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webgl_marchingcubes

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";
import { MarchingCubes } from "three/examples/jsm/objects/MarchingCubes.js";
import { ToonShader1, ToonShader2, ToonShaderHatching, ToonShaderDotted } from "three/examples/jsm/shaders/ToonShader.js";

/** @type {import("@minisheeep/mp-three-examples").OfficialExampleInfo} */
const exampleInfo = {
  name: "webgl_marchingcubes",
  useLoaders: [],
  info: [
    [
      { tag: "a", link: "https://threejs.org", content: "three.js" },
      { tag: "text", content: "- marching cubes" }
    ],
    [
      { tag: "text", content: "based on greggman's" },
      { tag: "a", link: "https://webglsamples.org/blob/blob.html", content: "blob" },
      { tag: "text", content: ", original code by Henrik Rydgård" }
    ]
  ],
  init: ({ window, canvas, GUI, Stats, needToDispose, useFrame }) => {
    let stats;
    let camera, scene, renderer;
    let materials, current_material;
    let light, pointLight, ambientLight;
    let effect, resolution;
    let effectController;
    let time = 0;
    const clock = new THREE.Clock();
    init();
    function init() {
      camera = new THREE.PerspectiveCamera(45, window.innerWidth / window.innerHeight, 1, 1e4);
      camera.position.set(-500, 500, 1500);
      scene = new THREE.Scene();
      scene.background = new THREE.Color(328965);
      light = new THREE.DirectionalLight(16777215, 3);
      light.position.set(0.5, 0.5, 1);
      scene.add(light);
      pointLight = new THREE.PointLight(16743424, 3, 0, 0);
      pointLight.position.set(0, 0, 100);
      scene.add(pointLight);
      ambientLight = new THREE.AmbientLight(3289650, 3);
      scene.add(ambientLight);
      materials = generateMaterials();
      current_material = "shiny";
      resolution = 28;
      effect = new MarchingCubes(resolution, materials[current_material], true, true, 1e5);
      effect.position.set(0, 0, 0);
      effect.scale.set(700, 700, 700);
      effect.enableUvs = false;
      effect.enableColors = false;
      scene.add(effect);
      renderer = new THREE.WebGLRenderer({ canvas });
      renderer.setPixelRatio(window.devicePixelRatio);
      renderer.setSize(window.innerWidth, window.innerHeight);
      renderer.setAnimationLoop(animate);
      const controls = new OrbitControls(camera, renderer.domElement);
      controls.minDistance = 500;
      controls.maxDistance = 5e3;
      stats = new Stats(renderer);
      setupGui();
      window.addEventListener("resize", onWindowResize);
      needToDispose(renderer, scene, controls);
    }
    function onWindowResize() {
      camera.aspect = window.innerWidth / window.innerHeight;
      camera.updateProjectionMatrix();
      renderer.setSize(window.innerWidth, window.innerHeight);
    }
    function generateMaterials() {
      const path = "textures/cube/SwedishRoyalCastle/";
      const format = ".jpg";
      const urls = [
        path + "px" + format,
        path + "nx" + format,
        path + "py" + format,
        path + "ny" + format,
        path + "pz" + format,
        path + "nz" + format
      ];
      const cubeTextureLoader = new THREE.CubeTextureLoader();
      const reflectionCube = cubeTextureLoader.load(urls);
      const refractionCube = cubeTextureLoader.load(urls);
      refractionCube.mapping = THREE.CubeRefractionMapping;
      const toonMaterial1 = createShaderMaterial(ToonShader1, light, ambientLight);
      const toonMaterial2 = createShaderMaterial(ToonShader2, light, ambientLight);
      const hatchingMaterial = createShaderMaterial(ToonShaderHatching, light, ambientLight);
      const dottedMaterial = createShaderMaterial(ToonShaderDotted, light, ambientLight);
      const texture = new THREE.TextureLoader().load("textures/uv_grid_opengl.jpg");
      texture.wrapS = THREE.RepeatWrapping;
      texture.wrapT = THREE.RepeatWrapping;
      texture.colorSpace = THREE.SRGBColorSpace;
      const materials2 = {
        shiny: new THREE.MeshStandardMaterial({
          color: 10223616,
          envMap: reflectionCube,
          roughness: 0.1,
          metalness: 1
        }),
        chrome: new THREE.MeshLambertMaterial({ color: 16777215, envMap: reflectionCube }),
        liquid: new THREE.MeshLambertMaterial({
          color: 16777215,
          envMap: refractionCube,
          refractionRatio: 0.85
        }),
        matte: new THREE.MeshPhongMaterial({ specular: 4802889, shininess: 1 }),
