Skip to content

webgl_shader_lava

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 { EffectComposer } from "three/examples/jsm/postprocessing/EffectComposer.js";
import { RenderPass } from "three/examples/jsm/postprocessing/RenderPass.js";
import { BloomPass } from "three/examples/jsm/postprocessing/BloomPass.js";
import { OutputPass } from "three/examples/jsm/postprocessing/OutputPass.js";

/** @type {import("@minisheeep/mp-three-examples").OfficialExampleInfo} */
const exampleInfo = {
  name: "webgl_shader_lava",
  useLoaders: [],
  info: [
    [
      {
        tag: "a",
        link: "https://threejs.org",
        content: "three.js"
      },
      {
        tag: "text",
        content: "- shader material demo. featuring lava shader by"
      },
      {
        tag: "a",
        link: "http://irrlicht.sourceforge.net/phpBB2/viewtopic.php?t=21057",
        content: "TheGameMaker"
      }
    ]
  ],
  init: ({ window, canvas, GUI, Stats, needToDispose, useFrame }) => {
    let camera, renderer, composer, clock;
    let uniforms, mesh;
    init();
    function init() {
      camera = new THREE.PerspectiveCamera(35, window.innerWidth / window.innerHeight, 1, 3e3);
      camera.position.z = 4;
      const scene = new THREE.Scene();
      clock = new THREE.Clock();
      const textureLoader = new THREE.TextureLoader();
      const cloudTexture = textureLoader.load("textures/lava/cloud.png");
      const lavaTexture = textureLoader.load("textures/lava/lavatile.jpg");
      lavaTexture.colorSpace = THREE.SRGBColorSpace;
      cloudTexture.wrapS = cloudTexture.wrapT = THREE.RepeatWrapping;
      lavaTexture.wrapS = lavaTexture.wrapT = THREE.RepeatWrapping;
      uniforms = {
        fogDensity: { value: 0.45 },
        fogColor: { value: new THREE.Vector3(0, 0, 0) },
        time: { value: 1 },
        uvScale: { value: new THREE.Vector2(3, 1) },
        texture1: { value: cloudTexture },
        texture2: { value: lavaTexture }
      };
      const size = 0.65;
      const material = new THREE.ShaderMaterial({
        uniforms,
        vertexShader: `

			uniform vec2 uvScale;
			varying vec2 vUv;

			void main()
			{

				vUv = uvScale * uv;
				vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );
				gl_Position = projectionMatrix * mvPosition;

			}

		`,
        fragmentShader: `

			uniform float time;

			uniform float fogDensity;
			uniform vec3 fogColor;

			uniform sampler2D texture1;
			uniform sampler2D texture2;

			varying vec2 vUv;

			void main( void ) {

				vec2 position = - 1.0 + 2.0 * vUv;

				vec4 noise = texture2D( texture1, vUv );
				vec2 T1 = vUv + vec2( 1.5, - 1.5 ) * time * 0.02;
				vec2 T2 = vUv + vec2( - 0.5, 2.0 ) * time * 0.01;

				T1.x += noise.x * 2.0;
				T1.y += noise.y * 2.0;
				T2.x -= noise.y * 0.2;
				T2.y += noise.z * 0.2;

				float p = texture2D( texture1, T1 * 2.0 ).a;

				vec4 color = texture2D( texture2, T2 * 2.0 );
				vec4 temp = color * ( vec4( p, p, p, p ) * 2.0 ) + ( color * color - 0.1 );

				if( temp.r > 1.0 ) { temp.bg += clamp( temp.r - 2.0, 0.0, 100.0 ); }
				if( temp.g > 1.0 ) { temp.rb += temp.g - 1.0; }
				if( temp.b > 1.0 ) { temp.rg += temp.b - 1.0; }

				gl_FragColor = temp;

				float depth = gl_FragCoord.z / gl_FragCoord.w;
				const float LOG2 = 1.442695;
				float fogFactor = exp2( - fogDensity * fogDensity * depth * depth * LOG2 );
				fogFactor = 1.0 - clamp( fogFactor, 0.0, 1.0 );

				gl_FragColor = mix( gl_FragColor, vec4( fogColor, gl_FragColor.w ), fogFactor );

			}

		`
      });
      mesh = new THREE.Mesh(new THREE.TorusGeometry(size, 0.3, 30, 30), material);
      mesh.rotation.x = 0.3;
      scene.add(mesh);
      renderer = new THREE.WebGLRenderer({ canvas });
      renderer.setPixelRatio(window.devicePixelRatio);
      renderer.setSize(window.innerWidth, window.innerHeight);
      renderer.setAnimationLoop(animate);
      renderer.autoClear = false;
      const renderModel = new RenderPass(scene, camera);
      const effectBloom = new BloomPass(1.25);
      const outputPass = new OutputPass();
      composer = new EffectComposer(renderer);
      composer.addPass(renderModel);
      composer.addPass(effectBloom);
      composer.addPass(outputPass);
      window.addEventListener("resize", onWindowResize);
      needToDispose(renderer, scene, composer);
    }
    function onWindowResize() {
      camera.aspect = window.innerWidth / window.innerHeight;
      camera.updateProjectionMatrix();
      renderer.setSize(window.innerWidth, window.innerHeight);
      composer.setSize(window.innerWidth, window.innerHeight);
    }
    function animate() {
      const delta = 5 * clock.getDelta();
      uniforms["time"].value += 0.2 * delta;
      mesh.rotation.y += 0.0125 * delta;
      mesh.rotation.x += 0.05 * delta;
      renderer.clear();
      composer.render(0.01);
    }
  }
};
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;