webgl_materials_normalmap
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 { GLTFLoader } from "three/examples/jsm/loaders/GLTFLoader.js";
import { EffectComposer } from "three/examples/jsm/postprocessing/EffectComposer.js";
import { RenderPass } from "three/examples/jsm/postprocessing/RenderPass.js";
import { ShaderPass } from "three/examples/jsm/postprocessing/ShaderPass.js";
import { BleachBypassShader } from "three/examples/jsm/shaders/BleachBypassShader.js";
import { ColorCorrectionShader } from "three/examples/jsm/shaders/ColorCorrectionShader.js";
import { FXAAShader } from "three/examples/jsm/shaders/FXAAShader.js";
import { OutputPass } from "three/examples/jsm/postprocessing/OutputPass.js";
/** @type {import("@minisheeep/mp-three-examples").OfficialExampleInfo} */
const exampleInfo = {
name: "webgl_materials_normalmap",
useLoaders: [GLTFLoader],
info: [
[
{ tag: "a", link: "https://threejs.org", content: "three.js" },
{ tag: "text", content: "- webgl normalmap demo." }
],
[
{ tag: "a", link: "https://casual-effects.com/data/", content: "Lee Perry-Smith" },
{ tag: "text", content: "head." }
]
],
init: ({ window, canvas, GUI, Stats, needToDispose, useFrame }) => {
let stats, loader;
let camera, scene, renderer;
let mesh;
let directionalLight, pointLight, ambientLight;
let mouseX = 0;
let mouseY = 0;
let targetX = 0;
let targetY = 0;
const windowHalfX = window.innerWidth / 2;
const windowHalfY = window.innerHeight / 2;
let composer, effectFXAA;
init();
function init() {
camera = new THREE.PerspectiveCamera(27, window.innerWidth / window.innerHeight, 1, 1e4);
camera.position.z = 12;
scene = new THREE.Scene();
scene.background = new THREE.Color(4802889);
ambientLight = new THREE.AmbientLight(16777215);
scene.add(ambientLight);
pointLight = new THREE.PointLight(16777215, 30);
pointLight.position.set(0, 0, 6);
scene.add(pointLight);
directionalLight = new THREE.DirectionalLight(16777215, 3);
directionalLight.position.set(1, -0.5, -1);
scene.add(directionalLight);
const textureLoader = new THREE.TextureLoader();
const diffuseMap = textureLoader.load("models/gltf/LeePerrySmith/Map-COL.jpg");
diffuseMap.colorSpace = THREE.SRGBColorSpace;
const specularMap = textureLoader.load("models/gltf/LeePerrySmith/Map-SPEC.jpg");
specularMap.colorSpace = THREE.SRGBColorSpace;
const normalMap = textureLoader.load(
"models/gltf/LeePerrySmith/Infinite-Level_02_Tangent_SmoothUV.jpg"
);
const material = new THREE.MeshPhongMaterial({
color: 15724527,
specular: 2236962,
shininess: 35,
map: diffuseMap,
specularMap,
normalMap,
normalScale: new THREE.Vector2(0.8, 0.8)
});
loader = new GLTFLoader();
loader.load("models/gltf/LeePerrySmith/LeePerrySmith.glb", function(gltf) {
const geometry = gltf.scene.children[0].geometry;
mesh = new THREE.Mesh(geometry, material);
mesh.position.y = -0.5;
scene.add(mesh);
});
renderer = new THREE.WebGLRenderer({ canvas });
renderer.setSize(window.innerWidth, window.innerHeight);
renderer.setAnimationLoop(animate);
stats = new Stats(renderer);
renderer.autoClear = false;
const renderModel = new RenderPass(scene, camera);
const effectBleach = new ShaderPass(BleachBypassShader);
const effectColor = new ShaderPass(ColorCorrectionShader);
const outputPass = new OutputPass();
effectFXAA = new ShaderPass(FXAAShader);
effectFXAA.uniforms["resolution"].value.set(1 / window.innerWidth, 1 / window.innerHeight);
effectBleach.uniforms["opacity"].value = 0.2;
effectColor.uniforms["powRGB"].value.set(1.4, 1.45, 1.45);
effectColor.uniforms["mulRGB"].value.set(1.1, 1.1, 1.1);
const renderTarget = new THREE.WebGLRenderTarget(window.innerWidth, window.innerHeight, {
type: THREE.HalfFloatType,
depthTexture: new THREE.DepthTexture()
});
composer = new EffectComposer(renderer, renderTarget);
composer.addPass(renderModel);
composer.addPass(effectBleach);
composer.addPass(effectColor);
composer.addPass(outputPass);
composer.addPass(effectFXAA);
canvas.addEventListener("pointermove", onDocumentMouseMove);
window.addEventListener("resize", onWindowResize);
needToDispose(renderer, scene);
}
function onWindowResize() {
const width = window.innerWidth;
const height = window.innerHeight;
camera.aspect = width / height;
camera.updateProjectionMatrix();
renderer.setSize(width, height);
composer.setSize(width, height);
effectFXAA.uniforms["resolution"].value.set(1 / width, 1 / height);
}
function onDocumentMouseMove(event) {
mouseX = event.clientX - windowHalfX;
mouseY = event.clientY - windowHalfY;
}
function animate() {
render();
stats.update();
}
function render() {
targetX = mouseX * 1e-3;
targetY = mouseY * 1e-3;
if (mesh) {
mesh.rotation.y += 0.05 * (targetX - mesh.rotation.y);
mesh.rotation.x += 0.05 * (targetY - mesh.rotation.x);
}
composer.render();
}
}
};
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;