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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;