three实现三维立体质感数字时钟显示当前时间代码

代码语言:html

所属分类:三维

代码描述:three实现三维立体质感数字时钟显示当前时间代码,显示星期、日期、当前时分等信息。

代码标签: three 三维 立体 质感 数字 时钟 显示 当前 时间 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>
body{
  overflow: hidden;
  margin: 0;
}
</style>

  
  
</head>

<body>
  <script type="importmap">
  {
    "imports": {
      "three": "//repo.bfw.wiki/bfwrepo/js/module/three/build/162/three.module.js",
      "three/addons/": "//repo.bfw.wiki/bfwrepo/js/module/three/examples/162/jsm/"
    }
  }
</script>
<script>
  let snoise2d = `// Simplex 2D noise
//
vec3 permute(vec3 x) { return mod(((x*34.0)+1.0)*x, 289.0); }

float snoise(vec2 v){
  const vec4 C = vec4(0.211324865405187, 0.366025403784439,
           -0.577350269189626, 0.024390243902439);
  vec2 i  = floor(v + dot(v, C.yy) );
  vec2 x0 = v -   i + dot(i, C.xx);
  vec2 i1;
  i1 = (x0.x > x0.y) ? vec2(1.0, 0.0) : vec2(0.0, 1.0);
  vec4 x12 = x0.xyxy + C.xxzz;
  x12.xy -= i1;
  i = mod(i, 289.0);
  vec3 p = permute( permute( i.y + vec3(0.0, i1.y, 1.0 ))
  + i.x + vec3(0.0, i1.x, 1.0 ));
  vec3 m = max(0.5 - vec3(dot(x0,x0), dot(x12.xy,x12.xy),
    dot(x12.zw,x12.zw)), 0.0);
  m = m*m ;
  m = m*m ;
  vec3 x = 2.0 * fract(p * C.www) - 1.0;
  vec3 h = abs(x) - 0.5;
  vec3 ox = floor(x + 0.5);
  vec3 a0 = x - ox;
  m *= 1.79284291400159 - 0.85373472095314 * ( a0*a0 + h*h );
  vec3 g;
  g.x  = a0.x  * x0.x  + h.x  * x0.y;
  g.yz = a0.yz * x12.xz + h.yz * x12.yw;
  return 130.0 * dot(m, g);
}

float udSegment( in vec2 p, in vec2 a, in vec2 b )
{
    vec2 ba = b-a;
    vec2 pa = p-a;
    float h =clamp( dot(pa,ba)/dot(ba,ba), 0.0, 1.0 );
    return length(pa-h*ba);
}
`;
</script>
  
      <script  type="module">
import * as THREE from "three";
import { OrbitControls } from "three/addons/controls/OrbitControls.js";
import { mergeGeometries } from "three/addons/utils/BufferGeometryUtils.js";

import { EffectComposer } from "three/addons/postprocessing/EffectComposer.js";
import { RenderPass } from "three/addons/postprocessing/RenderPass.js";
import { UnrealBloomPass } from "three/addons/postprocessing/UnrealBloomPass.js";
import { OutputPass } from "three/addons/postprocessing/OutputPass.js";

import { RoomEnvironment } from "three/addons/environments/RoomEnvironment.js";

console.clear();

// load fonts
await (async function () {
  async function loadFont(fontface) {
    await fontface.load();
    document.fonts.add(fontface);
  }
  let fonts = [
    new FontFace(
      "KodeMono",
      "url(https://fonts.gstatic.com/s/kodemono/v1/A2BYn5pb0QgtVEPFnlYOnYLw.woff2) format('woff2')"
    )
  ];
  for (let font in fonts) {
    //console.log(fonts[font]);
    await loadFont(fonts[font]);
  }
})();

class GlowLayer extends EffectComposer {
  constructor(renderer) {
    const target = new THREE.WebGLRenderTarget(
      window.innerWidth,
      window.innerHeight,
      {
        type: THREE.HalfFloatType,
        format: THREE.RGBAFormat,
        colorSpace: THREE.SRGBColorSpace,
        samples: 8
      }
    );
    super(renderer, target);
    const renderScene = new RenderPass(scene, camera);

    const bloomPass = new UnrealBloomPass(
      new THREE.Vector2(window.innerWidth, window.innerHeight),
      0.1,
      0,
      5
    );

    const outputPass = new OutputPass();

    this.uniforms = {
      aspect: { value: camera.aspect }
    };
    outputPass.material.onBeforeCompile = (shader) => {
      shader.uniforms.aspect = this.uniforms.aspect;
      shader.uniforms.watermark = {value: (function () {
          let c = document.createElement("canvas");
          c.width = 1024;
          c.height = 128;
          let $ = c.getContext("2d");
          $.clearRect(0, 0, c.width, c.height);
          $.font = `bold ${c.height * 0.5}px KodeMono`;
          $.textAlign = "left";
          $.textBaseline = "middle";

          $.fillStyle = "#fff";
          $.fillText("dig clock", c.width * 0.01, c.height * 0.5);

          let cTex = new THREE.CanvasTexture(c);
          cTex.colorSpace = THREE.SRGBColorSpace;
          return cTex;
        })()
                                  
