webgl_custom_attributes_points3
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";
import * as BufferGeometryUtils from "three/examples/jsm/utils/BufferGeometryUtils.js";
/** @type {import("@minisheeep/mp-three-examples").OfficialExampleInfo} */
const exampleInfo = {
name: "webgl_custom_attributes_points3",
useLoaders: [],
info: [
[
{
tag: "a",
link: "https://threejs.org",
content: "three.js"
},
{
tag: "text",
content: "- custom attributes example - billboards - alphatest"
}
]
],
init: ({ window, canvas, GUI, Stats, needToDispose, useFrame }) => {
let renderer, scene, camera, stats;
let object;
let vertices1;
const WIDTH = window.innerWidth;
const HEIGHT = window.innerHeight;
init();
function init() {
camera = new THREE.PerspectiveCamera(40, WIDTH / HEIGHT, 1, 1e3);
camera.position.z = 500;
scene = new THREE.Scene();
let radius = 100;
const inner = 0.6 * radius;
const vertex = new THREE.Vector3();
const vertices = [];
for (let i = 0; i < 1e5; i++) {
vertex.x = Math.random() * 2 - 1;
vertex.y = Math.random() * 2 - 1;
vertex.z = Math.random() * 2 - 1;
vertex.multiplyScalar(radius);
if (vertex.x > inner || vertex.x < -inner || vertex.y > inner || vertex.y < -inner || vertex.z > inner || vertex.z < -inner)
vertices.push(vertex.x, vertex.y, vertex.z);
}
vertices1 = vertices.length / 3;
radius = 200;
let boxGeometry1 = new THREE.BoxGeometry(radius, 0.1 * radius, 0.1 * radius, 50, 5, 5);
boxGeometry1.deleteAttribute("normal");
boxGeometry1.deleteAttribute("uv");
boxGeometry1 = BufferGeometryUtils.mergeVertices(boxGeometry1);
const matrix = new THREE.Matrix4();
const position = new THREE.Vector3();
const rotation = new THREE.Euler();
const quaternion = new THREE.Quaternion();
const scale = new THREE.Vector3(1, 1, 1);
function addGeo(geo, x, y, z, ry) {
position.set(x, y, z);
rotation.set(0, ry, 0);
matrix.compose(position, quaternion.setFromEuler(rotation), scale);
const positionAttribute2 = geo.getAttribute("position");
for (let i = 0, l = positionAttribute2.count; i < l; i++) {
vertex.fromBufferAttribute(positionAttribute2, i);
vertex.applyMatrix4(matrix);
vertices.push(vertex.x, vertex.y, vertex.z);
}
}
addGeo(boxGeometry1, 0, 110, 110, 0);
addGeo(boxGeometry1, 0, 110, -110, 0);
addGeo(boxGeometry1, 0, -110, 110, 0);
addGeo(boxGeometry1, 0, -110, -110, 0);
addGeo(boxGeometry1, 110, 110, 0, Math.PI / 2);
addGeo(boxGeometry1, 110, -110, 0, Math.PI / 2);
addGeo(boxGeometry1, -110, 110, 0, Math.PI / 2);
addGeo(boxGeometry1, -110, -110, 0, Math.PI / 2);
let boxGeometry2 = new THREE.BoxGeometry(0.1 * radius, radius * 1.2, 0.1 * radius, 5, 60, 5);
boxGeometry2.deleteAttribute("normal");
boxGeometry2.deleteAttribute("uv");
boxGeometry2 = BufferGeometryUtils.mergeVertices(boxGeometry2);
addGeo(boxGeometry2, 110, 0, 110, 0);
addGeo(boxGeometry2, 110, 0, -110, 0);
addGeo(boxGeometry2, -110, 0, 110, 0);
addGeo(boxGeometry2, -110, 0, -110, 0);
const positionAttribute = new THREE.Float32BufferAttribute(vertices, 3);
const colors = [];
const sizes = [];
const color = new THREE.Color();
for (let i = 0; i < positionAttribute.count; i++) {
if (i < vertices1) {
color.setHSL(0.5 + 0.2 * (i / vertices1), 1, 0.5);
} else {
color.setHSL(0.1, 1, 0.5);
}
color.toArray(colors, i * 3);
sizes[i] = i < vertices1 ? 10 : 40;
}
const geometry = new THREE.BufferGeometry();
geometry.setAttribute("position", positionAttribute);
geometry.setAttribute("ca", new THREE.Float32BufferAttribute(colors, 3));
geometry.setAttribute("size", new THREE.Float32BufferAttribute(sizes, 1));
const texture = new THREE.TextureLoader().load("textures/sprites/ball.png");
texture.wrapS = THREE.RepeatWrapping;
texture.wrapT = THREE.RepeatWrapping;
const material = new THREE.ShaderMaterial({
uniforms: {
amplitude: { value: 1 },
color: { value: new THREE.Color(16777215) },
pointTexture: { value: texture }
},
vertexShader: `
attribute float size;
attribute vec4 ca;
varying vec4 vColor;
void main() {
vColor = ca;
vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );
gl_PointSize = size * ( 150.0 / -mvPosition.z );
gl_Position = projectionMatrix * mvPosition;
}
`,
fragmentShader: `
uniform vec3 color;
uniform sampler2D pointTexture;
varying vec4 vColor;
void main() {
vec4 outColor = texture2D( pointTexture, gl_PointCoord );
if ( outColor.a < 0.5 ) discard;
gl_FragColor = outColor * vec4( color * vColor.xyz, 1.0 );
float depth = gl_FragCoord.z / gl_FragCoord.w;
const vec3 fogColor = vec3( 0.0 );
float fogFactor = smoothstep( 200.0, 600.0, depth );
gl_FragColor = mix( gl_FragColor, vec4( fogColor, gl_FragColor.w ), fogFactor );
}
`
});
object = new THREE.Points(geometry, material);
scene.add(object);
renderer = new THREE.WebGLRenderer({ canvas });
renderer.setPixelRatio(window.devicePixelRatio);
renderer.setSize(WIDTH, HEIGHT);
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() {
render();
stats.update();
}
function render() {
const time = Date.now() * 0.01;
object.rotation.y = object.rotation.z = 0.02 * time;
const geometry = object.geometry;
const attributes = geometry.attributes;
for (let i = 0; i < attributes.size.array.length; i++) {
if (i < vertices1) {
attributes.size.array[i] = Math.max(0, 26 + 32 * Math.sin(0.1 * i + 0.6 * time));
}
}
attributes.size.needsUpdate = true;
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;