three实现三维立体质感数字时钟显示当前时间代码
代码语言:html
所属分类:三维
代码描述:three实现三维立体质感数字时钟显示当前时间代码,显示星期、日期、当前时分等信息。
代码标签: three 三维 立体 质感 数字 时钟 显示 当前 时间 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 type="importmap">
{
"imports": {
"three": "//repo.bfw.wiki/bfwrepo/js/module/three/build/162/three.module.js",
"three/addons/": "//repo.bfw.wiki/bfwrepo/js/module/three/examples/162/jsm/"
}
}
</script>
<script>
let snoise2d = `// Simplex 2D noise
//
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);
}
float udSegment( in vec2 p, in vec2 a, in vec2 b )
{
vec2 ba = b-a;
vec2 pa = p-a;
float h =clamp( dot(pa,ba)/dot(ba,ba), 0.0, 1.0 );
return length(pa-h*ba);
}
`;
</script>
<script type="module">
import * as THREE from "three";
import { OrbitControls } from "three/addons/controls/OrbitControls.js";
import { mergeGeometries } from "three/addons/utils/BufferGeometryUtils.js";
import { EffectComposer } from "three/addons/postprocessing/EffectComposer.js";
import { RenderPass } from "three/addons/postprocessing/RenderPass.js";
import { UnrealBloomPass } from "three/addons/postprocessing/UnrealBloomPass.js";
import { OutputPass } from "three/addons/postprocessing/OutputPass.js";
import { RoomEnvironment } from "three/addons/environments/RoomEnvironment.js";
console.clear();
// load fonts
await (async function () {
async function loadFont(fontface) {
await fontface.load();
document.fonts.add(fontface);
}
let fonts = [
new FontFace(
"KodeMono",
"url(https://fonts.gstatic.com/s/kodemono/v1/A2BYn5pb0QgtVEPFnlYOnYLw.woff2) format('woff2')"
)
];
for (let font in fonts) {
//console.log(fonts[font]);
await loadFont(fonts[font]);
}
})();
class GlowLayer extends EffectComposer {
constructor(renderer) {
const target = new THREE.WebGLRenderTarget(
window.innerWidth,
window.innerHeight,
{
type: THREE.HalfFloatType,
format: THREE.RGBAFormat,
colorSpace: THREE.SRGBColorSpace,
samples: 8
}
);
super(renderer, target);
const renderScene = new RenderPass(scene, camera);
const bloomPass = new UnrealBloomPass(
new THREE.Vector2(window.innerWidth, window.innerHeight),
0.1,
0,
5
);
const outputPass = new OutputPass();
this.uniforms = {
aspect: { value: camera.aspect }
};
outputPass.material.onBeforeCompile = (shader) => {
shader.uniforms.aspect = this.uniforms.aspect;
shader.uniforms.watermark = {value: (function () {
let c = document.createElement("canvas");
c.width = 1024;
c.height = 128;
let $ = c.getContext("2d");
$.clearRect(0, 0, c.width, c.height);
$.font = `bold ${c.height * 0.5}px KodeMono`;
$.textAlign = "left";
$.textBaseline = "middle";
$.fillStyle = "#fff";
$.fillText("dig clock", c.width * 0.01, c.height * 0.5);
let cTex = new THREE.CanvasTexture(c);
cTex.colorSpace = THREE.SRGBColorSpace;
return cTex;
})()
}
shader.fragmentShader = `
${shader.fragmentShader}
`
.replace(
`precision highp float;`,
`precision highp float;
uniform float aspect;
uniform sampler2D watermark;
`
)
.replace(
`}`,
`
// signature
vec2 sUv = vUv * 14. * vec2(aspect / 8., 1.);
sUv -= vec2(0.05, 0.05);
float sig = texture2D(watermark, sUv).r;
vec3 sigColor = vec3(0.75);
////////////
gl_FragColor.rgb = mix(gl_FragColor.rgb, sigColor, sig);
}
`
);
//console.log(shader.fragmentShader)
};
this.addPass(renderScene);
this.addPass(bloomPass);
this.addPass(outputPass);
//console.log(outputPass);
}
}
class Logo extends THREE.BufferGeometry {
constructor() {
super();
let baseVector = new THREE.Vector2(0, 1);
let center = new THREE.Vector2();
let shift = new THREE.Vector2(0, -0.25);
let a = 3 / Math.sqrt(3);
let hA = a * 0.5;
let hStep = 1.5;
let hHeight = 0.75;
let steps = 4;
let scale = 0.85;
let baseTri = [
baseVector.clone().multiplyScalar(scale).add(shift),
baseVector
.clone()
.rotateAround(center, (-Math.PI * 2) / 3)
.multiplyScalar(scale)
.add(shift),
baseVector
.clone()
.rotateAround(center, (Math.PI * 2) / 3)
.multiplyScalar(scale)
.add(shift)
];
let baseTriFlip = [
baseVector
.clone()
.rotateAround(center, Math.PI)
.multiplyScalar(scale)
.sub(shift),
baseVector
.clone()
.rotateAround(center, Math.PI / 3)
.multiplyScalar(scale)
.sub(shift),
baseVector
.........完整代码请登录后点击上方下载按钮下载查看
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