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webgl_buffergeometry_attributes_none

对应 three.js 示例地址

仅需关注 init 函数的内容,其他部分都是示例小程序所使用的描述配置。

js
import * as THREE from "three";

/** @type {import("@minisheeep/mp-three-examples").OfficialExampleInfo} */
const exampleInfo = {
  name: "webgl_buffergeometry_attributes_none",
  useLoaders: [],
  info: [
    [
      {
        tag: "a",
        link: "https://threejs.org",
        content: "three.js"
      },
      {
        tag: "text",
        content: "WebGL 2 - buffergeometry - attributes - none"
      }
    ]
  ],
  init: ({ window, canvas, GUI, Stats, needToDispose, useFrame }) => {
    let camera, scene, renderer, mesh;
    init();
    function init() {
      camera = new THREE.PerspectiveCamera(27, window.innerWidth / window.innerHeight, 1, 3500);
      camera.position.z = 4;
      scene = new THREE.Scene();
      scene.background = new THREE.Color(328965);
      scene.fog = new THREE.Fog(328965, 2e3, 3500);
      const triangleCount = 1e4;
      const vertexCountPerTriangle = 3;
      const vertexCount = triangleCount * vertexCountPerTriangle;
      const geometry = new THREE.BufferGeometry();
      geometry.setDrawRange(0, vertexCount);
      const material = new THREE.RawShaderMaterial({
        uniforms: {
          seed: { value: 42 }
        },
        vertexShader: `
			uniform mat4 modelViewMatrix;
			uniform mat4 projectionMatrix;
			uniform float seed;
			const uint ieeeMantissa = 0x007FFFFFu;
			const uint ieeeOne = 0x3F800000u;
			uint hash(uint x) {
				x += ( x << 10u );
				x ^= ( x >>  6u );
				x += ( x <<  3u );
				x ^= ( x >> 11u );
				x += ( x << 15u );
				return x;
			}
			uint hash(uvec2 v) { return hash( v.x ^ hash(v.y) ); }
			float hashNoise(vec2 xy) {
				uint m = hash(floatBitsToUint(xy));
				m &= ieeeMantissa;
				m |= ieeeOne;
				return uintBitsToFloat( m ) - 1.0;
			}
			float pseudoRandom(float lower, float delta, in vec2 xy) {
				return lower + delta*hashNoise(xy);
			}
			vec3 pseudoRandomVec3(float lower, float upper, int index) {
				float delta = upper - lower;
				float x = pseudoRandom(lower, delta, vec2(index, 0));
				float y = pseudoRandom(lower, delta, vec2(index, 1));
				float z = pseudoRandom(lower, delta, vec2(index, 2));
				return vec3(x, y, z);
			}
			out vec3 vColor;
			void main()	{
				const float scale = 1.0/64.0;
				vec3 position = pseudoRandomVec3(-1.0, +1.0, gl_VertexID/3) + scale * pseudoRandomVec3(-1.0, +1.0, gl_VertexID);
				vec3 color = pseudoRandomVec3(0.25, 1.0, gl_VertexID/3);
				gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0 );
				vColor = color;
			}
		`,
        fragmentShader: `
			precision mediump float;
			in vec3 vColor;
			out vec4 fColor;
			void main()	{
				fColor = vec4(vColor, 1);
			}
		`,
        side: THREE.DoubleSide,
        glslVersion: THREE.GLSL3
      });
      mesh = new THREE.Mesh(geometry, material);
      mesh.frustumCulled = false;
      scene.add(mesh);
      renderer = new THREE.WebGLRenderer({ antialias: true, canvas });
      renderer.setPixelRatio(window.devicePixelRatio);
      renderer.setSize(window.innerWidth, window.innerHeight);
      renderer.setAnimationLoop(animate);
      needToDispose(renderer, scene);
    }
    function animate(time) {
      mesh.rotation.x = time / 1e3 * 0.25;
      mesh.rotation.y = time / 1e3 * 0.5;
      renderer.render(scene, camera);
    }
  }
};
export {
  exampleInfo as default
};
ts
import { Loader, TypedArray } from 'three';
/**
 * 官网示例的多端使用封装把版本
 * */
export interface OfficialExampleInfo extends MiniProgramMeta {
  /*** 示例名称(保持和官网一致)*/
  name: string;
  /** main */
  init: (context: LoadContext) => void;
}

