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; uniform vec3 uPlaneColor; uniform vec3 uSpotColor; uniform vec3 uTextColor; uniform float uUseFresnel; varying vec2 vUv; varying vec3 vWorldPosition; varying vec3 vNormal; varying vec3 vEyeVector; void main(){ vec3 cameraToWorld=vWorldPosition-cameraPosition; vec3 cameraToWorldDirection=normalize(cameraToWorld); float cameraToWorldDistance=length(cameraToWorld); float scatter=getScatter(cameraPosition,cameraToWorldDirection,uSpotLight,cameraToWorldDistance,uScatterDivider,uScatterPow); vec3 color=vec3(0.,0.,0.); if(uIsPlane==1.){ color+=uPlaneColor; color+=mix(vec3(0.),uSpotColor,scatter); } if(uIsText==1.){ color+=mix(vec3(0.),uTextColor,scatter); if(uUseFresnel==1.){ float F=fresnel(0.,.5,3.,vEyeVector,vNormal); color+=F; } } gl_FragColor=vec4(color,1.); } `; class Base { constructor(sel, debug = false) { this.debug = debug; this.container = document.querySelector(sel); this.perspectiveCameraParams = { fov: 75, near: 0.1, far: 100 }; this.orthographicCameraParams = { zoom: 2, near: -100, far: 1000 }; this.cameraPosition = new THREE.Vector3(0, 3, 10); this.lookAtPosition = new THREE.Vector3(0, 0, 0); this.rendererParams = { outputEncoding: THREE.LinearEncoding, config: { alpha: true, antialias: true } }; this.mousePos = new THREE.Vector2(0, 0); this.mouseSpeed = 0; } // 初始化 init() { this.createScene(); this.createPerspectiveCamera(); this.createRenderer(); this.createMesh({}); this.createLight(); this.createOrbitControls(); this.addListeners(); this.setLoop(); } // 创建场景 createScene() { const scene = new THREE.Scene(); if (this.debug) { scene.add(new THREE.AxesHelper()); const stats = Stats(); this.container.appendChild(stats.dom); this.stats = stats; } this.scene = scene; } // 创建透视相机 createPerspectiveCamera() { const { perspectiveCameraParams, cameraPosition, lookAtPosition } = this; const { fov, near, far } = perspectiveCameraParams; const aspect = calcAspect(this.container); const camera = new THREE.PerspectiveCamera(fov, aspect, near, far); camera.position.copy(cameraPosition); camera.lookAt(lookAtPosition); this.camera = camera; } // 创建正交相机 createOrthographicCamera() { const { orthographicCameraParams, cameraPosition, lookAtPosition } = this; const { left, right, top, bottom, near, far } = orthographicCameraParams; const camera = new THREE.OrthographicCamera(left, right, top, bottom, near, far); camera.position.copy(cameraPosition); camera.lookAt(lookAtPosition); this.camera = camera; } // 更新正交相机参数 updateOrthographicCameraParams() { const { container } = this; const { zoom, near, far } = this.orthographicCameraParams; const aspect = calcAspect(container); this.orthographicCameraParams = { left: -zoom * aspect, right: zoom * aspect, top: zoom, bottom: -zoom, near, far, zoom }; } // 创建渲染 createRenderer(useWebGL1 = false) { var _a; const { rendererParams } = this; const { outputEncoding, config } = rendererParams; const renderer = !useWebGL1 ? new THREE.WebGLRenderer(config) : new THREE.WebGL1Renderer(config); renderer.setSize(this.container.clientWidth, this.container.clientHeight); renderer.outputEncoding = outputEncoding; this.resizeRendererToDisplaySize(); (_a = this.container) === null || _a === void 0 ? void 0 : _a.appendChild(renderer.domElement); this.renderer = renderer; this.renderer.setClearColor(0x000000, 0); } // 允许投影 enableShadow() { this.renderer.shadowMap.enabled = true; } // 调整渲染器尺寸 resizeRendererToDisplaySize() { const { renderer } = this; if (!renderer) { return; } const canvas = renderer.domElement; const pixelRatio = window.devicePixelRatio; const { clientWidth, clientHeight } = canvas; const width = (clientWidth * pixelRatio) | 0; const height = (clientHeight * pixelRatio) | 0; const isResizeNeeded = canvas.width !== width || canvas.height !== height; if (isResizeNeeded) { renderer.setSize(width, height, false); } return isResizeNeeded; } // 创建网格 createMesh(meshObject, container = this.scene) { const { geometry = new THREE.BoxGeometry(1, 1, 1), material = new THREE.MeshStandardMaterial({ color: new THREE.Color("#d9dfc8") }), position = new THREE.Vector3(0, 0, 0) } = meshObject; const mesh = new THREE.Mesh(geometry, material); mesh.position.copy(position); container.add(mesh); return mesh; } // 创建光源 createLight() { const dirLight = new THREE.DirectionalLight(new THREE.Color("#ffffff"), 0.5); dirLight.position.set(0, 50, 0); this.scene.add(dirLight); const ambiLight = new THREE.AmbientLight(new THREE.Color("#ffffff"), 0.4); this.scene.add(ambiLight); } // 创建轨道控制 createOrbitControls() { const controls = new OrbitControls(this.camera, this.renderer.domElement); const { lookAtPosition } = this; controls.target.copy(lookAtPosition); controls.update(); this.controls = controls; } // 监听事件 addListeners() { this.onResize(); } // 监听画面缩放 onResize() { window.addEventListener("resize", (e) => { if (this.shaderMaterial) { this.shaderMaterial.uniforms.uResolution.value.x = window.innerWidth; this.shaderMaterial.uniforms.uResolution.value.y = window.innerHeight; this.renderer.setSize(window.innerWidth, window.innerHeight); } else { if (this.camera instanceof THREE.PerspectiveCamera) { const aspect = calcAspect(this.container); const camera = this.camera; camera.aspect = aspect; camera.updateProjectionMatrix(); } else if (this.camera instanceof THREE.OrthographicCamera) { this.updateOrthographicCameraParams(); const camera = this.camera; const { left, right, top, bottom, near, far } = this.orthographicCameraParams; camera.left = left; camera.right = right; camera.top = top; camera.bottom = bottom; camera.near = near; camera.far = far; camera.updateProjectionMatrix(); } this.renderer.setSize(this.container.clientWidth, this.container.clientHeight); } }); } // 动画 update() { console.log("animation"); } // 渲染 setLoop() { this.renderer.setAnimationLoop(() => { this.resizeRendererToDisplaySize(); this.update(); if (this.controls) { this.controls.update(); } .........完整代码请登录后点击上方下载按钮下载查看
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