aframe实现三维玻璃立方体视差着色器代码
代码语言:html
所属分类:三维
代码描述:aframe实现三维玻璃立方体视差着色器代码
代码标签: aframe 三维 玻璃 立方体 视差 着色器 代码
下面为部分代码预览,完整代码请点击下载或在bfwstudio webide中打开
<!DOCTYPE html>
<html lang="en" >
<head>
<meta charset="UTF-8">
<meta name="viewport" content="width=device-width, initial-scale=1">
<script>console.clear();</script>
<script type="text/javascript" src="//repo.bfw.wiki/bfwrepo/js/aframe.1.3.0.js"></script>
<script type="text/javascript" src="//repo.bfw.wiki/bfwrepo/js/aframe-orbit-controls.1.3.0.js"></script>
<style>
.tip {
position: fixed;
top: 4px;
z-index: 1;
pointer-events: none;
width: 100%;
padding: 12px;
font-family: system-ui, sans-serif;
font-size: clamp(0.75rem, 3.5vw, 1.25rem);
text-align: center;
color: #fff;
opacity: 0.25;
}
</style>
</head>
<body >
<script>
AFRAME.registerComponent('glass-cube', {
schema: {},
init() {
const mesh = this.el.getObject3D('mesh');
mesh.geometry.computeTangents();
mesh.material = this.generateMaterial();
},
generateMaterial() {
const colorTex = new THREE.TextureLoader().load('//repo.bfw.wiki/bfwrepo/images/cube/colored_squares.png');
const normalTex = new THREE.TextureLoader().load('//repo.bfw.wiki/bfwrepo/images/cube/glass_frosted_normal_tex.jpg');
// const normalTex = new THREE.TextureLoader().load('//repo.bfw.wiki/bfwrepo/images/cube/tiles_normal_map.jpg');
return new THREE.ShaderMaterial({
uniforms: {
u_colorTex: { type: 't', value: colorTex },
u_normalTex: { type: 't', value: normalTex }
},
// I learned a lot about normal/parallax mapping from this article + demo:
// https://apoorvaj.io/exploring-bump-mapping-with-webgl/
vertexShader: `
// THREE doesn't seem to add the "tangent" attribute automatically when we compute the tangents.
// The attribute data is there, we just need to declare it here.
attribute vec4 tangent;
varying vec3 v_normal;
varying vec2 v_uv;
varying vec3 v_fragPos;
varying vec3 v_viewPos;
varying vec3 v_lightPos;
void main() {
// Compute the bitangent at runtime - it's not too expensive per-vertex.
// Often this is another vertex attribute, but "BufferGeometry.computeTangents()" doesn't store it as an attribute.
// For now, I didn't feel like figuring out the best way to compute these on the CPU, but it could be done :)
vec3 bitangent = cross(normal, tangent.xyz);
// Now that we have all three tangent space basis vectors, transform them to align with the model transform.
vec3 t = normalize(normalMatrix * tangent.xyz);
vec3 b = normalize(normalMatrix * bitangent);
vec3 n = normalize(normalMatrix * normal);
// Finally, generate a 3x3 matrix that converts from world space to tangent space.
// Apparently the base matrix goes from tangent space to world space, and to go the other direction
// we have to take the inverse of it. However, since we don't have any shearing/skewing happening,
// an equivalent operation is the transpose, which is faster. If this doesn't work for a future project,
// just be aware that what we really need might be an inverse 3x3 matrix function.
// I didn't know there is a built-in transpose function, but we get an error if we define our own.
// Maybe threejs is providing this? If there are ever any errors porting this code (e.g..........完整代码请登录后点击上方下载按钮下载查看
















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