three打造日出草坪小草摆动三维效果

代码语言:html

所属分类:三维

代码描述:three打造日出草坪小草摆动三维效果,可以360拖动

代码标签: 草坪 小草 摆动 三维 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>
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    <title>CodePen - SERENITY NOW</title>
    <style>
        body {
            background-color: #fff;
            margin: 0;
            overflow: hidden;
        }
        .label {
            position: absolute;
            top: 0;
            left: 0;
            padding: 5px 15px;
            color: #fff;
            font-size: 13px;
            background-color: rgba(0, 0, 0, .15);
        }
        .instructions {
            position: absolute;
            bottom: 0%;
            left: 0;
            padding: 5px 15px;
            color: #fff;
            font-size: 13px;
            background-color: rgba(0, 0, 0, .15);
        }
        canvas {
            display: block;
        }
    </style>

</head>
<body translate="no">

    <canvas id="canvas"></canvas>


    <div class="label">
        SERENITY NOW
    </div>
    <div class="instructions">
        WASD/ARROW KEYS TO MOVE, MOUSE TO LOOK
    </div>
    <script type="text/javascript" src="http://repo.bfw.wiki/bfwrepo/js/three.109.js"></script>
    <script src="http://repo.bfw.wiki/bfwrepo/js/OrbitControls.js"></script>
<script type="text/javascript" src="http://repo.bfw.wiki/bfwrepo/js/Stats-16.js"></script>
    <script type="text/javascript" src="http://repo.bfw.wiki/bfwrepo/js/dat.gui-min.js"></script>

    <script>
        //Update of
        //https://codepen.io/al-ro/pen/jJJygQ
        //Added lighting, translucency and movement on an infinite rounded world

        //Based on:
        //"Realistic real-time grass rendering" by Eddie Lee, 2010
        //https://www.eddietree.com/grass
        //https://en.wikibooks.org/wiki/GLSL_Programming/Unity/Translucent_Surfaces

        //There are two scenes: one for the sky/sun and another for the grass. The sky is rendered without depth information on a plane geometry that fills the screen. Automatic clearing is disabled and after the sky has been rendered, we draw the grass scene on top of the background. Both scenes share a camera and light direction information.

        var canvas = document.getElementById("canvas");

        const mobile = (navigator.userAgent.match(/Android/i) || navigator.userAgent.match(/webOS/i) || navigator.userAgent.match(/iPhone/i) || navigator.userAgent.match(/BlackBerry/i) || navigator.userAgent.match(/Windows Phone/i)
        );

        //Variables for blade mesh
        var joints = 4;
        var bladeWidth = 0.12;
        var bladeHeight = 1;

        //Patch side length
        var width = 120;
        //Number of vertices on ground plane side
        var resolution = 32;
        //Distance between two ground plane vertices
        var delta = width/resolution;
        //Radius of the sphere onto which the ground plane is bended
        var radius = 120;
        //User movement speed
        var speed = 1.5;

        //The global coordinates
        //The geometry never leaves a box of width*width around (0, 0)
        //But we track where in space the camera would be globally
        var pos = new THREE.Vector2(0, 0);

        //Number of blades
        var instances = 40000;
        if (mobile) {
            instances = 7000;
            width = 50;
        }

        //Sun
        //Height over horizon in range [0, PI/2.0]
        var elevation = 0.3;
        //Rotation around Y axis in range [0, 2*PI]
        var azimuth = 2.0;

        //Lighting variables for grass
        var ambientStrength = 0.6;
        var translucencyStrength = 1.4;
        var specularStrength = 0.5;
        var diffuseStrength = 2.2;
        var shininess = 256;
        var sunColour = new THREE.Vector3(1.0, 1.0, 1.0);
        var specularColour = new THREE.Vector3(1.0, 1.0, 1.0);

        //Camera rotate
        var rotate = false;

        //Initialise three.js. There are two scenes which are drawn after one another with clear() called manually at the start of each frame
        //Grass scene
        var scene = new THREE.Scene();
        //Sky scene
        var backgroundScene = new THREE.Scene();

        var renderer = new THREE.WebGLRenderer({
            antialias: true, canvas: canvas
        });
        renderer.outputEncoding = THREE.sRGBEncoding;
        renderer.setPixelRatio(window.devicePixelRatio);
        renderer.setSize(window.innerWidth, window.innerHeight);

