three打造3d三位灯笼
代码语言:html
所属分类:三维
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 { width: 100vw; height: 100vh; overflow: hidden; margin: 0; padding: 0; box-sizing: border-box; background: rgb(238,238,238); background: radial-gradient(circle, rgba(238,238,238,1) 0%, rgba(199,166,152,1) 53%, rgba(201,87,87,1) 100%); cursor: pointer; } </style> </head> <body translate="no"> <script type="x-shader/x-vertex" id="vs-lines"> uniform float globalTime; uniform vec3 gravity; uniform vec3 gravity2; uniform float spacing; attribute vec3 customColor; attribute float seed; attribute float seed2; attribute float draw; attribute float index2; attribute vec3 norm; varying vec3 vColor; varying float vDraw; varying vec3 vNormal; void main() { vDraw = draw; vColor = customColor; vec3 displacement = vec3(0.0,0.0,0.0); vec3 forceDirection = vec3(0.0,0.0,0.0); float displacementFactor = pow(index2, 1.5); float displacementFactor2 = pow(index2, 3.5); float displacementFactor3 = pow(1.0-index2, 1.0); // "gravity" vec3 g = gravity; g.x *= displacementFactor2 * seed2; // "wind" forceDirection.x = sin(globalTime*0.01+seed2*0.75+index2*0.5) * 0.1*displacementFactor; forceDirection.y = cos(globalTime*0.1+seed2*1.0+index2*1.0) * 0.1*displacementFactor; forceDirection.z = sin(globalTime*0.1+seed2*0.5+index2*1.0) * 0.1*displacementFactor; displacement = g + forceDirection + ((1.0-index2)*gravity2) * seed; vec3 aNormal = norm; aNormal.xyz += displacement*displacementFactor; vNormal = norm*(1.0-index2); vNormal += (gravity2-gravity)*0.05; vec3 animated = position; // curl it slightly animated.x += aNormal.x*index2*20.0*displacementFactor3; animated += aNormal*index2*(spacing*seed); if (animated.y < -150.0+seed2*20.0) { animated.y = -150.0+seed2*20.0; vDraw = 0.0; } vec4 mvPosition = modelViewMatrix * vec4( animated, 1.0 ); gl_Position = projectionMatrix * mvPosition; } </script> <script type="x-shader/x-fragment" id="fs-lines"> uniform vec3 color; varying vec3 vColor; varying float vDraw; varying vec3 vNormal; void main() { if (vDraw == 0.0) { discard; } float depth = gl_FragCoord.z / gl_FragCoord.w; float fogFactor = smoothstep( 450.0, 300.0, depth ); vec3 light = vec3(1.0,1.0,1.0); float d = pow(max(0.3,dot(vNormal.xyz, light))*2.0, 1.5); gl_FragColor = vec4( (color * vColor) * d * fogFactor, 1.0 ); } </script> <script type="x-shader/x-vertex" id="vs-matcap"> varying vec2 vN; void main() { vec3 e = normalize( vec3( modelViewMatrix * vec4( position, 1.0 ) ) ); vec3 n = normalize( normalMatrix * normal ); vec3 r = reflect( e, n ); float m = 2. * sqrt( pow( r.x, 2. ) + pow( r.y, 2. ) + pow( r.z + 1., 2. ) ); vN = r.xy / m + .5; gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1. ); } </script> <script type="x-shader/x-vertex" id="fs-matcap"> uniform sampler2D tMatCap; varying vec2 vN; void main() { vec3 base = texture2D( tMatCap, vN ).rgb; gl_FragColor = vec4( base, 0.44 ); } </script> <script id="vs-halo" type="x-shader/x-vertex"> varying vec3 vNormal; void main() { vNormal = normalize( normalMatrix * normal ); gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 ); } </script> <script id="fs-halo" type="x-shader/x-vertex"> varying vec3 vNormal; void main() { float intensity = pow( 0.5 - dot( vNormal, vec3( 0.0, 0.0, 1.0 ) ), 0.5 ); gl_FragColor = vec4( 0.96, 0.96, 0.86, 0.6 ) * intensity; } </script> <script type="text/javascript" src="http://repo.bfw.wiki/bfwrepo/js/three.109.js"></script> <script src='http://repo.bfw.wiki/bfwrepo/js/THREEProjector.js'></script> <script src='http://repo.bfw.wiki/bfwrepo/js/GLTFLoader.js'></script> <script> var container, camera, scene, renderer; var hair, lanternSphere, lanternRings; var flower, flower2; var goldMat; var delta, time, oldTime; var uniforms; var gravity = new THREE.Vector3(0, 0, 0); var gravity2 = new THREE.Vector3(0, 0, 0); var mouse = new THREE.Vector2(0, 0); var mouseObj = { x: 0, y: 0, vx: 0, vy: 0 }; var projector = new THREE.Projector(); var raycaster = new THREE.Raycaster(); var collisionMesh; window.onload = () => { init(); animate(); }; function init() { container = document.createElement('div'); document.body.appendChild(container); scene = new THREE.Scene(); scene.background = new THREE.Color(0xC95757); createCamera(); createLights(); //loadGLTFModel(gltfURL); createLantern(); createCollisionMesh(); createHair(); createRenderer(); window.addEventListener('resize', onWindowResize, false); document.addEventListener('mousemove', onMouseMove, false); document.addEventListener('touchmove', onTouchMove, false); } function createCamera() { camera = new THREE.PerspectiveCamera(45, window.innerWidth / window.innerHeight, 1, 10000); camera.position.set(0, 0, 400); camera.lookAt(scene.position).........完整代码请登录后点击上方下载按钮下载查看
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