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;