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webgl_materials_channels

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 { OBJLoader } from "three/examples/jsm/loaders/OBJLoader.js";
import { OrbitControls } from "three/examples/jsm/controls/OrbitControls.js";
import { VelocityShader } from "three/examples/jsm/shaders/VelocityShader.js";

/** @type {import("@minisheeep/mp-three-examples").OfficialExampleInfo} */
const exampleInfo = {
  name: "webgl_materials_channels",
  useLoaders: [OBJLoader],
  info: [
    [
      { tag: "a", link: "https://threejs.org", content: "three.js" },
      { tag: "text", content: "-" }
    ],
    [
      { tag: "text", content: "ninja head from" },
      {
        tag: "a",
        link: "https://gpuopen.com/archive/gamescgi/amd-gpu-meshmapper/",
        content: "AMD GPU MeshMapper"
      }
    ]
  ],
  init: ({ window, canvas, GUI, Stats, needToDispose, useFrame }) => {
    let stats;
    let camera, scene, renderer;
    const params = {
      material: "normal",
      camera: "perspective",
      side: "double"
    };
    const sides = {
      front: THREE.FrontSide,
      back: THREE.BackSide,
      double: THREE.DoubleSide
    };
    let cameraOrtho, cameraPerspective;
    let controlsOrtho, controlsPerspective;
    let mesh, materialStandard, materialDepthBasic, materialDepthRGBA, materialDepthRGB, materialDepthRG, materialNormal, materialVelocity;
    const SCALE = 2.436143;
    const BIAS = -0.428408;
    init();
    function init() {
      renderer = new THREE.WebGLRenderer({ canvas });
      renderer.setPixelRatio(window.devicePixelRatio);
      renderer.setSize(window.innerWidth, window.innerHeight);
      renderer.setAnimationLoop(animate);
      scene = new THREE.Scene();
      const aspect = window.innerWidth / window.innerHeight;
      cameraPerspective = new THREE.PerspectiveCamera(45, aspect, 500, 3e3);
      cameraPerspective.position.z = 1500;
      scene.add(cameraPerspective);
      const height = 500;
      cameraOrtho = new THREE.OrthographicCamera(
        -500 * aspect,
        height * aspect,
        height,
        -500,
        1e3,
        2500
      );
      cameraOrtho.position.z = 1500;
      scene.add(cameraOrtho);
      camera = cameraPerspective;
      controlsPerspective = new OrbitControls(cameraPerspective, renderer.domElement);
      controlsPerspective.minDistance = 1e3;
      controlsPerspective.maxDistance = 2400;
      controlsPerspective.enableDamping = true;
      controlsOrtho = new OrbitControls(cameraOrtho, renderer.domElement);
      controlsOrtho.minZoom = 0.5;
      controlsOrtho.maxZoom = 1.5;
      controlsOrtho.enableDamping = true;
      const ambientLight = new THREE.AmbientLight(16777215, 0.3);
      scene.add(ambientLight);
      const pointLight = new THREE.PointLight(16711680, 1.5, 0, 0);
      pointLight.position.z = 2500;
      scene.add(pointLight);
      const pointLight2 = new THREE.PointLight(16737894, 3, 0, 0);
      camera.add(pointLight2);
      const pointLight3 = new THREE.PointLight(255, 1.5, 0, 0);
      pointLight3.position.x = -1e3;
      pointLight3.position.z = 1e3;
      scene.add(pointLight3);
      const textureLoader = new THREE.TextureLoader();
      const normalMap = textureLoader.load("models/obj/ninja/normal.png");
      const aoMap = textureLoader.load("models/obj/ninja/ao.jpg");
      const displacementMap = textureLoader.load("models/obj/ninja/displacement.jpg");
      materialStandard = new THREE.MeshStandardMaterial({
        color: 16777215,
        metalness: 0.5,
        roughness: 0.6,
        displacementMap,
        displacementScale: SCALE,
        displacementBias: BIAS,
        aoMap,
        normalMap,
        normalScale: new THREE.Vector2(1, -1),
        //flatShading: true,
        side: THREE.DoubleSide
      });
      materialDepthBasic = new THREE.MeshDepthMaterial({
        depthPacking: THREE.BasicDepthPacking,
        displacementMap,
        displacementScale: SCALE,
        displacementBias: BIAS,
        side: THREE.DoubleSide
      });
      materialDepthRGBA = new THREE.MeshDepthMaterial({
        depthPacking: THREE.RGBADepthPacking,
        displacementMap,
        displacementScale: SCALE,
        displacementBias: BIAS,
        side: THREE.DoubleSide
      });
      materialDepthRGB = new THREE.MeshDepthMaterial({
        depthPacking: THREE.RGBDepthPacking,
        displacementMap,
        displacementScale: SCALE,
        displacementBias: BIAS,
        side: THREE.DoubleSide
      });
      materialDepthRG = new THREE.MeshDepthMaterial({