        //Camera
        const FOV = 45;
        var camera = new THREE.PerspectiveCamera(FOV, window.innerWidth / window.innerHeight, 1, 20000);

        camera.position.set(-70, 0, -50);
        camera.lookAt(new THREE.Vector3(0, 0, 0));

        scene.add(camera);
        backgroundScene.add(camera);

        //Light for ground plane
        var ambientLight = new THREE.AmbientLight(0xffffff, 0.5);
        scene.add(ambientLight);

        //OrbitControls.js for camera manipulation
        controls = new THREE.OrbitControls(camera, renderer.domElement);
        controls.autoRotate = rotate;
        controls.autoRotateSpeed = 1.0;
        controls.maxDistance = 65.0;
        if (mobile) {
            controls.maxDistance = 25.0;
        }
        controls.minDistance = 5.0;
        //Disable keys to stop arrow keys from moving the camera
        controls.enableKeys = false;
        controls.update();

        const stats = new Stats();
        stats.showPanel(0);
        stats.domElement.style.position = 'absolute';
        stats.domElement.style.right = '0px';
        stats.domElement.style.bottom = '0px';
        document.body.appendChild(stats.domElement);

        //************* GUI ***************
        var gui = new dat.GUI();
        gui.add(this, 'radius').min(85).max(1000).step(5);
        gui.add(this, 'speed').min(0.5).max(10).step(0.01);
        gui.add(this, 'elevation').min(0.0).max(Math.PI/2.0).step(0.01).listen().onChange(function(value) {
            updateSunPosition();
        });
        gui.add(this, 'azimuth').min(0.0).max(Math.PI*2.0).step(0.01).listen().onChange(function(value) {
            updateSunPosition();
        });
        gui.close();

        window.addEventListener('resize', onWindowResize, false);
        function onWindowResize() {
            camera.aspect = window.innerWidth / window.innerHeight;
            camera.updateProjectionMatrix();
            renderer.setSize(window.innerWidth, window.innerHeight);
            backgroundMaterial.uniforms.resolution.value = new THREE.Vector2(canvas.width, canvas.height);
        }

        //************** Sky **************
        //https://discourse.threejs.org/t/how-do-i-use-my-own-custom-shader-as-a-scene-background/13598/2
        const backgroundMaterial = new THREE.ShaderMaterial({
            uniforms: {
                sunDirection: {
                    type: 'vec3', value: new THREE.Vector3(Math.sin(azimuth), Math.sin(elevation), -Math.cos(azimuth))},
                resolution: {
                    type: 'vec2', value: new THREE.Vector2(canvas.width, canvas.height)}
            },
            vertexShader: `
            varying vec2 vUv;
            void main() {
            vUv = uv;
            gl_Position = vec4( position, 1.0 );
            }
            `,
            fragmentShader: `
            varying vec2 vUv;
            uniform vec2 resolution;
            uniform vec3 sunDirection;

            const vec3 skyColour = 0.5 * vec3(0.09, 0.33, 0.81);
            //Darken sky when looking up
            vec3 getSkyColour(vec3 rayDir){
            return mix(skyColour, 0.2*skyColour, rayDir.y);
            }

            //https://iquilezles.org/www/articles/fog/fog.htm
            vec3 applyFog(vec3 rgb, vec3 rayOri, vec3 rayDir, vec3 sunDir){
            //Make horizon more hazy
            float dist = 4000.0;
            if(abs(rayDir.y) < 0.0001){rayDir.y = 0.0001;}
            //Rate of fade
            float b = 0.2;
            float fogAmount = pow(1.0-rayDir.y, 4.0);//1.0 * exp(-rayOri.y*b) * (1.0-exp(-dist*rayDir.y*b))/rayDir.y;
            float sunAmount = max( dot( rayDir, sunDir ), 0.0 );
            vec3 fogColor  = mix( vec3(0.5,0.6,0.7), vec3(1.0), pow(sunAmount, 16.0) );
            return mix(rgb, fogColor, clamp(fogAmount, 0.0, 1.0));
            }