export interface LoadContext {
  //为了减少官方代码的改动,实际上等同于 canvas
  window: EventTarget & { innerWidth: number; innerHeight: number; devicePixelRatio: number };
  /** HTMLCanvasElement */
  canvas: any;
  /** https://www.npmjs.com/package/lil-gui */
  GUI: any;
  /**
   * https://www.npmjs.com/package/stats.js
   * 也可以使用其他受支持的版本
   * */
  Stats: any;
  /** 收集需要 dispose 的对象(官方示例没有处理这部分)*/
  needToDispose: (...objs: any[]) => void | ((fromFn: () => any[]) => void);

  /**基于 raq 的通用封装 */
  useFrame(animateFunc: (/** ms */ delta: number) => void): { cancel: () => void };

  /** 显示加载模态框 */
  requestLoading(text?: string): Promise<void>;

  /** 隐藏加载模态框*/
  cancelLoading(): void;

  /** 保存文件的通用封装*/
  saveFile(
    fileName: string,
    data: ArrayBuffer | TypedArray | DataView | string
  ): Promise<string | null>;

  /** 示例使用 DracoDecoder 时的资源路径 */
  DecoderPath: {
    GLTF: string;
    STANDARD: string;
  };

  /** 为资源路径拼上 CDN 前缀 */
  withCDNPrefix(path: string): string;

  /**
   * 在小程序中应使用 import { VideoTexture } from '@minisheep/three-platform-adapter/override/jsm/textures/VideoTexture.js';
   * 正常情况(web) 可直接使用 THREE.VideoTexture
   * */
  getVideoTexture(videoOptions: VideoOptions): Promise<[{ isVideoTexture: true }, video: any]>;

  /**
   * 在小程序中应使用 import { CameraTexture } from '@minisheep/three-platform-adapter/override/jsm/textures/CameraTexture.js';
   * 正常情况(web) 可参考示例 webgl_materials_video_webcam
   * */
  getCameraTexture(): { isVideoTexture: true };

  /** 用于动态修改 info 中的占位符*/
  bindInfoText(template: `$${string}$`, initValue?: string): { value: string };

  /** 分屏控件对应的事件回调 */
  onSlideStart(handle: () => void): void;
  /** 分屏控件对应的事件回调 */
  onSlideEnd(handle: () => void): void;
  /** 分屏控件对应的事件回调 */
  onSlideChange(handle: (offset: number, boxSize: number) => void): void;
}

export type VideoOptions = {
  src: string;
  /** 相当于 HTMLVideoElement 的 naturalWidth (小程序中获取不到)*/
  width: number;
  /** 相当于 HTMLVideoElement 的 naturalHeight (小程序中获取不到)*/
  height: number;
  loop?: boolean;
  autoplay?: boolean;
  muted?: boolean;
};

/** 示例小程序中使用的一些配置 */
export interface MiniProgramMeta {
  /** 用于统计加载相关信息 */
  useLoaders: Loader[];
  /** 通用 info */
  info: TagItem[][];
  /** 特殊 info */
  infoPanel?: {
    left?: [string, string][];
    right?: [string, string][];
  };
  /** 分屏控件配置 */
  needSlider?: {
    /** 方向 */
    direction?: 'horizontal' | 'vertical';
    /** 初始偏移 0-100 */
    initPosition?: number;
  };
  /** 操作摇杆控件 */
  needArrowControls?: boolean;
  /** 默认需要的画布类型 */
  canvasType?: '2d' | 'webgl' | 'webgl2';
  /** 为保持效果一致所需要的画布样式 */
  canvasStyle?: {
    bgColor?: string;
    width?: number | string;
    height?: number | string;
  };
  /** 部分示例需要在加载前进行一些提示 */
  initAfterConfirm?: {
    /**
     * 提示类型
     * @default 'default'
     * */
    type?: 'warning' | 'default';
    text: string[];
  };
}

export interface BaseTag<T extends string> {
  tag: T;
  content: string;
}

export interface ATag extends BaseTag<'a'> {
  link: string;
}

export type TextTag = BaseTag<'text'>;

export type TagItem = TextTag | ATag;