three模拟下雨天路灯三维场景效果代码
代码语言:html
所属分类:三维
代码描述:three模拟下雨天路灯三维场景效果代码
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 { min-height: 100vh; background: black; display: flex; align-items: center; justify-content: center; } canvas { max-width: 100vw; max-height: 100vh; width: auto !important; height: auto !important; } </style> </head> <body > <canvas id="canvas"></canvas> <script type="text/javascript" src="//repo.bfw.wiki/bfwrepo/js/es-module-shims.1.6.3.js"></script> <script type="importmap"> { "imports": { "three": "https://unpkg.com/three@0.147.0/build/three.module.js", "three/examples/": "https://unpkg.com/three@0.147.0/examples/", "meshline": "https://unpkg.com/meshline@3.1.6/dist/index.js", "@/utils/": "https://unpkg.com/@callumacrae/utils@0.6.0/built/", "seed-random": "https://cdn.skypack.dev/seed-random@2.2.0", "tweakpane": "https://cdn.skypack.dev/tweakpane@3.1.1", "@tweakpane/plugin-essentials": "https://cdn.skypack.dev/@tweakpane/plugin-essentials@0.1.5", "d3-ease": "https://cdn.skypack.dev/d3-ease@3.0.1", "matter-js": "https://cdn.skypack.dev/matter-js@0.18.0", "simplex-noise": "https://cdn.skypack.dev/simplex-noise@3.0.1" } } </script> <script type="module"> import SimplexNoise from 'simplex-noise'; import * as THREE from 'three'; import { GLTFLoader } from 'three/examples/jsm/loaders/GLTFLoader.js'; import { OrbitControls } from 'three/examples/jsm/controls/OrbitControls'; import { EffectComposer } from 'three/examples/jsm/postprocessing/EffectComposer'; import { RenderPass } from 'three/examples/jsm/postprocessing/RenderPass'; import { UnrealBloomPass } from 'three/examples/jsm/postprocessing/UnrealBloomPass'; import { extendMaterial } from '@/utils/three-extend-material'; import * as random from '@/utils/random'; import { toVanillaCanvas } from '@/utils/renderers/vanilla'; const glsl = String.raw; const sketchConfig = { light: { color: 0xe2af6c, brightness: 0.8, decay: 3, }, toneMappingExposure: 1.2, toneMapping: THREE.ReinhardToneMapping, rain: { maxSpeed: 6, drops: 7000, width: 0.0015, lightFactor: 0.3, }, wind: { direction: Math.PI * (14 / 8), windStrength: 2, // Variation 1 = random variation per individual raindrop strengthVariation1: 0.2, // Variation 2 = variation in overall wind speed applied to all raindrops strengthVariation2In: 0.25, strengthVariation2Out: 1, gustFrequency: 5, gustStrength: 5, }, bloom: { enabled: true, threshold: 0, strength: 1.8, radius: 1, }, }; const presets = { default: Object.assign(Object.assign({}, sketchConfig.rain), sketchConfig.wind), 'light rain': Object.assign(Object.assign(Object.assign(Object.assign({}, sketchConfig.rain), { maxSpeed: 4, drops: 4000 }), sketchConfig.wind), { windStrength: 1.5, strengthVariation1: 0.3, strengthVariation2In: 0.2, strengthVariation2Out: 0.6, gustFrequency: 2.5, gustStrength: 1.52 }), 'snow?': Object.assign(Object.assign(Object.assign(Object.assign({}, sketchConfig.rain), { maxSpeed: 0.6, drops: 12000, width: 0.0025 }), sketchConfig.wind), { windStrength: 1.8, strengthVariation1: 0.55, strengthVariation2In: 0.25, strengthVariation2Out: 0.55, gustStrength: 0 }), }; const sketchbookConfig = { type: 'threejs', showLoading: true, postprocessing: true, sketchConfig, }; function initCamera(scene, { renderer, width, height }) { if (!renderer) throw new Error('???'); const camera = new THREE.PerspectiveCamera(75, width / height, 0.1, 100); camera.position.y = 4.6; camera.position.x = -2.8; scene.add(camera); const controls = new OrbitControls(camera, renderer.domElement); controls.target = new THREE.Vector3(0, 4.6, 0); controls.update(); return { camera }; } const lightGeometry = new THREE.SphereGeometry(0.3, 16, 16); const lightMaterial = new THREE.MeshStandardMaterial(); async function initLighting(scene, { config }) { const loader = new GLTFLoader(); const lampModel = await loader.loadAsync('//repo.bfw.wiki/bfwrepo/threemodel/rain_scene.gltf'); lampModel.scene.scale.set(0.305, 0.305, 0.305); const sceneLamps = lampModel.scene.getObjectByName('Object_3'); if (sceneLamps) sceneLamps.visible = false; scene.add(lampModel.scene); const leftLamp = new THREE.Group(); const leftLampObject = new THREE.Mesh(lightGeometry, lightMaterial); leftLamp.add(leftLampObject); const pointLightLeft = new THREE.PointLight(0xf6f5af, 1); leftLamp.add(pointLightLeft); leftLamp.position.set(0, 4.925, -0.82); scene.add(leftLamp); const rightLamp = new THREE.Group(); const