webgl_materials_physical_clearcoat
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 { HDRCubeTextureLoader } from "three/examples/jsm/loaders/HDRCubeTextureLoader.js";
import { FlakesTexture } from "three/examples/jsm/textures/FlakesTexture.js";
/** @type {import("@minisheeep/mp-three-examples").OfficialExampleInfo} */
const exampleInfo = {
name: "webgl_materials_physical_clearcoat",
useLoaders: [HDRCubeTextureLoader],
info: [
[
{
tag: "a",
link: "https://threejs.org",
content: "three.js"
},
{
tag: "text",
content: "webgl - materials - clearcoat"
}
]
],
init: ({ window, canvas, GUI, Stats, needToDispose, useFrame }) => {
let stats;
let camera, scene, renderer;
let particleLight;
let group;
init();
function init() {
camera = new THREE.PerspectiveCamera(27, window.innerWidth / window.innerHeight, 0.25, 50);
camera.position.z = 10;
scene = new THREE.Scene();
group = new THREE.Group();
scene.add(group);
new HDRCubeTextureLoader().setPath("textures/cube/pisaHDR/").load(["px.hdr", "nx.hdr", "py.hdr", "ny.hdr", "pz.hdr", "nz.hdr"], function(texture) {
const geometry = new THREE.SphereGeometry(0.8, 64, 32);
const textureLoader = new THREE.TextureLoader();
const diffuse = textureLoader.load("textures/carbon/Carbon.png");
diffuse.colorSpace = THREE.SRGBColorSpace;
diffuse.wrapS = THREE.RepeatWrapping;
diffuse.wrapT = THREE.RepeatWrapping;
diffuse.repeat.x = 10;
diffuse.repeat.y = 10;
const normalMap = textureLoader.load("textures/carbon/Carbon_Normal.png");
normalMap.wrapS = THREE.RepeatWrapping;
normalMap.wrapT = THREE.RepeatWrapping;
normalMap.repeat.x = 10;
normalMap.repeat.y = 10;
const normalMap2 = textureLoader.load("textures/water/Water_1_M_Normal.jpg");
const normalMap3 = new THREE.CanvasTexture(new FlakesTexture());
normalMap3.wrapS = THREE.RepeatWrapping;
normalMap3.wrapT = THREE.RepeatWrapping;
normalMap3.repeat.x = 10;
normalMap3.repeat.y = 6;
normalMap3.anisotropy = 16;
const normalMap4 = textureLoader.load("textures/golfball.jpg");
const clearcoatNormalMap = textureLoader.load(
"textures/pbr/Scratched_gold/Scratched_gold_01_1K_Normal.png"
);
let material = new THREE.MeshPhysicalMaterial({
clearcoat: 1,
clearcoatRoughness: 0.1,
metalness: 0.9,
roughness: 0.5,
color: 255,
normalMap: normalMap3,
normalScale: new THREE.Vector2(0.15, 0.15)
});
let mesh = new THREE.Mesh(geometry, material);
mesh.position.x = -1;
mesh.position.y = 1;
group.add(mesh);
material = new THREE.MeshPhysicalMaterial({
roughness: 0.5,
clearcoat: 1,
clearcoatRoughness: 0.1,
map: diffuse,
normalMap
});
mesh = new THREE.Mesh(geometry, material);
mesh.position.x = 1;
mesh.position.y = 1;
group.add(mesh);
material = new THREE.MeshPhysicalMaterial({
metalness: 0,
roughness: 0.1,
clearcoat: 1,
normalMap: normalMap4,
clearcoatNormalMap,
// y scale is negated to compensate for normal map handedness.
clearcoatNormalScale: new THREE.Vector2(2, -2)
});
mesh = new THREE.Mesh(geometry, material);
mesh.position.x = -1;
mesh.position.y = -1;
group.add(mesh);
material = new THREE.MeshPhysicalMaterial({
clearcoat: 1,
metalness: 1,
color: 16711680,
normalMap: normalMap2,
normalScale: new THREE.Vector2(0.15, 0.15),
clearcoatNormalMap,
// y scale is negated to compensate for normal map handedness.
clearcoatNormalScale: new THREE.Vector2(2, -2)
});
mesh = new THREE.Mesh(geometry, material);
mesh.position.x = 1;
mesh.position.y = -1;
group.add(mesh);
scene.background = texture;
scene.environment = texture;
});
particleLight = new THREE.Mesh(
new THREE.SphereGeometry(0.05, 8, 8),
new THREE.MeshBasicMaterial({ color: 16777215 })
);
scene.add(particleLight);
particleLight.add(new THREE.PointLight(16777215, 30));
renderer = new THREE.WebGLRenderer({ antialias: true, canvas });
renderer.setPixelRatio(window.devicePixelRatio);
renderer.setSize(window.innerWidth, window.innerHeight);
renderer.setAnimationLoop(animate);
renderer.toneMapping = THREE.ACESFilmicToneMapping;
renderer.toneMappingExposure = 1.25;
stats = new Stats(renderer);
const controls = new OrbitControls(camera, renderer.domElement);
controls.minDistance = 3;
controls.maxDistance = 30;
window.addEventListener("resize", onWindowResize);
needToDispose(renderer, scene, controls);
}
function onWindowResize() {
const width = window.innerWidth;
const height = window.innerHeight;
camera.aspect = width / height;
camera.updateProjectionMatrix();
renderer.setSize(width, height);
}
function animate() {
render();
stats.update();
}
function render() {
const timer = Date.now() * 25e-5;
particleLight.position.x = Math.sin(timer * 7) * 3;
particleLight.position.y = Math.cos(timer * 5) * 4;
particleLight.position.z = Math.cos(timer * 3) * 3;
for (let i = 0; i < group.children.length; i++) {
const child = group.children[i];
child.rotation.y += 5e-3;
}
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;