webgl_geometry_colors_lookuptable
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 { OrbitControls } from "three/examples/jsm/controls/OrbitControls.js";
import { Lut } from "three/examples/jsm/math/Lut.js";
/** @type {import("@minisheeep/mp-three-examples").OfficialExampleInfo} */
const exampleInfo = {
name: "webgl_geometry_colors_lookuptable",
useLoaders: [],
info: [
[
{ tag: "a", link: "https://threejs.org", content: "three.js" },
{ tag: "text", content: "webgl - lookup table" }
],
[{ tag: "text", content: "vertex color values from a range of data values" }]
],
init: ({ window, canvas, GUI, Stats, needToDispose, useFrame }) => {
let perpCamera, orthoCamera, renderer, lut;
let mesh, sprite;
let scene, uiScene;
let params;
init();
function init() {
scene = new THREE.Scene();
scene.background = new THREE.Color(16777215);
uiScene = new THREE.Scene();
lut = new Lut();
const width = window.innerWidth;
const height = window.innerHeight;
perpCamera = new THREE.PerspectiveCamera(60, width / height, 1, 100);
perpCamera.position.set(0, 0, 10);
scene.add(perpCamera);
orthoCamera = new THREE.OrthographicCamera(-1, 1, 1, -1, 1, 2);
orthoCamera.position.set(0.5, 0, 1);
sprite = new THREE.Sprite(
new THREE.SpriteMaterial({
map: new THREE.CanvasTexture(lut.createCanvas())
})
);
sprite.material.map.colorSpace = THREE.SRGBColorSpace;
sprite.scale.x = 0.125;
uiScene.add(sprite);
mesh = new THREE.Mesh(
void 0,
new THREE.MeshLambertMaterial({
side: THREE.DoubleSide,
color: 16119285,
vertexColors: true
})
);
scene.add(mesh);
params = {
colorMap: "rainbow"
};
loadModel();
const pointLight = new THREE.PointLight(16777215, 3, 0, 0);
perpCamera.add(pointLight);
renderer = new THREE.WebGLRenderer({ antialias: true, canvas });
renderer.autoClear = false;
renderer.setPixelRatio(window.devicePixelRatio);
renderer.setSize(width, height);
window.addEventListener("resize", onWindowResize);
const controls = new OrbitControls(perpCamera, renderer.domElement);
controls.addEventListener("change", render);
const gui = new GUI();
gui.add(params, "colorMap", ["rainbow", "cooltowarm", "blackbody", "grayscale"]).onChange(function() {
updateColors();
render();
});
needToDispose(renderer, scene, controls);
}
function onWindowResize() {
const width = window.innerWidth;
const height = window.innerHeight;
perpCamera.aspect = width / height;
perpCamera.updateProjectionMatrix();
renderer.setSize(width, height);
render();
}
function render() {
renderer.clear();
renderer.render(scene, perpCamera);
renderer.render(uiScene, orthoCamera);
}
function loadModel() {
const loader = new THREE.BufferGeometryLoader();
loader.load("models/json/pressure.json", function(geometry) {
geometry.center();
geometry.computeVertexNormals();
const colors = [];
for (let i = 0, n = geometry.attributes.position.count; i < n; ++i) {
colors.push(1, 1, 1);
}
geometry.setAttribute("color", new THREE.Float32BufferAttribute(colors, 3));
mesh.geometry = geometry;
updateColors();
render();
});
}
function updateColors() {
lut.setColorMap(params.colorMap);
lut.setMax(2e3);
lut.setMin(0);
const geometry = mesh.geometry;
const pressures = geometry.attributes.pressure;
const colors = geometry.attributes.color;
const color = new THREE.Color();
for (let i = 0; i < pressures.array.length; i++) {
const colorValue = pressures.array[i];
color.copy(lut.getColor(colorValue)).convertSRGBToLinear();
colors.setXYZ(i, color.r, color.g, color.b);
}
colors.needsUpdate = true;
const map = sprite.material.map;
lut.updateCanvas(map.image);
map.needsUpdate = true;
}
}
};
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;