'}
<OrbitControls
enableDamping
enableZoom={false}
enablePan={false}
/>
{:else if controls === 'camera'}
<CameraControls />
{:else if controls === 'trackball'}
<TrackballControls />
{/if}
{/snippet}
{#if camera === 'perspective'}
<T.PerspectiveCamera
makeDefault
position.x={20}
position.y={10}
position.z={-20}
fov={50}
>
{@render Controls()}
</T.PerspectiveCamera>
{:else if camera === 'orthographic'}
<T.OrthographicCamera
makeDefault
position.x={20}
position.y={10}
position.z={-20}
zoom={50}
>
{@render Controls()}
</T.OrthographicCamera>
{/if}
<T.DirectionalLight
position.y={10}
position.z={10}
/>
<T.AmbientLight />
{#if $gltf}
<Bounds
{margin}
{animate}
{enabled}
>
<T
is={$gltf.scene}
oncreate={(ref) => {
ref.traverse((child) => {
if (!isInstanceOf(child, 'Mesh')) {
return
}
if (child.name === 'Portal') {
child.material = portalLightMaterial
} else if (child.name === 'LampLight1' || child.name === 'LampLight2') {
child.material = poleLightMaterial
} else {
child.material = bakedMaterial
}
})
}}
>
<Sparkles
position={[0, 0.8, 0]}
size={4}
scale={[4, 1.5, 4]}
/>
</T>
</Bounds>
{/if}
export default `
// Classic Perlin 3D Noise
// by Stefan Gustavson
//
vec4 permute(vec4 x) {
return mod(((x*34.0)+1.0)*x, 289.0);
}
vec4 taylorInvSqrt(vec4 r) {
return 1.79284291400159 - 0.85373472095314 * r;
}
vec3 fade(vec3 t) {
return t*t*t*(t*(t*6.0-15.0)+10.0);
}
float cnoise(vec3 P) {
vec3 Pi0 = floor(P); // Integer part for indexing
vec3 Pi1 = Pi0 + vec3(1.0); // Integer part + 1
Pi0 = mod(Pi0, 289.0);
Pi1 = mod(Pi1, 289.0);
vec3 Pf0 = fract(P); // Fractional part for interpolation
vec3 Pf1 = Pf0 - vec3(1.0); // Fractional part - 1.0
vec4 ix = vec4(Pi0.x, Pi1.x, Pi0.x, Pi1.x);
vec4 iy = vec4(Pi0.yy, Pi1.yy);
vec4 iz0 = Pi0.zzzz;
vec4 iz1 = Pi1.zzzz;
vec4 ixy = permute(permute(ix) + iy);
vec4 ixy0 = permute(ixy + iz0);
vec4 ixy1 = permute(ixy + iz1);
vec4 gx0 = ixy0 / 7.0;
vec4 gy0 = fract(floor(gx0) / 7.0) - 0.5;
gx0 = fract(gx0);
vec4 gz0 = vec4(0.5) - abs(gx0) - abs(gy0);
vec4 sz0 = step(gz0, vec4(0.0));
gx0 -= sz0 * (step(0.0, gx0) - 0.5);
gy0 -= sz0 * (step(0.0, gy0) - 0.5);
vec4 gx1 = ixy1 / 7.0;
vec4 gy1 = fract(floor(gx1) / 7.0) - 0.5;
gx1 = fract(gx1);
vec4 gz1 = vec4(0.5) - abs(gx1) - abs(gy1);
vec4 sz1 = step(gz1, vec4(0.0));
gx1 -= sz1 * (step(0.0, gx1) - 0.5);
gy1 -= sz1 * (step(0.0, gy1) - 0.5);
vec3 g000 = vec3(gx0.x,gy0.x,gz0.x);
vec3 g100 = vec3(gx0.y,gy0.y,gz0.y);
vec3 g010 = vec3(gx0.z,gy0.z,gz0.z);
vec3 g110 = vec3(gx0.w,gy0.w,gz0.w);
vec3 g001 = vec3(gx1.x,gy1.x,gz1.x);
vec3 g101 = vec3(gx1.y,gy1.y,gz1.y);
vec3 g011 = vec3(gx1.z,gy1.z,gz1.z);
vec3 g111 = vec3(gx1.w,gy1.w,gz1.w);
vec4 norm0 = taylorInvSqrt(vec4(dot(g000, g000), dot(g010, g010), dot(g100, g100), dot(g110, g110)));
g000 *= norm0.x;
g010 *= norm0.y;
g100 *= norm0.z;
g110 *= norm0.w;
vec4 norm1 = taylorInvSqrt(vec4(dot(g001, g001), dot(g011, g011), dot(g101, g101), dot(g111, g111)));
g001 *= norm1.x;
g011 *= norm1.y;
g101 *= norm1.z;
g111 *= norm1.w;
float n000 = dot(g000, Pf0);
float n100 = dot(g100, vec3(Pf1.x, Pf0.yz));
float n010 = dot(g010, vec3(Pf0.x, Pf1.y, Pf0.z));
float n110 = dot(g110, vec3(Pf1.xy, Pf0.z));
float n001 = dot(g001, vec3(Pf0.xy, Pf1.z));
float n101 = dot(g101, vec3(Pf1.x, Pf0.y, Pf1.z));
float n011 = dot(g011, vec3(Pf0.x, Pf1.yz));
float n111 = dot(g111, Pf1);
vec3 fade_xyz = fade(Pf0);
vec4 n_z = mix(vec4(n000, n100, n010, n110), vec4(n001, n101, n011, n111), fade_xyz.z);
vec2 n_yz = mix(n_z.xy, n_z.zw, fade_xyz.y);
float n_xyz = mix(n_yz.x, n_yz.y, fade_xyz.x);
return 2.2 * n_xyz;
}
varying vec2 vUv;
uniform float uTime;
uniform vec3 uColorStart;
uniform vec3 uColorEnd;
void main () {
// Displace the UV
vec2 displacedUv = vUv + cnoise(vec3(vUv * 5.0, uTime * 0.1));
// Perlin noise
float strength = cnoise(vec3(displacedUv * 5.0, uTime * 0.2));
// Outer glow
float outerGlow = distance(vUv, vec2(0.5)) * 6.0 - 1.8;
strength += outerGlow;
strength += step(-0.2, strength) * 0.8;
vec3 color = mix(uColorStart, uColorEnd, strength);
gl_FragColor = vec4(color, 1.0);
}`
export default `
varying vec2 vUv;
void main () {
vUv = uv;
vec4 modelPosition = modelMatrix * vec4(position, 1.0);
vec4 viewPosition = viewMatrix * modelPosition;
vec4 projectionPosition = projectionMatrix * viewPosition;
gl_Position = projectionPosition;
}`