        depthPacking: THREE.RGDepthPacking,
        displacementMap,
        displacementScale: SCALE,
        displacementBias: BIAS,
        side: THREE.DoubleSide
      });
      materialNormal = new THREE.MeshNormalMaterial({
        displacementMap,
        displacementScale: SCALE,
        displacementBias: BIAS,
        normalMap,
        normalScale: new THREE.Vector2(1, -1),
        //flatShading: true,
        side: THREE.DoubleSide
      });
      materialVelocity = new THREE.ShaderMaterial({
        uniforms: THREE.UniformsUtils.clone(VelocityShader.uniforms),
        vertexShader: VelocityShader.vertexShader,
        fragmentShader: VelocityShader.fragmentShader,
        side: THREE.DoubleSide
      });
      materialVelocity.displacementMap = displacementMap;
      materialVelocity.uniforms.displacementMap.value = displacementMap;
      materialVelocity.uniforms.displacementScale.value = SCALE;
      materialVelocity.uniforms.displacementBias.value = BIAS;
      const loader = new OBJLoader();
      loader.load("models/obj/ninja/ninjaHead_Low.obj", function(group) {
        const geometry = group.children[0].geometry;
        geometry.center();
        mesh = new THREE.Mesh(geometry, materialNormal);
        mesh.scale.multiplyScalar(25);
        mesh.userData.matrixWorldPrevious = new THREE.Matrix4();
        scene.add(mesh);
      });
      stats = new Stats(renderer);
      const gui = new GUI();
      gui.add(params, "material", [
        "standard",
        "normal",
        "velocity",
        "depthBasic",
        "depthRGBA",
        "depthRGB",
        "depthRG"
      ]);
      gui.add(params, "camera", ["perspective", "ortho"]);
      gui.add(params, "side", ["front", "back", "double"]);
      window.addEventListener("resize", onWindowResize);
      needToDispose(renderer, scene, controlsOrtho, controlsPerspective);
    }
    function onWindowResize() {
      const width = window.innerWidth;
      const height = window.innerHeight;
      const aspect = window.innerWidth / window.innerHeight;
      camera.aspect = aspect;
      camera.left = -height * aspect;
      camera.right = height * aspect;
      camera.top = height;
      camera.bottom = -height;
      camera.updateProjectionMatrix();
      renderer.setSize(width, height);
    }
    function animate() {
      stats.begin();
      render();
      stats.end();
      stats.update();
    }
    function render() {
      if (mesh) {
        let material = mesh.material;
        switch (params.material) {
          case "standard":
            material = materialStandard;
            break;
          case "depthBasic":
            material = materialDepthBasic;
            break;
          case "depthRGBA":
            material = materialDepthRGBA;
            break;
          case "depthRGB":
            material = materialDepthRGB;
            break;
          case "depthRG":
            material = materialDepthRG;
            break;
          case "normal":
            material = materialNormal;
            break;
          case "velocity":
            material = materialVelocity;
            break;
        }
        if (sides[params.side] !== material.side) {
          switch (params.side) {
            case "front":
              material.side = THREE.FrontSide;
              break;
            case "back":
              material.side = THREE.BackSide;
              break;
            case "double":
              material.side = THREE.DoubleSide;
              break;
          }
          material.needsUpdate = true;
        }
        mesh.material = material;
      }
      switch (params.camera) {
        case "perspective":
          camera = cameraPerspective;
          break;
        case "ortho":
          camera = cameraOrtho;
          break;
      }
      controlsPerspective.update();
      controlsOrtho.update();
      materialVelocity.uniforms.previousProjectionViewMatrix.value.copy(
        materialVelocity.uniforms.currentProjectionViewMatrix.value
      );
      materialVelocity.uniforms.currentProjectionViewMatrix.value.multiplyMatrices(
        camera.projectionMatrix,
        camera.matrixWorldInverse
      );
      if (mesh && mesh.userData.matrixWorldPrevious) {
        materialVelocity.uniforms.modelMatrixPrev.value.copy(mesh.userData.matrixWorldPrevious);
      }
      renderer.render(scene, camera);
      scene.traverse(function(object) {
        if (object.isMesh) {
          object.userData.matrixWorldPrevious.copy(object.matrixWorld);
        }
      });
    }
  }
};
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;