            vec3 ACESFilm(vec3 x){
            float a = 2.51;
            float b = 0.03;
            float c = 2.43;
            float d = 0.59;
            float e = 0.14;
            return clamp((x*(a*x+b))/(x*(c*x+d)+e), 0.0, 1.0);
            }

            vec3 rayDirection(float fieldOfView, vec2 fragCoord) {
            vec2 xy = fragCoord - resolution.xy / 2.0;
            float z = (0.5 * resolution.y) / tan(radians(fieldOfView) / 2.0);
            return normalize(vec3(xy, -z));
            }

            //https://www.geertarien.com/blog/2017/07/30/breakdown-of-the-lookAt-function-in-OpenGL/
            mat3 lookAt(vec3 camera, vec3 at, vec3 up){
            vec3 zaxis = normalize(at-camera);
            vec3 xaxis = normalize(cross(zaxis, up));
            vec3 yaxis = cross(xaxis, zaxis);

            return mat3(xaxis, yaxis, -zaxis);
            }

            float getGlow(float dist, float radius, float intensity){
            dist = max(dist, 1e-6);
            return pow(radius/dist, intensity);
            }

            void main() {

            vec3 target = vec3(0.0, 0.0, 0.0);
            vec3 up = vec3(0.0, 1.0, 0.0);
            vec3 rayDir = rayDirection(45.0, gl_FragCoord.xy);

            //Get the view matrix from the camera orientation
            mat3 viewMatrix_ = lookAt(cameraPosition, target, up);

            //Transform the ray to point in the correct direction
            rayDir = viewMatrix_ * rayDir;

            vec3 sunDir = normalize(sunDirection);

            vec3 col = getSkyColour(rayDir);
            float mu = dot(sunDir, rayDir);
            //Draw sun
            col += getGlow(1.0-mu, 0.000015, 0.9);
            col += applyFog(col, vec3(0,1000,0), rayDir, sunDir);
            gl_FragColor = vec4(col, 1.0 );
            }
            `
        });

        backgroundMaterial.depthWrite = false;
        var backgroundGeometry = new THREE.PlaneBufferGeometry(2, 2, 1, 1);
        var background = new THREE.Mesh(backgroundGeometry, backgroundMaterial);
        backgroundScene.add(background);

        renderer.autoClear = false;

        //************** Ground **************
        //Ground material is a modification of the existing THREE.MeshPhongMaterial rather than one from scratch
        var groundBaseGeometry = new THREE.PlaneBufferGeometry(width, width, resolution, resolution);
        groundBaseGeometry.lookAt(new THREE.Vector3(0, 1, 0));
        groundBaseGeometry.verticesNeedUpdate = true;

        var groundGeometry = new THREE.PlaneBufferGeometry(width, width, resolution, resolution);
        groundGeometry.addAttribute('basePosition', groundBaseGeometry.getAttribute("position"));
        groundGeometry.lookAt(new THREE.Vector3(0, 1, 0));
        groundGeometry.verticesNeedUpdate = true;
        var groundMaterial = new THREE.MeshPhongMaterial({
            color: 0x000300
        });

        var groundVertexPrefix = `
        attribute vec3 basePosition;
        uniform float delta;
        uniform float posX;
        uniform float posZ;
        uniform float radius;
        uniform float width;

        float placeOnSphere(vec3 v){
        float theta = acos(v.z/radius);
        float phi = acos(v.x/(radius * sin(theta)));
        float sV = radius * sin(theta) * sin(phi);
        //If undefined, set to default value
        if(sV != sV){
        sV = v.y;
        }
        return sV;
        }

        vec3 norm;
        vec3 pos;

        //Get the position of the ground from the [x,z] coordinates, the sphere and the noise height field
        vec3 getPosition(vec3 pos, float epsX, float epsZ){
        vec3 temp;
        temp.x = pos.x + epsX;
        temp.z = pos.z + epsZ;
        temp.y = max(0.0, placeOnSphere(temp)) - radius;
        //temp.y += getYPosition(vec2(basePosition.x+epsX+delta*floor(posX), basePosition.z+epsZ+delta*floor(posZ)));
        return temp;
        }

