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;