        flat: new THREE.MeshLambertMaterial({
          /*TODO flatShading: true */
        }),
        textured: new THREE.MeshPhongMaterial({
          color: 16777215,
          specular: 1118481,
          shininess: 1,
          map: texture
        }),
        colors: new THREE.MeshPhongMaterial({
          color: 16777215,
          specular: 16777215,
          shininess: 2,
          vertexColors: true
        }),
        multiColors: new THREE.MeshPhongMaterial({ shininess: 2, vertexColors: true }),
        plastic: new THREE.MeshPhongMaterial({ specular: 12698049, shininess: 250 }),
        toon1: toonMaterial1,
        toon2: toonMaterial2,
        hatching: hatchingMaterial,
        dotted: dottedMaterial
      };
      return materials2;
    }
    function createShaderMaterial(shader, light2, ambientLight2) {
      const u = THREE.UniformsUtils.clone(shader.uniforms);
      const vs = shader.vertexShader;
      const fs = shader.fragmentShader;
      const material = new THREE.ShaderMaterial({
        uniforms: u,
        vertexShader: vs,
        fragmentShader: fs
      });
      material.uniforms["uDirLightPos"].value = light2.position;
      material.uniforms["uDirLightColor"].value = light2.color;
      material.uniforms["uAmbientLightColor"].value = ambientLight2.color;
      return material;
    }
    function setupGui() {
      const createHandler = function(id) {
        return function() {
          current_material = id;
          effect.material = materials[id];
          effect.enableUvs = current_material === "textured" ? true : false;
          effect.enableColors = current_material === "colors" || current_material === "multiColors" ? true : false;
        };
      };
      effectController = {
        material: "shiny",
        speed: 1,
        numBlobs: 10,
        resolution: 28,
        isolation: 80,
        floor: true,
        wallx: false,
        wallz: false,
        dummy: function() {
        }
      };
      let h;
      const gui = new GUI();
      h = gui.addFolder("Materials");
      for (const m in materials) {
        effectController[m] = createHandler(m);
        h.add(effectController, m).name(m);
      }
      h = gui.addFolder("Simulation");
      h.add(effectController, "speed", 0.1, 8, 0.05);
      h.add(effectController, "numBlobs", 1, 50, 1);
      h.add(effectController, "resolution", 14, 100, 1);
      h.add(effectController, "isolation", 10, 300, 1);
      h.add(effectController, "floor");
      h.add(effectController, "wallx");
      h.add(effectController, "wallz");
    }
    function updateCubes(object, time2, numblobs, floor, wallx, wallz) {
      object.reset();
      const rainbow = [
        new THREE.Color(16711680),
        new THREE.Color(16759552),
        new THREE.Color(16776960),
        new THREE.Color(65280),
        new THREE.Color(255),
        new THREE.Color(9699517),
        new THREE.Color(13107435)
      ];
      const subtract = 12;
      const strength = 1.2 / ((Math.sqrt(numblobs) - 1) / 4 + 1);
      for (let i = 0; i < numblobs; i++) {
        const ballx = Math.sin(i + 1.26 * time2 * (1.03 + 0.5 * Math.cos(0.21 * i))) * 0.27 + 0.5;
        const bally = Math.abs(Math.cos(i + 1.12 * time2 * Math.cos(1.22 + 0.1424 * i))) * 0.77;
        const ballz = Math.cos(i + 1.32 * time2 * 0.1 * Math.sin(0.92 + 0.53 * i)) * 0.27 + 0.5;
        if (current_material === "multiColors") {
          object.addBall(ballx, bally, ballz, strength, subtract, rainbow[i % 7]);
        } else {
          object.addBall(ballx, bally, ballz, strength, subtract);
        }
      }
      if (floor) object.addPlaneY(2, 12);
      if (wallz) object.addPlaneZ(2, 12);
      if (wallx) object.addPlaneX(2, 12);
      object.update();
    }
    function animate() {
      render();
      stats.update();
    }
    function render() {
      const delta = clock.getDelta();
      time += delta * effectController.speed * 0.5;
      if (effectController.resolution !== resolution) {
        resolution = effectController.resolution;
        effect.init(Math.floor(resolution));
      }
      if (effectController.isolation !== effect.isolation) {
        effect.isolation = effectController.isolation;
      }
      updateCubes(
        effect,
        time,
        effectController.numBlobs,
        effectController.floor,
        effectController.wallx,
        effectController.wallz
      );
      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;