        //Find the normal at pos as the cross product of the central-differences in x and z directions
        vec3 getNormal(vec3 pos){
        float eps = 1e-1;

        vec3 tempP = getPosition(pos, eps, 0.0);
        vec3 tempN = getPosition(pos, -eps, 0.0);

        vec3 slopeX = tempP - tempN;

        tempP = getPosition(pos, 0.0, eps);
        tempN = getPosition(pos, 0.0, -eps);

        vec3 slopeZ = tempP - tempN;

        vec3 norm = normalize(cross(slopeZ, slopeX));
        return norm;
        }
        `;

        var groundShader;
        groundMaterial.onBeforeCompile = function (shader) {
            shader.uniforms.delta = {
                value: delta
            };
            shader.uniforms.posX = {
                value: pos.x
            };
            shader.uniforms.posZ = {
                value: pos.z
            };
            shader.uniforms.radius = {
                value: radius
            };
            shader.uniforms.width = {
                value: width
            };
            shader.vertexShader = groundVertexPrefix + shader.vertexShader;
            shader.vertexShader = shader.vertexShader.replace(
                '#include <beginnormal_vertex>',
                `//https://dev.to/maurobringolf/a-neat-trick-to-compute-modulo-of-negative-numbers-111e
                pos.x = basePosition.x - mod(mod((delta*posX),delta) + delta, delta);
                pos.z = basePosition.z - mod(mod((delta*posZ),delta) + delta, delta);
                pos.y = max(0.0, placeOnSphere(pos)) - radius;
                //pos.y += 10.0*getYPosition(vec2(basePosition.x+delta*floor(posX), basePosition.z+delta*floor(posZ)));
                vec3 objectNormal = getNormal(pos);
                #ifdef USE_TANGENT
                vec3 objectTangent = vec3( tangent.xyz );
                #endif`
            );
            shader.vertexShader = shader.vertexShader.replace(
                '#include <begin_vertex>',
                `vec3 transformed = vec3(pos);`
            );
            groundShader = shader;
        };

        var ground = new THREE.Mesh(groundGeometry, groundMaterial);

        ground.geometry.computeVertexNormals();
        scene.add(ground);

        //************** Grass **************
        var grassVertexSource = `
        precision mediump float;
        attribute vec3 position;
        attribute vec3 normal;
        attribute vec3 offset;
        attribute vec2 uv;
        attribute vec2 halfRootAngle;
        attribute float scale;
        attribute float index;
        uniform float time;

        uniform float delta;
        uniform float posX;
        uniform float posZ;
        uniform float radius;
        uniform float width;

        uniform mat4 modelViewMatrix;
        uniform mat4 projectionMatrix;

        varying vec2 vUv;
        varying vec3 vNormal;
        varying vec3 vPosition;
        varying float frc;
        varying float idx;

        //https://www.geeks3d.com/20141201/how-to-rotate-a-vertex-by-a-quaternion-in-glsl/
        vec3 rotateVectorByQuaternion(vec3 v, vec4 q){
        return 2.0 * cross(q.xyz, v * q.w + cross(q.xyz, v)) + v;
        }

        float placeOnSphere(vec3 v){
        float theta = acos(v.z/radius);
        float phi = acos(v.x/(radius * sin(theta)));
        float sV = radius * sin(theta) * sin(phi);
        //If undefined, set to default value
        if(sV != sV){
        sV = v.y;
        }
        return sV;
        }

        void main() {

        //Vertex height in blade geometry
        frc = position.y / float(` + bladeHeight + `);

        //Scale vertices
        vec3 vPosition = position;
        vPosition.y *= scale;

        //Invert scaling for normals
        vNormal = normal;
        vNormal.y /= scale;

        //Rotate blade around Y axis
        vec4 direction = vec4(0.0, halfRootAngle.x, 0.0, halfRootAn.........完整代码请登录后点击上方下载按钮下载查看

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