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;