aframe实现三维玻璃立方体视差着色器代码
代码语言:html
所属分类:三维
代码描述:aframe实现三维玻璃立方体视差着色器代码
代码标签: aframe 三维 玻璃 立方体 视差 着色器 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"> <script>console.clear();</script> <script type="text/javascript" src="//repo.bfw.wiki/bfwrepo/js/aframe.1.3.0.js"></script> <script type="text/javascript" src="//repo.bfw.wiki/bfwrepo/js/aframe-orbit-controls.1.3.0.js"></script> <style> .tip { position: fixed; top: 4px; z-index: 1; pointer-events: none; width: 100%; padding: 12px; font-family: system-ui, sans-serif; font-size: clamp(0.75rem, 3.5vw, 1.25rem); text-align: center; color: #fff; opacity: 0.25; } </style> </head> <body > <script> AFRAME.registerComponent('glass-cube', { schema: {}, init() { const mesh = this.el.getObject3D('mesh'); mesh.geometry.computeTangents(); mesh.material = this.generateMaterial(); }, generateMaterial() { const colorTex = new THREE.TextureLoader().load('//repo.bfw.wiki/bfwrepo/images/cube/colored_squares.png'); const normalTex = new THREE.TextureLoader().load('//repo.bfw.wiki/bfwrepo/images/cube/glass_frosted_normal_tex.jpg'); // const normalTex = new THREE.TextureLoader().load('//repo.bfw.wiki/bfwrepo/images/cube/tiles_normal_map.jpg'); return new THREE.ShaderMaterial({ uniforms: { u_colorTex: { type: 't', value: colorTex }, u_normalTex: { type: 't', value: normalTex } }, // I learned a lot about normal/parallax mapping from this article + demo: // https://apoorvaj.io/exploring-bump-mapping-with-webgl/ vertexShader: ` // THREE doesn't seem to add the "tangent" attribute automatically when we compute the tangents. // The attribute data is there, we just need to declare it here. attribute vec4 tangent; varying vec3 v_normal; varying vec2 v_uv; varying vec3 v_fragPos; varying vec3 v_viewPos; varying vec3 v_lightPos; void main() { // Compute the bitangent at runtime - it's not too expensive per-vertex. // Often this is another vertex attribute, but "BufferGeometry.computeTangents()" doesn't store it as an attribute. // For now, I didn't feel like figuring out the best way to compute these on the CPU, but it could be done :) vec3 bitangent = cross(normal, tangent.xyz); // Now that we have all three tangent space basis vectors, transform them to align with the model transform. vec3 t = normalize(normalMatrix * tangent.xyz); vec3 b = normalize(normalMatrix * bitangent); vec3 n = normalize(normalMatrix * normal); // Finally, generate a 3x3 matrix that converts from world space to tangent space. // Apparently the base matrix goes from tangent space to world space, and to go the other direction // we have to take the inverse of it. However, since we don't have any shearing/skewing happening, // an equivalent operation is the transpose, which is faster. If this doesn't work for a future project, // just be aware that what we really need might be an inverse 3x3 matrix function. // I didn't know there is a built-in transpose function, but we get an error if we define our own. // Maybe threejs is providing this? If there are ever any errors porting this code (e.g..........完整代码请登录后点击上方下载按钮下载查看
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