rightLampObject = new THREE.Mesh(lightGeometry, lightMaterial); rightLamp.add(rightLampObject); const pointLightRight = pointLightLeft.clone(); rightLamp.add(pointLightRight); rightLamp.position.set(0, 4.925, 0.82); scene.add(rightLamp); const frame = (props) => { if (props.hasChanged && config) { lightMaterial.emissive = new THREE.Color(config.light.color); lightMaterial.emissiveIntensity = config.light.brightness; pointLightLeft.color.set(config.light.color); pointLightLeft.intensity = config.light.brightness; pointLightLeft.decay = config.light.decay; pointLightRight.color.set(config.light.color); pointLightRight.intensity = config.light.brightness; pointLightRight.decay = config.light.decay; } }; return { frame }; } const rainGeometry = new THREE.CylinderGeometry(1, 1, 1, 4, 1, true); let oldRainGeometryScale = 1; const rainMaterial = extendMaterial(THREE.MeshLambertMaterial, { class: THREE.ShaderMaterial, header: glsl ` varying float vIsBelowLight; `, vertexHeader: glsl ` uniform float uCount; uniform float uTime; uniform float uMaxSpeed; uniform float uWindDirection; uniform float uWindStrength; uniform float uWindStrengthVariation1; uniform float uGustFrequency; uniform float uGustStrength; uniform vec3 uPointLightPositions[NUM_POINT_LIGHTS]; attribute vec2 aRandom; mat4 translationMatrix(vec3 translation) { return mat4( 1.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, translation.x, translation.y, translation.z, 1.0 ); } mat4 scaleMatrix(vec3 scale) { return mat4( scale.x, 0.0, 0.0, 0.0, 0.0, scale.y, 0.0, 0.0, 0.0, 0.0, scale.z, 0.0, 0.0, 0.0, 0.0, 1.0 ); } mat4 rotationXMatrix(float angle) { float s = sin(angle); float c = cos(angle); return mat4( 1.0, 0.0, 0.0, 0.0, 0.0, c, s, 0.0, 0.0, -s, c, 0.0, 0.0, 0.0, 0.0, 1.0 ); } mat4 rotationYMatrix(float angle) { float s = sin(angle); float c = cos(angle); return mat4( c, 0.0, s, 0.0, 0.0, 1.0, 0.0, 0.0, -s, 0.0, c, 0.0, 0.0, 0.0, 0.0, 1.0 ); } // https://gist.github.com/patriciogonzalezvivo/670c22f3966e662d2f83 vec3 permute(vec3 x) { return mod(((x*34.0)+1.0)*x, 289.0); } float snoise(vec2 v){ const vec4 C = vec4(0.211324865405187, 0.366025403784439, -0.577350269189626, 0.024390243902439); vec2 i = floor(v + dot(v, C.yy) ); vec2 x0 = v - i + dot(i, C.xx); vec2 i1; i1 = (x0.x > x0.y) ? vec2(1.0, 0.0) : vec2(0.0, 1.0); vec4 x12 = x0.xyxy + C.xxzz; x12.xy -= i1; i = mod(i, 289.0); vec3 p = permute( permute( i.y + vec3(0.0, i1.y, 1.0 )) + i.x + vec3(0.0, i1.x, 1.0 )); vec3 m = max(0.5 - vec3(dot(x0,x0), dot(x12.xy,x12.xy), dot(x12.zw,x12.zw)), 0.0); m = m*m ; m = m*m ; vec3 x = 2.0 * fract(p * C.www) - 1.0; vec3 h = abs(x) - 0.5; vec3 ox = floor(x + 0.5); vec3 a0 = x - ox; m *= 1.79284291400159 - 0.85373472095314 * ( a0*a0 + h*h ); vec3 g; g.x = a0.x * x0.x + h.x * x0.y; g.yz = a0.yz * x12.xz + h.yz * x12.yw; return 130.0 * dot(m, g); } `, vertex: { project_vertex: { '@mvPosition = instanceMatrix * mvPosition;': glsl ` float positionBeforeWindY = rand(fract(aRandom + 0.2)) * 6.0 + 1.83; float size = rand(fract(aRandom + 0.1)) * 0.4 + 0.6; float speed = uMaxSpeed * (rand(fract(aRandom + 0.6)) * 0.4 + 0.6) * (size / 2.0 + 0.5); positionBeforeWindY -= uTime * speed; float fallNum = floor(positionBeforeWindY / 6.0); float fallNumRand = fract(fallNum / 12345.678); positionBeforeWindY = mod(positionBeforeWindY, 6.0) + 1.83; int lightIndex = int(floor(rand(fract(aRandom + fallNumRand + 0.34)) * float(NUM_POINT_LIGHTS))); vec3 lightPosition = uPointLightPositions[lightIndex]; float distFromLight = rand(fract(aRandom + fallNumRand)); float angleAroundLight = rand(fract(aRandom + fallNumRand + 0.4)) * PI2; vec3 positionBeforeWind = vec3( lightPosition.x + distFromLight * sin(angleAroundLight), positionBeforeWindY, lightPosition.z + distFromLight * cos(angleAroundLight) ); float gustNoise = snoise(vec2( uTime * 0.2 * pow(uGustFrequency / 4.0, 0.5) + positionBeforeWind.z / 100.0 * speed + positionBeforeWindY / 100.0 * speed )); float gustStrength = smoothstep(1.0 - uGustFrequency * 0.15, 1.0, gustNoise) * uGustStrength; float windStrength = uWindStrength + gustStrength; float angle = PI / 2.5 * (1.0 - pow(1.0 - saturate(windStrength / 10.0), 3.0)) + (rand(fract(aRandom + 0.87)) - 0.5) * uWindStrengthVariation1; // The ideal shutter speed is apparently twice the frame rate (120fps), // but setting it to the same as the fra.........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