                                  }
      shader.fragmentShader = `
        ${shader.fragmentShader}
      `
        .replace(
          `precision highp float;`,
          `precision highp float;
         uniform float aspect;
         uniform sampler2D watermark;
        `
        )
        .replace(
          `}`,
          `
          // signature
          vec2 sUv = vUv * 14. * vec2(aspect / 8., 1.);
          sUv -= vec2(0.05, 0.05);
          float sig = texture2D(watermark, sUv).r;
          vec3 sigColor = vec3(0.75);
          ////////////
          gl_FragColor.rgb = mix(gl_FragColor.rgb, sigColor, sig);
        }
        `
        );
        //console.log(shader.fragmentShader)
    };
    this.addPass(renderScene);
    this.addPass(bloomPass);
    this.addPass(outputPass);

    //console.log(outputPass);
  }
}

class Logo extends THREE.BufferGeometry {
  constructor() {
    super();

    let baseVector = new THREE.Vector2(0, 1);
    let center = new THREE.Vector2();
    let shift = new THREE.Vector2(0, -0.25);
    let a = 3 / Math.sqrt(3);
    let hA = a * 0.5;
    let hStep = 1.5;
    let hHeight = 0.75;
    let steps = 4;
    let scale = 0.85;
    let baseTri = [
      baseVector.clone().multiplyScalar(scale).add(shift),
      baseVector
        .clone()
        .rotateAround(center, (-Math.PI * 2) / 3)
        .multiplyScalar(scale)
        .add(shift),
      baseVector
        .clone()
        .rotateAround(center, (Math.PI * 2) / 3)
        .multiplyScalar(scale)
        .add(shift)
    ];

    let baseTriFlip = [
      baseVector
        .clone()
        .rotateAround(center, Math.PI)
        .multiplyScalar(scale)
        .sub(shift),
      baseVector
        .clone()
        .rotateAround(center, Math.PI / 3)
        .multiplyScalar(scale)
        .sub(shift),
      baseVector
        .clone()
        .rotateAround(center, -Math.PI / 3)
        .multiplyScalar(scale)
        .sub(shift)
    ];

    let holes = [];

    for (let rows = 0; rows < steps; rows++) {
      let items = 1 + rows * 2; // arithmetic progression

      let h = hStep * 1.5 - rows * hStep;
      console.log(h);
      let w = -((items - 1) / 2) * hA;

      for (let item = 0; item < items; item++) {
        let shiftX = w + hA * item;
        let shiftY = h;

        let tri = (item % 2 == 0 ? baseTri : baseTriFlip).map((p) => {
          let pt = p.clone();
          pt.x += shiftX;
          pt.y += shiftY;
          return pt;
        });

        let hole = new THREE.Path(tri);
        holes.push(hole);
      }
    }

    let contourShift = new THREE.Vector2(0, -1);
    let contour = [
      baseVector.clone().multiplyScalar(4.1).add(contourShift),
      baseVector
        .clone()
        .rotateAround(center, (Math.PI * 2) / 3)
        .multiplyScalar(4.1)
        .add(contourShift),
      baseVector
        .clone()
        .rotateAround(center, (-Math.PI * 2) / 3)
        .multiplyScalar(4.1)
        .add(contourShift)
    ];
    let shape = new THREE.Shape(contour);
    shape.holes = holes;

    let shapeGeom = new THREE.ExtrudeGeometry(shape, {
      depth: 0.1,
      bevelEnabled: true,
      bevelThickness: 0.1,
      bevelSize: 0.1,
      bevelSegments: 5
    });
    shapeGeom.rotateZ(Math.PI * 0.25);
    shapeGeom.center();

    this.copy(shapeGeom);
  }
}

class Display extends THREE.InstancedMesh {
  constructor(thickness) {
    let g = new THREE.PlaneGeometry(5, 7.5);
    let m = new THREE.MeshBasicMaterial({
      color: new THREE.Color(0x0088ff),
      map: null,
      side: THREE.DoubleSide,
      forceSinglePass: true,
      transparent: true
    });
    super(g, m, 10);
    this.thickness = thickness;
    console.log(this);
    this.init();
  }

  init() {
    let dummy = new THREE.Object3D();
    for (let i = 0; i < this.count; i++) {
      dummy.position.z = i * (this.thickness / (this.count - 1));
      dummy.updateMatrix();
      this.setMatrixAt(i, dummy.matrix);
    }

    let canvas = document.createElement("canvas");
    canvas.width = 1000;
    canvas.height = 1400;
    this.context = canvas.getContext("2d");

    this.days = [
      "SONNTAG",
      "MONTAG",
      "DIENSTAG",
      "MITTWOCH",
      "DONNERSTAG",
      "FREITAG",
      "SAMSTAG"
    ];

    this.displayTexture = new THREE.CanvasTexture(canvas);
    this.material.map = this.displayTexture;
    this.material.onBeforeCompile = (shader) => {
      shader.vertexShader = `
        varying float viID;
        ${shader.vertexShader}
      `.replace(
        `#include <begin_vertex>`,
        `#include <begin_vertex>
          float iID = float(gl_InstanceID);
          viID = iID;
        `
      );
      //console.log(shader.vertexShader);
      shader.fragmentShader = `
        varying float viID;
        ${shader.fragmentShader}
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