three实现三维带卫星的宇宙行星天体效果代码
代码语言:html
所属分类:三维
代码描述:three实现三维带卫星的宇宙行星天体效果代码
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">
<style>
canvas {
position: absolute;
top: 0;
left: 0;
width: 100%;
height: 100%;
touch-action: none;
}
</style>
</head>
<body translate="no">
<script type="text/javascript" src="//repo.bfw.wiki/bfwrepo/js/three.143.js"></script>
<script type="text/javascript" src="//repo.bfw.wiki/bfwrepo/js/dat.gui-min.js"></script>
<script >
const fovTmp = new THREE.Vector4();
const posTmp = new THREE.Vector3();
const spherical = new THREE.Spherical(5, Math.PI * 0.5, 0);
const zero = new THREE.Vector3(0, 0, 0);
const hp = Math.PI * 0.5;
const mouseRot = Math.PI * 0.1;
let autoMove = true;
function spaceScene() {
const sky = new THREE.Group();
const nStars = 5000;
const points = new Float32Array(nStars * 3);
const rand = new Float32Array(nStars);
for (let i = 0; i < nStars; i++) {
const theta = Math.random() * Math.PI * 2.0;
const phi = Math.acos(Math.random() * 2.0 - 1.0);
spherical.set(100, phi, theta);
posTmp.setFromSpherical(spherical);
posTmp.toArray(points, i * 3);
rand[i] = Math.random();
}
const starsGeo = new THREE.BufferGeometry();
starsGeo.setAttribute('position', new THREE.BufferAttribute(points, 3));
starsGeo.setAttribute('random', new THREE.BufferAttribute(rand, 1));
const starsMat = new THREE.ShaderMaterial({
transparent: true,
blending: THREE.AdditiveBlending,
depthTest: true,
depthWrite: false,
vertexShader: `
attribute float random;
varying vec3 vPos;
void main() {
vPos = position;
vec4 mvPosition = modelViewMatrix * vec4(position, 1.0);
gl_Position = projectionMatrix * mvPosition;
gl_PointSize = 10.0 + random * 10.0;
}
`,
fragmentShader: `
varying vec3 vPos;
float rand(vec2 co) {
return fract(sin(dot(co, vec2(12.9898, 78.233))) * 43758.5453);
}
void main() {
vec2 uv = vec2(gl_PointCoord.x, 1.0 - gl_PointCoord.y);
vec2 centre = uv - 0.5;
vec3 rgb = vec3(
rand(vPos.xy),
rand(vPos.xz),
rand(vPos.yz)
);
vec3 col = vec3(0.5) + rgb * 0.5;
float a = smoothstep(0.8, 1.0, 1.0 - length(centre) * 2.0);
gl_FragColor = vec4(col, a);
}
` });
const stars = new THREE.Points(starsGeo, starsMat);
sky.add(stars);
const planetGeo = new THREE.SphereGeometry(1, 64, 64);
const planetMat = new THREE.ShaderMaterial({
uniforms: {
uTime: { value: 0 } },
transparent: true,
vertexShader: `
varying vec3 vPos;
void main() {
vPos = position;
gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);
}
`,
fragmentSh.........完整代码请登录后点击上方下载按钮下载查看
















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