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three.js/three-weixin-demo

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webgl_custom_attributes.js 4.44 KB
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zhangjin 提交于 2024-06-25 18:11 +08:00 . .
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';
const vertexshader = `
uniform float amplitude;
attribute float displacement;
varying vec3 vNormal;
varying vec2 vUv;
void main() {
vNormal = normal;
vUv = ( 0.5 + amplitude ) * uv + vec2( amplitude );
vec3 newPosition = position + amplitude * normal * vec3( displacement );
gl_Position = projectionMatrix * modelViewMatrix * vec4( newPosition, 1.0 );
}
`
const fragmentshader = `
varying vec3 vNormal;
varying vec2 vUv;
uniform vec3 color;
uniform sampler2D colorTexture;
void main() {
vec3 light = vec3( 0.5, 0.2, 1.0 );
light = normalize( light );
float dProd = dot( vNormal, light ) * 0.5 + 0.5;
vec4 tcolor = texture2D( colorTexture, vUv );
vec4 gray = vec4( vec3( tcolor.r * 0.3 + tcolor.g * 0.59 + tcolor.b * 0.11 ), 1.0 );
gl_FragColor = gray * vec4( vec3( dProd ) * vec3( color ), 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 sphere, uniforms;
let displacement, noise;
init();
animate();
function init() {
camera = new THREE.PerspectiveCamera( 30, window.innerWidth / window.innerHeight, 1, 10000 );
camera.position.z = 300;
scene = new THREE.Scene();
scene.background = new THREE.Color( 0x050505 );
uniforms = {
'amplitude': { value: 1.0 },
'color': { value: new THREE.Color( 0xff2200 ) },
'colorTexture': { value: new THREE.TextureLoader().load( 'textures/water.jpg' ) }
};
uniforms[ 'colorTexture' ].value.wrapS = uniforms[ 'colorTexture' ].value.wrapT = THREE.RepeatWrapping;
const shaderMaterial = new THREE.ShaderMaterial( {
uniforms: uniforms,
vertexShader:vertexshader,
fragmentShader:fragmentshader
} );
const radius = 50, segments = 128, rings = 64;
const geometry = new THREE.SphereGeometry( radius, segments, rings );
displacement = new Float32Array( geometry.attributes.position.count );
noise = new Float32Array( geometry.attributes.position.count );
for ( let i = 0; i < displacement.length; i ++ ) {
noise[ i ] = Math.random() * 5;
}
geometry.setAttribute( 'displacement', new THREE.BufferAttribute( displacement, 1 ) );
sphere = new THREE.Mesh( geometry, shaderMaterial );
scene.add( sphere );
renderer = new THREE.WebGLRenderer();
renderer.setPixelRatio( window.devicePixelRatio );
renderer.setSize( window.innerWidth, window.innerHeight );
const container = document.getElementById( 'container' );
container.appendChild( 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() * 0.01;
sphere.rotation.y = sphere.rotation.z = 0.01 * time;
uniforms[ 'amplitude' ].value = 2.5 * Math.sin( sphere.rotation.y * 0.125 );
uniforms[ 'color' ].value.offsetHSL( 0.0005, 0, 0 );
for ( let i = 0; i < displacement.length; i ++ ) {
displacement[ i ] = Math.sin( 0.1 * i + time );
noise[ i ] += 0.5 * ( 0.5 - Math.random() );
noise[ i ] = THREE.MathUtils.clamp( noise[ i ], - 5, 5 );
displacement[ i ] += noise[ i ];
}
sphere.geometry.attributes.displacement.needsUpdate = true;
renderer.render( scene, camera );
}
}
})
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https://gitee.com/threejs/three-weixin-demo.git
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three-weixin-demo
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