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webgl_lights_physical

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";

/** @type {import("@minisheeep/mp-three-examples").OfficialExampleInfo} */
const exampleInfo = {
  name: "webgl_lights_physical",
  useLoaders: [],
  info: [
    [
      {
        tag: "a",
        link: "https://threejs.org",
        content: "three.js"
      },
      {
        tag: "text",
        content: "- Physically accurate incandescent bulb by"
      },
      {
        tag: "a",
        link: "http://clara.io",
        content: "Ben Houston"
      }
    ],
    [
      {
        tag: "text",
        content: "Real world scale: Brick cube is 50 cm in size. Globe is 50 cm in diameter."
      }
    ],
    [
      {
        tag: "text",
        content: "Reinhard inline tonemapping with real-world light falloff (decay = 2)."
      }
    ]
  ],
  init: ({ window, canvas, GUI, Stats, needToDispose, useFrame }) => {
    let camera, scene, renderer, bulbLight, bulbMat, hemiLight, stats;
    let ballMat, cubeMat, floorMat;
    let previousShadowMap = false;
    const bulbLuminousPowers = {
      "110000 lm (1000W)": 11e4,
      "3500 lm (300W)": 3500,
      "1700 lm (100W)": 1700,
      "800 lm (60W)": 800,
      "400 lm (40W)": 400,
      "180 lm (25W)": 180,
      "20 lm (4W)": 20,
      Off: 0
    };
    const hemiLuminousIrradiances = {
      "0.0001 lx (Moonless Night)": 1e-4,
      "0.002 lx (Night Airglow)": 2e-3,
      "0.5 lx (Full Moon)": 0.5,
      "3.4 lx (City Twilight)": 3.4,
      "50 lx (Living Room)": 50,
      "100 lx (Very Overcast)": 100,
      "350 lx (Office Room)": 350,
      "400 lx (Sunrise/Sunset)": 400,
      "1000 lx (Overcast)": 1e3,
      "18000 lx (Daylight)": 18e3,
      "50000 lx (Direct Sun)": 5e4
    };
    const params = {
      shadows: true,
      exposure: 0.68,
      bulbPower: Object.keys(bulbLuminousPowers)[4],
      hemiIrradiance: Object.keys(hemiLuminousIrradiances)[0]
    };
    init();
    function init() {
      stats = new Stats(renderer);
      camera = new THREE.PerspectiveCamera(50, window.innerWidth / window.innerHeight, 0.1, 100);
      camera.position.x = -4;
      camera.position.z = 4;
      camera.position.y = 2;
      scene = new THREE.Scene();
      const bulbGeometry = new THREE.SphereGeometry(0.02, 16, 8);
      bulbLight = new THREE.PointLight(16772744, 1, 100, 2);
      bulbMat = new THREE.MeshStandardMaterial({
        emissive: 16777198,
        emissiveIntensity: 1,
        color: 0
      });
      bulbLight.add(new THREE.Mesh(bulbGeometry, bulbMat));
      bulbLight.position.set(0, 2, 0);
      bulbLight.castShadow = true;
      scene.add(bulbLight);
      hemiLight = new THREE.HemisphereLight(14544639, 986637, 0.02);
      scene.add(hemiLight);
      floorMat = new THREE.MeshStandardMaterial({
        roughness: 0.8,
        color: 16777215,
        metalness: 0.2,
        bumpScale: 1
      });
      const textureLoader = new THREE.TextureLoader();
      textureLoader.load("textures/hardwood2_diffuse.jpg", function(map) {
        map.wrapS = THREE.RepeatWrapping;
        map.wrapT = THREE.RepeatWrapping;
        map.anisotropy = 4;
        map.repeat.set(10, 24);
        map.colorSpace = THREE.SRGBColorSpace;
        floorMat.map = map;
        floorMat.needsUpdate = true;
      });
      textureLoader.load("textures/hardwood2_bump.jpg", function(map) {
        map.wrapS = THREE.RepeatWrapping;
        map.wrapT = THREE.RepeatWrapping;
        map.anisotropy = 4;
        map.repeat.set(10, 24);
        floorMat.bumpMap = map;
        floorMat.needsUpdate = true;
      });
      textureLoader.load("textures/hardwood2_roughness.jpg", function(map) {
        map.wrapS = THREE.RepeatWrapping;
        map.wrapT = THREE.RepeatWrapping;
        map.anisotropy = 4;
        map.repeat.set(10, 24);
        floorMat.roughnessMap = map;
        floorMat.needsUpdate = true;
      });
      cubeMat = new THREE.MeshStandardMaterial({
        roughness: 0.7,
        color: 16777215,
        bumpScale: 1,
        metalness: 0.2
      });
      textureLoader.load("textures/brick_diffuse.jpg", function(map) {
