three实现三维带卫星的宇宙行星天体效果代码
代码语言:html
所属分类:三维
代码描述:three实现三维带卫星的宇宙行星天体效果代码
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>
canvas {
position: absolute;
top: 0;
left: 0;
width: 100%;
height: 100%;
touch-action: none;
}
</style>
</head>
<body translate="no">
<script type="text/javascript" src="//repo.bfw.wiki/bfwrepo/js/three.143.js"></script>
<script type="text/javascript" src="//repo.bfw.wiki/bfwrepo/js/dat.gui-min.js"></script>
<script >
const fovTmp = new THREE.Vector4();
const posTmp = new THREE.Vector3();
const spherical = new THREE.Spherical(5, Math.PI * 0.5, 0);
const zero = new THREE.Vector3(0, 0, 0);
const hp = Math.PI * 0.5;
const mouseRot = Math.PI * 0.1;
let autoMove = true;
function spaceScene() {
const sky = new THREE.Group();
const nStars = 5000;
const points = new Float32Array(nStars * 3);
const rand = new Float32Array(nStars);
for (let i = 0; i < nStars; i++) {
const theta = Math.random() * Math.PI * 2.0;
const phi = Math.acos(Math.random() * 2.0 - 1.0);
spherical.set(100, phi, theta);
posTmp.setFromSpherical(spherical);
posTmp.toArray(points, i * 3);
rand[i] = Math.random();
}
const starsGeo = new THREE.BufferGeometry();
starsGeo.setAttribute('position', new THREE.BufferAttribute(points, 3));
starsGeo.setAttribute('random', new THREE.BufferAttribute(rand, 1));
const starsMat = new THREE.ShaderMaterial({
transparent: true,
blending: THREE.AdditiveBlending,
depthTest: true,
depthWrite: false,
vertexShader: `
attribute float random;
varying vec3 vPos;
void main() {
vPos = position;
vec4 mvPosition = modelViewMatrix * vec4(position, 1.0);
gl_Position = projectionMatrix * mvPosition;
gl_PointSize = 10.0 + random * 10.0;
}
`,
fragmentShader: `
varying vec3 vPos;
float rand(vec2 co) {
return fract(sin(dot(co, vec2(12.9898, 78.233))) * 43758.5453);
}
void main() {
vec2 uv = vec2(gl_PointCoord.x, 1.0 - gl_PointCoord.y);
vec2 centre = uv - 0.5;
vec3 rgb = vec3(
rand(vPos.xy),
rand(vPos.xz),
rand(vPos.yz)
);
vec3 col = vec3(0.5) + rgb * 0.5;
float a = smoothstep(0.8, 1.0, 1.0 - length(centre) * 2.0);
gl_FragColor = vec4(col, a);
}
` });
const stars = new THREE.Points(starsGeo, starsMat);
sky.add(stars);
const planetGeo = new THREE.SphereGeometry(1, 64, 64);
const planetMat = new THREE.ShaderMaterial({
uniforms: {
uTime: { value: 0 } },
transparent: true,
vertexShader: `
varying vec3 vPos;
void main() {
vPos = position;
gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);
}
`,
fragmentShader: `
varying vec3 vPos;
uniform float uTime;
// Simplex 3D Noise
// by Ian McEwan, Ashima Arts
//
vec4 permute(vec4 x){return mod(((x*34.0)+1.0)*x, 289.0);}
vec4 taylorInvSqrt(vec4 r){return 1.79284291400159 - 0.85373472095314 * r;}
float snoise(vec3 v){
const vec2 C = vec2(1.0/6.0, 1.0/3.0) ;
const vec4 D = vec4(0.0, 0.5, 1.0, 2.0);
// First corner
vec3 i = floor(v + dot(v, C.yyy) );
vec3 x0 = v - i + dot(i, C.xxx) ;
// Other corners
vec3 g = step(x0.yzx, x0.xyz);
vec3 l = 1.0 - g;
vec3 i1 = min( g.xyz, l.zxy );
vec3 i2 = max( g.xyz, l.zxy );
// x0 = x0 - 0. + 0.0 * C
vec3 x1 = x0 - i1 + 1.0 * C.xxx;
vec3 x2 = x0 - i2 + 2.0 * C.xxx;
vec3 x3 = x0 - 1. + 3.0 * C.xxx;
// Permutations
i = mod(i, 289.0 );
vec4 p = permute( permute( permute(
i.z + vec4(0.0, i1.z, i2.z, 1.0 ))
+ i.y + vec4(0.0, i1.y, i2.y, 1.0 ))
+ i.x + vec4(0.0, i1.x, i2.x, 1.0 ));
// Gradients
// ( N*N points uniformly over a square, mapped onto an octahedron.)
float n_ = 1.0/7.0; // N=7
vec3 ns = n_ * D.wyz - D.xzx;
vec4 j = p - 49.0 * floor(p * ns.z *ns.z); // mod(p,N*N)
vec4 x_ = floor(j * ns.z);
vec4 y_ = floor(j - 7.0 * x_ ); // mod(j,N)
vec4 x = x_ *ns.x + ns.yyyy;
vec4 y = y_ *ns.x + ns.yyyy;
vec4 h = 1.0 - abs(x) - abs(y);
vec4 b0 = vec4( x.xy, y.xy );
vec4 b1 = vec4( x.zw, y.zw );
vec4 s0 = floor(b0)*2.0 + 1.0;
vec4 s1 = floor(b1)*2.0 + 1.0;
vec4 sh = -step(h, vec4(0.0));
vec4 a0 = b0.xzyw + s0.xzyw*sh.xxyy ;
vec4 a1 = b1.xzyw + s1.xzyw*sh.zzww ;
vec3 p0 = vec3(a0.xy,h.x);
vec3 p1 = vec3(a0.zw,h.y);
vec3 p2 = vec3(a1.xy,h.z);
vec3 p3 = vec3(a1.zw,h.w);
//Normalise gradients
vec4 norm = taylorInvSqrt(vec4(dot(p0,p0), dot(p1,p1), dot(p2, p2), dot(p3,p3)));
p0 *= norm.x;
p1 *= norm.y;
p2 *= norm.z;
p3 *= norm.w;
// Mix final noise value
vec4 m = max(0.6 - vec4(dot(x0,x0), dot(x1,x1), dot(x2,x2), dot(x3,x3)), 0.0);
m = m * m;
return 42.0 * dot( m*m, vec4( dot(p0,x0), dot(p1,x1),
dot(p2,x2), dot(p3,x3) ) );
}
vec3 hex2rgb(int hex) {
return vec3(
float((hex >> 16) & 0xFF) / 255.0,
float((hex >> 8) & 0xFF) / 255.0,
float(hex & 0xFF) / 255.0
);
}
mat2 rotate2d(float _angle) {
return mat2(
cos( _angle ), -sin( _angle ),
sin( _angle ), cos( _angle )
);
}
// https://www.shadertoy.com/view/fd3SRf
float sdHexagon( vec2 p, float s, float r )
{
const vec3 k = vec3(-0.866025404,0.5,0.577350269);
p = abs(p);
p -= 2.0*min(dot(k.xy,p),0.0)*k.xy;
p -= vec2(clamp(p.x, -k.z*s, k.z*s), s);
return length(p)*sign(p.y) - r;
}
#define PI 3.1415926
#define HP PI * 0.5
void main() {
float len = length(vPos);
vec3 position = vPos;
po.........完整代码请登录后点击上方下载按钮下载查看
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