Skip to content

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;