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webgl_geometry_terrain

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 { FirstPersonControls } from "three/examples/jsm/controls/FirstPersonControls.js";
import { ImprovedNoise } from "three/examples/jsm/math/ImprovedNoise.js";

/** @type {import("@minisheeep/mp-three-examples").OfficialExampleInfo} */
const exampleInfo = {
  name: "webgl_geometry_terrain",
  useLoaders: [],
  needArrowControls: true,
  info: [
    [
      { tag: "a", link: "https://threejs.org", content: "three.js" },
      { tag: "text", content: "- webgl terrain + fog demo" }
    ],
    [{ tag: "text", content: "(left click: forward, right click: backward)" }]
  ],
  init: ({ window, canvas, GUI, Stats, needToDispose, useFrame }) => {
    let stats;
    let camera, controls, scene, renderer;
    let mesh, texture;
    const worldWidth = 256, worldDepth = 256;
    const clock = new THREE.Clock();
    init();
    function init() {
      camera = new THREE.PerspectiveCamera(60, window.innerWidth / window.innerHeight, 1, 1e4);
      scene = new THREE.Scene();
      scene.background = new THREE.Color(15716789);
      scene.fog = new THREE.FogExp2(15716789, 25e-4);
      const data = generateHeight(worldWidth, worldDepth);
      camera.position.set(100, 800, -800);
      camera.lookAt(-100, 810, -800);
      const geometry = new THREE.PlaneGeometry(7500, 7500, worldWidth - 1, worldDepth - 1);
      geometry.rotateX(-Math.PI / 2);
      const vertices = geometry.attributes.position.array;
      for (let i = 0, j = 0, l = vertices.length; i < l; i++, j += 3) {
        vertices[j + 1] = data[i] * 10;
      }
      texture = new THREE.CanvasTexture(generateTexture(data, worldWidth, worldDepth));
      texture.wrapS = THREE.ClampToEdgeWrapping;
      texture.wrapT = THREE.ClampToEdgeWrapping;
      texture.colorSpace = THREE.SRGBColorSpace;
      mesh = new THREE.Mesh(geometry, new THREE.MeshBasicMaterial({ map: texture }));
      scene.add(mesh);
      renderer = new THREE.WebGLRenderer({ canvas });
      renderer.setPixelRatio(window.devicePixelRatio);
      renderer.setSize(window.innerWidth, window.innerHeight);
      renderer.setAnimationLoop(animate);
      controls = new FirstPersonControls(camera, renderer.domElement);
      controls.movementSpeed = 150;
      controls.lookSpeed = 0.1;
      stats = new Stats(renderer);
      window.addEventListener("resize", onWindowResize);
      needToDispose(controls, renderer, scene);
    }
    function onWindowResize() {
      camera.aspect = window.innerWidth / window.innerHeight;
      camera.updateProjectionMatrix();
      renderer.setSize(window.innerWidth, window.innerHeight);
      controls.handleResize();
    }
    function generateHeight(width, height) {
      let seed = Math.PI / 4;
      Math.random = function() {
        const x = Math.sin(seed++) * 1e4;
        return x - Math.floor(x);
      };
      const size = width * height, data = new Uint8Array(size);
      const perlin = new ImprovedNoise(), z = Math.random() * 100;
      let quality = 1;
      for (let j = 0; j < 4; j++) {
        for (let i = 0; i < size; i++) {
          const x = i % width, y = ~~(i / width);
          data[i] += Math.abs(perlin.noise(x / quality, y / quality, z) * quality * 1.75);
        }
        quality *= 5;
      }
      return data;
    }
    function generateTexture(data, width, height) {
      let context, image, imageData, shade;
      const vector3 = new THREE.Vector3(0, 0, 0);
      const sun = new THREE.Vector3(1, 1, 1);
      sun.normalize();
      const canvas2 = document.createElement("canvas");
      canvas2.width = width;
      canvas2.height = height;
      context = canvas2.getContext("2d");
      context.fillStyle = "#000";
      context.fillRect(0, 0, width, height);
      image = context.getImageData(0, 0, canvas2.width, canvas2.height);
      imageData = image.data;
      for (let i = 0, j = 0, l = imageData.length; i < l; i += 4, j++) {
        vector3.x = data[j - 2] - data[j + 2];
        vector3.y = 2;
        vector3.z = data[j - width * 2] - data[j + width * 2];
        vector3.normalize();
        shade = vector3.dot(sun);
        imageData[i] = (96 + shade * 128) * (0.5 + data[j] * 7e-3);
        imageData[i + 1] = (32 + shade * 96) * (0.5 + data[j] * 7e-3);
        imageData[i + 2] = shade * 96 * (0.5 + data[j] * 7e-3);
      }
      context.putImageData(image, 0, 0);
      const canvasScaled = document.createElement("canvas");
      canvasScaled.width = width * 4;
      canvasScaled.height = height * 4;
      context = canvasScaled.getContext("2d");
      context.scale(4, 4);
      context.drawImage(canvas2, 0, 0);
      image = context.getImageData(0, 0, canvasScaled.width, canvasScaled.height);
      imageData = image.data;
      for (let i = 0, l = imageData.length; i < l; i += 4) {
        const v = ~~(Math.random() * 5);
        imageData[i] += v;
        imageData[i + 1] += v;
        imageData[i + 2] += v;
      }
      context.putImageData(image, 0, 0);
      return canvasScaled;
    }
    function animate() {
      render();
      stats.update();
    }
    function render() {
      controls.update(clock.getDelta());
      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;