three实现三维逼真翡翠玉石效果代码
代码语言:html
所属分类:三维
代码描述:three实现三维逼真翡翠玉石效果代码
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"> <style> body{ overflow: hidden; margin: 0; } </style> </head> <body > <script> // https://github.com/yiwenl/glsl-fbm/blob/master/3d.glsl const fbm = ` #define NUM_OCTAVES 5 float mod289(float x){return x - floor(x * (1.0 / 289.0)) * 289.0;} vec4 mod289(vec4 x){return x - floor(x * (1.0 / 289.0)) * 289.0;} vec4 perm(vec4 x){return mod289(((x * 34.0) + 1.0) * x);} float noise(vec3 p){ vec3 a = floor(p); vec3 d = p - a; d = d * d * (3.0 - 2.0 * d); vec4 b = a.xxyy + vec4(0.0, 1.0, 0.0, 1.0); vec4 k1 = perm(b.xyxy); vec4 k2 = perm(k1.xyxy + b.zzww); vec4 c = k2 + a.zzzz; vec4 k3 = perm(c); vec4 k4 = perm(c + 1.0); vec4 o1 = fract(k3 * (1.0 / 41.0)); vec4 o2 = fract(k4 * (1.0 / 41.0)); vec4 o3 = o2 * d.z + o1 * (1.0 - d.z); vec2 o4 = o3.yw * d.x + o3.xz * (1.0 - d.x); return o4.y * d.y + o4.x * (1.0 - d.y); } float fbm(vec3 x) { float v = 0.0; float a = 0.5; vec3 shift = vec3(100); for (int i = 0; i < NUM_OCTAVES; ++i) { v += a * noise(x); x = x * 2.0 + shift; a *= 0.5; } return v; } `; </script> <script type="module"> import * as THREE from "//repo.bfw.wiki/bfwrepo/js/module/three/build/three.module.js"; import { OrbitControls } from "//repo.bfw.wiki/bfwrepo/js/module/three/examples/jsm/controls/OrbitControls.js"; import { RoomEnvironment } from "//repo.bfw.wiki/bfwrepo/js/module/three/examples/jsm/environments/RoomEnvironment.js"; let scene = new THREE.Scene(); let camera = new THREE.PerspectiveCamera(60, innerWidth / innerHeight, 1, 1000); camera.position.set(0, 0, 4.5); let renderer = new THREE.WebGLRenderer({ antialias: true }); renderer.setSize(innerWidth, innerHeight); document.body.appendChild(renderer.domElement); window.addEventListener("resize", event => { camera.aspect = innerWidth / innerHeight; camera.updateProjectionMatrix(); renderer.setSize(innerWidth, innerHeight); }); const pmremGenerator = new THREE.PMREMGenerator(renderer); const bgt = pmremGenerator.fromScene(new RoomEnvironment(), 0.04).texture; scene.environment = bgt; scene.background = bgt; let controls = new OrbitControls(camera, renderer.domElement); controls.enableDamping = true; controls.enablePan = false; //scene.add(new THREE.AxesHelper()); let light = new THREE.DirectionalLight(0xffffff, 0.2); light.positi.........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