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webgl_buffergeometry_uint

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_uint",
  useLoaders: [],
  info: [
    [
      {
        tag: "a",
        link: "https://threejs.org",
        content: "three.js"
      },
      {
        tag: "text",
        content: "webgl - buffergeometry - uint"
      }
    ]
  ],
  init: ({ window, canvas, GUI, Stats, needToDispose, useFrame }) => {
    let stats;
    let camera, scene, renderer;
    let mesh;
    init();
    function init() {
      camera = new THREE.PerspectiveCamera(27, window.innerWidth / window.innerHeight, 1, 3500);
      camera.position.z = 2750;
      scene = new THREE.Scene();
      scene.background = new THREE.Color(328965);
      scene.fog = new THREE.Fog(328965, 2e3, 3500);
      scene.add(new THREE.AmbientLight(13421772));
      const light1 = new THREE.DirectionalLight(16777215, 1.5);
      light1.position.set(1, 1, 1);
      scene.add(light1);
      const light2 = new THREE.DirectionalLight(16777215, 4.5);
      light2.position.set(0, -1, 0);
      scene.add(light2);
      const triangles = 5e5;
      const geometry = new THREE.BufferGeometry();
      const positions = [];
      const normals = [];
      const colors = [];
      const color = new THREE.Color();
      const n = 800, n2 = n / 2;
      const d = 12, d2 = d / 2;
      const pA = new THREE.Vector3();
      const pB = new THREE.Vector3();
      const pC = new THREE.Vector3();
      const cb = new THREE.Vector3();
      const ab = new THREE.Vector3();
      for (let i = 0; i < triangles; i++) {
        const x = Math.random() * n - n2;
        const y = Math.random() * n - n2;
        const z = Math.random() * n - n2;
        const ax = x + Math.random() * d - d2;
        const ay = y + Math.random() * d - d2;
        const az = z + Math.random() * d - d2;
        const bx = x + Math.random() * d - d2;
        const by = y + Math.random() * d - d2;
        const bz = z + Math.random() * d - d2;
        const cx = x + Math.random() * d - d2;
        const cy = y + Math.random() * d - d2;
        const cz = z + Math.random() * d - d2;
        positions.push(ax, ay, az);
        positions.push(bx, by, bz);
        positions.push(cx, cy, cz);
        pA.set(ax, ay, az);
        pB.set(bx, by, bz);
        pC.set(cx, cy, cz);
        cb.subVectors(pC, pB);
        ab.subVectors(pA, pB);
        cb.cross(ab);
        cb.normalize();
        const nx = cb.x;
        const ny = cb.y;
        const nz = cb.z;
        normals.push(nx * 32767, ny * 32767, nz * 32767);
        normals.push(nx * 32767, ny * 32767, nz * 32767);
        normals.push(nx * 32767, ny * 32767, nz * 32767);
        const vx = x / n + 0.5;
        const vy = y / n + 0.5;
        const vz = z / n + 0.5;
        color.setRGB(vx, vy, vz);
        colors.push(color.r * 255, color.g * 255, color.b * 255);
        colors.push(color.r * 255, color.g * 255, color.b * 255);
        colors.push(color.r * 255, color.g * 255, color.b * 255);
      }
      const positionAttribute = new THREE.Float32BufferAttribute(positions, 3);
      const normalAttribute = new THREE.Int16BufferAttribute(normals, 3);
      const colorAttribute = new THREE.Uint8BufferAttribute(colors, 3);
      normalAttribute.normalized = true;
      colorAttribute.normalized = true;
      geometry.setAttribute("position", positionAttribute);
      geometry.setAttribute("normal", normalAttribute);
      geometry.setAttribute("color", colorAttribute);
      geometry.computeBoundingSphere();
      const material = new THREE.MeshPhongMaterial({
        color: 14013909,
        specular: 16777215,
        shininess: 250,
        side: THREE.DoubleSide,
        vertexColors: true
      });
      mesh = new THREE.Mesh(geometry, material);
      scene.add(mesh);
      renderer = new THREE.WebGLRenderer({ antialias: true, canvas });
      renderer.setPixelRatio(window.devicePixelRatio);
      renderer.setSize(window.innerWidth, window.innerHeight);
      renderer.setAnimationLoop(animate);
      stats = new Stats(renderer);
      window.addEventListener("resize", onWindowResize);
      needToDispose(renderer, scene);
    }
    function onWindowResize() {
      camera.aspect = window.innerWidth / window.innerHeight;
      camera.updateProjectionMatrix();
      renderer.setSize(window.innerWidth, window.innerHeight);
    }
    function animate() {
      const time = Date.now() * 1e-3;
      mesh.rotation.x = time * 0.25;
      mesh.rotation.y = time * 0.5;
      renderer.render(scene, camera);
      stats.update();
    }
  }
};
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;