three实现三维立体可调参数云朵效果代码
代码语言:html
所属分类:三维
代码描述:three实现三维立体可调参数云朵效果代码
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, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0"> </head> <body> <div id="info"> </div> <!-- Import maps polyfill --> <!-- Remove this when import maps will be widely supported --> <script async type="text/javascript" src="//repo.bfw.wiki/bfwrepo/js/es-module-shims.1.3.6.js"></script> <script type="importmap"> { "imports": { "three": "//repo.bfw.wiki/bfwtool/build/three.module.js" } } </script> <script type="module"> import * as THREE from 'three'; import Stats from '//repo.bfw.wiki/bfwtool/examples/jsm/libs/stats.module.js'; import { OrbitControls } from '//repo.bfw.wiki/bfwtool/examples/jsm/controls/OrbitControls.js'; import { ImprovedNoise } from '//repo.bfw.wiki/bfwtool/examples/jsm/math/ImprovedNoise.js'; import { GUI } from '//repo.bfw.wiki/bfwtool/examples/jsm/libs/lil-gui.module.min.js'; import WebGL from '//repo.bfw.wiki/bfwtool/examples/jsm/capabilities/WebGL.js'; if ( WebGL.isWebGL2Available() === false ) { document.body.appendChild( WebGL.getWebGL2ErrorMessage() ); } let renderer, scene, camera; let mesh; init(); animate(); function init() { renderer = new THREE.WebGLRenderer(); renderer.setPixelRatio( window.devicePixelRatio ); renderer.setSize( window.innerWidth, window.innerHeight ); document.body.appendChild( renderer.domElement ); scene = new THREE.Scene(); camera = new THREE.PerspectiveCamera( 60, window.innerWidth / window.innerHeight, 0.1, 100 ); camera.position.set( 0, 0, 1.5 ); new OrbitControls( camera, renderer.domElement ); // Sky const canvas = document.createElement( 'canvas' ); canvas.width = 1; canvas.height = 32; const context = canvas.getContext( '2d' ); const gradient = context.createLinearGradient( 0, 0, 0, 32 ); gradient.addColorStop( 0.0, '#014a84' ); gradient.addColorStop( 0.5, '#0561a0' ); gradient.addColorStop( 1.0, '#437ab6' ); context.fillStyle = gradient; context.fillRect( 0, 0, 1, 32 ); const sky = new THREE.Mesh( new THREE.SphereGeometry( 10 ), new THREE.MeshBasicMaterial( { map: new THREE.CanvasTexture( canvas ), side: THREE.BackSide } ) ); scene.add( sky ); // Texture const size = 128; const data = new Uint8Array( size * size * size ); let i = 0; const scale = 0.05; const perlin = new ImprovedNoise(); const vector = new THREE.Vector3(); for ( let z = 0; z < size; z ++ ) { for ( let y = 0; y < size; y ++ ) { for ( let x = 0; x < size; x ++ ) { const d = 1.0 - vector.set( x, y, z ).subScalar( size / 2 ).divideScalar( size ).length(); data[ i ] = ( 128 + 128 * perlin.noise( x * scale / 1.5, y * scale, z * scale / 1.5 ) ) * d * d; i ++; } } } const texture = new THREE.Data3DTexture( data, size, size, size ); texture.format = THREE.RedFormat; texture.minFilter = THREE.LinearFilter; texture.magFilter = THREE.LinearFilter; texture.unpackAlignment = 1; texture.needsUpdate = true; // Material const vertexShader = /* glsl */` in vec3 position; uniform mat4 modelMatrix; uniform mat4 modelViewMatrix; uniform mat4 projectionMatrix; uniform vec3 cameraPos; out vec3 vOrigin; out vec3 vDirection; void main() { vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 ); vOrigin = vec3( inverse( modelMatrix ) * vec4( cameraPos, 1.0 ) ).xyz; vDirection = position - vOrigin; gl_Position = projectionMatrix * mvPosition; } `; const fragmentShader = /* glsl */` precision highp float; precision highp sampler3D; uniform mat4 modelViewMatrix; uniform mat4 projectionMatrix; in vec3 vOrigin; in vec3 vDirection; out vec4 color; uniform vec3 base; uniform sampler3D map; uniform float threshold; uniform float .........完整代码请登录后点击上方下载按钮下载查看
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