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
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