        map.wrapS = THREE.RepeatWrapping;
        map.wrapT = THREE.RepeatWrapping;
        map.anisotropy = 4;
        map.repeat.set(1, 1);
        map.colorSpace = THREE.SRGBColorSpace;
        cubeMat.map = map;
        cubeMat.needsUpdate = true;
      });
      textureLoader.load("textures/brick_bump.jpg", function(map) {
        map.wrapS = THREE.RepeatWrapping;
        map.wrapT = THREE.RepeatWrapping;
        map.anisotropy = 4;
        map.repeat.set(1, 1);
        cubeMat.bumpMap = map;
        cubeMat.needsUpdate = true;
      });
      ballMat = new THREE.MeshStandardMaterial({
        color: 16777215,
        roughness: 0.5,
        metalness: 1
      });
      textureLoader.load("textures/planets/earth_atmos_2048.jpg", function(map) {
        map.anisotropy = 4;
        map.colorSpace = THREE.SRGBColorSpace;
        ballMat.map = map;
        ballMat.needsUpdate = true;
      });
      textureLoader.load("textures/planets/earth_specular_2048.jpg", function(map) {
        map.anisotropy = 4;
        map.colorSpace = THREE.SRGBColorSpace;
        ballMat.metalnessMap = map;
        ballMat.needsUpdate = true;
      });
      const floorGeometry = new THREE.PlaneGeometry(20, 20);
      const floorMesh = new THREE.Mesh(floorGeometry, floorMat);
      floorMesh.receiveShadow = true;
      floorMesh.rotation.x = -Math.PI / 2;
      scene.add(floorMesh);
      const ballGeometry = new THREE.SphereGeometry(0.25, 32, 32);
      const ballMesh = new THREE.Mesh(ballGeometry, ballMat);
      ballMesh.position.set(1, 0.25, 1);
      ballMesh.rotation.y = Math.PI;
      ballMesh.castShadow = true;
      scene.add(ballMesh);
      const boxGeometry = new THREE.BoxGeometry(0.5, 0.5, 0.5);
      const boxMesh = new THREE.Mesh(boxGeometry, cubeMat);
      boxMesh.position.set(-0.5, 0.25, -1);
      boxMesh.castShadow = true;
      scene.add(boxMesh);
      const boxMesh2 = new THREE.Mesh(boxGeometry, cubeMat);
      boxMesh2.position.set(0, 0.25, -5);
      boxMesh2.castShadow = true;
      scene.add(boxMesh2);
      const boxMesh3 = new THREE.Mesh(boxGeometry, cubeMat);
      boxMesh3.position.set(7, 0.25, 0);
      boxMesh3.castShadow = true;
      scene.add(boxMesh3);
      renderer = new THREE.WebGLRenderer({ canvas });
      renderer.setPixelRatio(window.devicePixelRatio);
      renderer.setSize(window.innerWidth, window.innerHeight);
      renderer.setAnimationLoop(animate);
      renderer.shadowMap.enabled = true;
      renderer.toneMapping = THREE.ReinhardToneMapping;
      const controls = new OrbitControls(camera, renderer.domElement);
      controls.minDistance = 1;
      controls.maxDistance = 20;
      window.addEventListener("resize", onWindowResize);
      const gui = new GUI();
      gui.add(params, "hemiIrradiance", Object.keys(hemiLuminousIrradiances));
      gui.add(params, "bulbPower", Object.keys(bulbLuminousPowers));
      gui.add(params, "exposure", 0, 1);
      gui.add(params, "shadows");
      gui.open();
      needToDispose(renderer, scene, controls);
    }
    function onWindowResize() {
      camera.aspect = window.innerWidth / window.innerHeight;
      camera.updateProjectionMatrix();
      renderer.setSize(window.innerWidth, window.innerHeight);
    }
    function animate() {
      renderer.toneMappingExposure = Math.pow(params.exposure, 5);
      renderer.shadowMap.enabled = params.shadows;
      bulbLight.castShadow = params.shadows;
      if (params.shadows !== previousShadowMap) {
        ballMat.needsUpdate = true;
        cubeMat.needsUpdate = true;
        floorMat.needsUpdate = true;
        previousShadowMap = params.shadows;
      }
      bulbLight.power = bulbLuminousPowers[params.bulbPower];
      bulbMat.emissiveIntensity = bulbLight.intensity / Math.pow(0.02, 2);
      hemiLight.intensity = hemiLuminousIrradiances[params.hemiIrradiance];
      const time = Date.now() * 5e-4;
      bulbLight.position.y = Math.cos(time) * 0.75 + 1.25;
      renderer.render(scene, camera);
      stats.update();
    }
  }
};
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 {
  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: Record<string, 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;