three打造三维字体光照交互效果代码

代码语言:html

所属分类:三维

代码描述:three打造三维字体光照交互效果代码

代码标签: 字体 光照 交互 效果

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">
<link type="text/css" rel="stylesheet" href="//repo.bfw.wiki/bfwrepo/css/aqua-1.5.5.css">
<style>
body {
  display: flex;
  justify-content: center;
  align-items: center;
  min-height: 100vh;
  margin: 0;
}
</style>

 

</head>

<body>
  <div class="relative w-screen h-screen">
  <div class="thousand-follow w-full h-full bg-black"></div>
</div>


  
      <script  type="module">
import * as THREE from "https://cdn.skypack.dev/three@0.124.0";
import ky from "https://cdn.skypack.dev/kyouka@1.2.5";
import { OrbitControls } from "https://cdn.skypack.dev/three@0.124.0/examples/jsm/controls/OrbitControls";
import { GLTFLoader } from "https://cdn.skypack.dev/three@0.124.0/examples/jsm/loaders/GLTFLoader";
import { FBXLoader } from "https://cdn.skypack.dev/three@0.124.0/examples/jsm/loaders/FBXLoader";
import Stats from "https://cdn.skypack.dev/three@0.124.0/examples/jsm/libs/stats.module";
import * as dat from "https://cdn.skypack.dev/dat.gui@0.7.7";
const calcAspect = (el) => el.clientWidth / el.clientHeight;
const getNormalizedMousePos = (e) => {
    return {
        x: (e.clientX / window.innerWidth) * 2 - 1,
        y: -(e.clientY / window.innerHeight) * 2 + 1
    };
};
const thousandFollowFontUrl = "https://cdn.skypack.dev/three@0.124.0/examples/fonts/helvetiker_regular.typeface.json";
const thousandFollowFontConfig = {
    size: 0.5,
    height: 0.2,
    curveSegments: 120,
    bevelEnabled: true,
    bevelThickness: 0.03,
    bevelSize: 0.02,
    bevelOffset: 0,
    bevelSegments: 5
};
const thousandFollowVertexShader = `
#define GLSLIFY 1
// https://tympanus.net/codrops/2019/10/29/real-time-multiside-refraction-in-three-steps/
vec4 getWorldPosition(mat4 modelMat,vec3 pos){
    vec4 worldPosition=modelMat*vec4(pos,1.);
    return worldPosition;
}

// https://tympanus.net/codrops/2019/10/29/real-time-multiside-refraction-in-three-steps/
vec3 getEyeVector(mat4 modelMat,vec3 pos,vec3 camPos){
    vec4 worldPosition=getWorldPosition(modelMat,pos);
    vec3 eyeVector=normalize(worldPosition.xyz-camPos);
    return eyeVector;
}

varying vec2 vUv;
varying vec3 vWorldPosition;
varying vec3 vNormal;
varying vec3 vEyeVector;

void main(){
    vec4 modelPosition=modelMatrix*vec4(position,1.);
    vec4 viewPosition=viewMatrix*modelPosition;
    vec4 projectedPosition=projectionMatrix*viewPosition;
    gl_Position=projectedPosition;
    
    vUv=uv;
    vWorldPosition=getWorldPosition(modelMatrix,position).xyz;
    vNormal=normalize(mat3(modelMatrix)*normal);
    vEyeVector=getEyeVector(modelMatrix,position,cameraPosition);
}
`;
const thousandFollowFragmentShader = `
#define GLSLIFY 1
// https://ijdykeman.github.io/graphics/simple_fog_shader
// https://lusion.co/
float getScatter(vec3 start,vec3 dir,vec3 lightPos,float d,float lightDivider,float lightPow){
    // light to ray origin
    vec3 q=start-lightPos;
    
    // coefficients
    float b=dot(dir,q);
    float c=dot(q,q);
    
    // evaluate integral
    float t=c-b*b;
    float s=1./sqrt(max(.0001,t));
    float l=s*(atan((d+b)*s)-atan(b*s));
    
    return pow(max(0.,l/lightDivider),lightPow);
}

// https://www.shadertoy.com/view/4scSW4
float fresnel(float bias,float scale,float power,vec3 I,vec3 N)
{
    return bias+scale*pow(1.+dot(I,N),power);
}

uniform float uTime;
uniform vec2 uMouse;
uniform vec2 uResolution;
uniform vec3 uSpotLight;
uniform float uScatterDivider;
uniform float uScatterPow;
uniform float uIsPlane;
uniform float uIsText;
unifor.........完整代码请登录后点击上方下载按钮下载查看

网友评论0