webgl_lights_hemisphere
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 { GLTFLoader } from "three/examples/jsm/loaders/GLTFLoader.js";
/** @type {import("@minisheeep/mp-three-examples").OfficialExampleInfo} */
const exampleInfo = {
name: "webgl_lights_hemisphere",
useLoaders: [GLTFLoader],
info: [
[
{ tag: "a", link: "https://threejs.org", content: "three.js" },
{ tag: "text", content: "- webgl hemisphere light example" }
],
[
{ tag: "text", content: "flamingo by" },
{ tag: "a", link: "https://mirada.com/", content: "mirada" },
{ tag: "text", content: "from" },
{ tag: "a", link: "http://www.ro.me", content: "ro.me" }
]
],
init: ({ window, canvas, GUI, Stats, needToDispose, useFrame }) => {
let camera, scene, renderer;
const mixers = [];
let stats;
const clock = new THREE.Clock();
init();
function init() {
camera = new THREE.PerspectiveCamera(30, window.innerWidth / window.innerHeight, 1, 5e3);
camera.position.set(0, 0, 250);
scene = new THREE.Scene();
scene.background = new THREE.Color().setHSL(0.6, 0, 1);
scene.fog = new THREE.Fog(scene.background, 1, 5e3);
const hemiLight = new THREE.HemisphereLight(16777215, 16777215, 2);
hemiLight.color.setHSL(0.6, 1, 0.6);
hemiLight.groundColor.setHSL(0.095, 1, 0.75);
hemiLight.position.set(0, 50, 0);
scene.add(hemiLight);
const hemiLightHelper = new THREE.HemisphereLightHelper(hemiLight, 10);
scene.add(hemiLightHelper);
const dirLight = new THREE.DirectionalLight(16777215, 3);
dirLight.color.setHSL(0.1, 1, 0.95);
dirLight.position.set(-1, 1.75, 1);
dirLight.position.multiplyScalar(30);
scene.add(dirLight);
dirLight.castShadow = true;
dirLight.shadow.mapSize.width = 2048;
dirLight.shadow.mapSize.height = 2048;
const d = 50;
dirLight.shadow.camera.left = -50;
dirLight.shadow.camera.right = d;
dirLight.shadow.camera.top = d;
dirLight.shadow.camera.bottom = -50;
dirLight.shadow.camera.far = 3500;
dirLight.shadow.bias = -1e-4;
const dirLightHelper = new THREE.DirectionalLightHelper(dirLight, 10);
scene.add(dirLightHelper);
const groundGeo = new THREE.PlaneGeometry(1e4, 1e4);
const groundMat = new THREE.MeshLambertMaterial({ color: 16777215 });
groundMat.color.setHSL(0.095, 1, 0.75);
const ground = new THREE.Mesh(groundGeo, groundMat);
ground.position.y = -33;
ground.rotation.x = -Math.PI / 2;
ground.receiveShadow = true;
scene.add(ground);
const vertexShader = `
varying vec3 vWorldPosition;
void main() {
vec4 worldPosition = modelMatrix * vec4( position, 1.0 );
vWorldPosition = worldPosition.xyz;
gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
}
`;
const fragmentShader = `
uniform vec3 topColor;
uniform vec3 bottomColor;
uniform float offset;
uniform float exponent;
varying vec3 vWorldPosition;
void main() {
float h = normalize( vWorldPosition + offset ).y;
gl_FragColor = vec4( mix( bottomColor, topColor, max( pow( max( h , 0.0), exponent ), 0.0 ) ), 1.0 );
}
`;
const uniforms = {
topColor: { value: new THREE.Color(30719) },
bottomColor: { value: new THREE.Color(16777215) },
offset: { value: 33 },
exponent: { value: 0.6 }
};
uniforms["topColor"].value.copy(hemiLight.color);
scene.fog.color.copy(uniforms["bottomColor"].value);
const skyGeo = new THREE.SphereGeometry(4e3, 32, 15);
const skyMat = new THREE.ShaderMaterial({
uniforms,
vertexShader,
fragmentShader,
side: THREE.BackSide
});
const sky = new THREE.Mesh(skyGeo, skyMat);
scene.add(sky);
const loader = new GLTFLoader();
loader.load("models/gltf/Flamingo.glb", function(gltf) {
const mesh = gltf.scene.children[0];
const s = 0.35;
mesh.scale.set(s, s, s);
mesh.position.y = 15;
mesh.rotation.y = -1;
mesh.castShadow = true;
mesh.receiveShadow = true;
scene.add(mesh);
const mixer = new THREE.AnimationMixer(mesh);
mixer.clipAction(gltf.animations[0]).setDuration(1).play();
mixers.push(mixer);
});
renderer = new THREE.WebGLRenderer({ antialias: true, canvas });
renderer.setPixelRatio(window.devicePixelRatio);
renderer.setSize(window.innerWidth, window.innerHeight);
renderer.setAnimationLoop(animate);
renderer.shadowMap.enabled = true;
stats = new Stats(renderer);
const params = {
toggleHemisphereLight: function() {
hemiLight.visible = !hemiLight.visible;
hemiLightHelper.visible = !hemiLightHelper.visible;
},
toggleDirectionalLight: function() {
dirLight.visible = !dirLight.visible;
dirLightHelper.visible = !dirLightHelper.visible;
},
shadowIntensity: 1
};
const gui = new GUI();
gui.add(params, "toggleHemisphereLight").name("toggle hemisphere light");
gui.add(params, "toggleDirectionalLight").name("toggle directional light");
gui.add(params, "shadowIntensity", 0, 1).name("shadow intensity").onChange((value) => {
dirLight.shadow.intensity = value;
});
gui.open();
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 delta = clock.getDelta();
for (let i = 0; i < mixers.length; i++) {
mixers[i].update(delta);
}
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;