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webgl_modifier_tessellation.js 5.11 KB
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zhangjin 提交于 2024-06-25 18:11 . .
import * as THREE from 'three';
const {
performance,
document,
window,
HTMLCanvasElement,
requestAnimationFrame,
cancelAnimationFrame,
core,
Event,
Event0
} = THREE .DHTML
import Stats from 'three/examples/jsm/libs/stats.module.js';
import { TrackballControls } from 'three/examples/jsm/controls/TrackballControls.js';
import { TessellateModifier } from 'three/examples/jsm/modifiers/TessellateModifier.js';
import { FontLoader } from 'three/examples/jsm/loaders/FontLoader.js';
import { TextGeometry } from 'three/examples/jsm/geometries/TextGeometry.js';
const vertexshader = `
uniform float amplitude;
attribute vec3 customColor;
attribute vec3 displacement;
varying vec3 vNormal;
varying vec3 vColor;
void main() {
vNormal = normal;
vColor = customColor;
vec3 newPosition = position + normal * amplitude * displacement;
gl_Position = projectionMatrix * modelViewMatrix * vec4( newPosition, 1.0 );
}
`
const fragmentshader = `
varying vec3 vNormal;
varying vec3 vColor;
void main() {
const float ambient = 0.4;
vec3 light = vec3( 1.0 );
light = normalize( light );
float directional = max( dot( vNormal, light ), 0.0 );
gl_FragColor = vec4( ( directional + ambient ) * vColor, 1.0 );
}
`
var requestId
Page({
onUnload() {
cancelAnimationFrame(requestId, this.canvas)
this.worker && this.worker.terminate()
if(this.canvas) this.canvas = null
setTimeout(() => {
if (this.renderer instanceof THREE.WebGLRenderer) {
this.renderer.dispose()
this.renderer.forceContextLoss()
this.renderer.context = null
this.renderer.domElement = null
this.renderer = null
}
}, 10)
},
webgl_touch(e){
const web_e = (window.platform=="devtools"?Event:Event0).fix(e)
this.canvas.dispatchEvent(web_e)
},
onLoad() {
document.createElementAsync("canvas", "webgl2",this).then(canvas => {
this.canvas = canvas
this.body_load(canvas).then()
})
},
async body_load(canvas3d) {
let renderer, scene, camera, stats;
let controls;
let mesh, uniforms;
const WIDTH = window.innerWidth;
const HEIGHT = window.innerHeight;
const loader = new FontLoader();
loader.load( 'fonts/helvetiker_bold.typeface.json', function ( font ) {
init( font );
animate();
} );
function init( font ) {
camera = new THREE.PerspectiveCamera( 40, WIDTH / HEIGHT, 1, 10000 );
camera.position.set( - 100, 100, 200 );
scene = new THREE.Scene();
scene.background = new THREE.Color( 0x050505 );
//
let geometry = new TextGeometry( 'THREE.JS', {
font: font,
size: 40,
height: 5,
curveSegments: 3,
bevelThickness: 2,
bevelSize: 1,
bevelEnabled: true
} );
geometry.center();
const tessellateModifier = new TessellateModifier( 8, 6 );
geometry = tessellateModifier.modify( geometry );
//
const numFaces = geometry.attributes.position.count / 3;
const colors = new Float32Array( numFaces * 3 * 3 );
const displacement = new Float32Array( numFaces * 3 * 3 );
const color = new THREE.Color();
for ( let f = 0; f < numFaces; f ++ ) {
const index = 9 * f;
const h = 0.2 * Math.random();
const s = 0.5 + 0.5 * Math.random();
const l = 0.5 + 0.5 * Math.random();
color.setHSL( h, s, l );
const d = 10 * ( 0.5 - Math.random() );
for ( let i = 0; i < 3; i ++ ) {
colors[ index + ( 3 * i ) ] = color.r;
colors[ index + ( 3 * i ) + 1 ] = color.g;
colors[ index + ( 3 * i ) + 2 ] = color.b;
displacement[ index + ( 3 * i ) ] = d;
displacement[ index + ( 3 * i ) + 1 ] = d;
displacement[ index + ( 3 * i ) + 2 ] = d;
}
}
geometry.setAttribute( 'customColor', new THREE.BufferAttribute( colors, 3 ) );
geometry.setAttribute( 'displacement', new THREE.BufferAttribute( displacement, 3 ) );
//
uniforms = {
amplitude: { value: 0.0 }
};
const shaderMaterial = new THREE.ShaderMaterial( {
uniforms: uniforms,
vertexShader:vertexshader,
fragmentShader:fragmentshader
} );
//
mesh = new THREE.Mesh( geometry, shaderMaterial );
scene.add( mesh );
renderer = new THREE.WebGLRenderer( { antialias: true } );
renderer.setPixelRatio( window.devicePixelRatio );
renderer.setSize( WIDTH, HEIGHT );
const container = document.getElementById( 'container' );
container.appendChild( renderer.domElement );
controls = new TrackballControls( camera, renderer.domElement );
stats = new Stats();
container.appendChild( stats.dom );
//
window.addEventListener( 'resize', onWindowResize );
}
function onWindowResize() {
camera.aspect = window.innerWidth / window.innerHeight;
camera.updateProjectionMatrix();
renderer.setSize( window.innerWidth, window.innerHeight );
}
function animate() {
requestId = requestAnimationFrame( animate );
render();
stats.update();
}
function render() {
const time = Date.now() * 0.001;
uniforms.amplitude.value = 1.0 + Math.sin( time * 0.5 );
controls.update();
renderer.render( scene, camera );
}
}
})
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