webgl_texture2darray_compressed
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 { KTX2Loader } from "three/examples/jsm/loaders/KTX2Loader.js";
/** @type {import("@minisheeep/mp-three-examples").OfficialExampleInfo} */
const exampleInfo = {
name: "webgl_texture2darray_compressed",
useLoaders: [KTX2Loader],
info: [
[
{
tag: "a",
link: "https://threejs.org",
content: "three.js"
},
{
tag: "text",
content: "- 2D Compressed Texture Array"
}
],
[
{
tag: "text",
content: "Loop from the movie Spirited away by the"
},
{
tag: "a",
link: "https://www.ghibli.jp/",
content: "Studio Ghibli"
}
]
],
init: ({ window, canvas, GUI, Stats, needToDispose, useFrame }) => {
let camera, scene, mesh, renderer, stats, clock;
const planeWidth = 50;
const planeHeight = 25;
let depthStep = 1;
init();
function init() {
camera = new THREE.PerspectiveCamera(45, window.innerWidth / window.innerHeight, 0.1, 2e3);
camera.position.z = 70;
scene = new THREE.Scene();
clock = new THREE.Clock();
renderer = new THREE.WebGLRenderer({ canvas });
renderer.setPixelRatio(window.devicePixelRatio);
renderer.setSize(window.innerWidth, window.innerHeight);
renderer.setAnimationLoop(animate);
const ktx2Loader = new KTX2Loader();
ktx2Loader.setTranscoderPath("jsm/libs/basis/");
ktx2Loader.detectSupport(renderer);
ktx2Loader.load("textures/spiritedaway.ktx2", function(texturearray) {
const material = new THREE.ShaderMaterial({
uniforms: {
diffuse: { value: texturearray },
depth: { value: 55 },
size: { value: new THREE.Vector2(planeWidth, planeHeight) }
},
vertexShader: `
uniform vec2 size;
out vec2 vUv;
void main() {
gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
// Convert position.xy to 1.0-0.0
vUv.xy = position.xy / size + 0.5;
vUv.y = 1.0 - vUv.y; // original data is upside down
}
`,
fragmentShader: `
precision highp float;
precision highp int;
precision highp sampler2DArray;
uniform sampler2DArray diffuse;
in vec2 vUv;
uniform int depth;
out vec4 outColor;
void main() {
vec4 color = texture( diffuse, vec3( vUv, depth ) );
// lighten a bit
outColor = vec4( color.rgb + .2, 1.0 );
}
`,
glslVersion: THREE.GLSL3
});
const geometry = new THREE.PlaneGeometry(planeWidth, planeHeight);
mesh = new THREE.Mesh(geometry, material);
scene.add(mesh);
});
stats = new Stats(renderer);
window.addEventListener("resize", onWindowResize);
needToDispose(renderer, scene);
}
function onWindowResize() {
camera.aspect = window.innerWidth / window.innerHeight;
camera.updateProjectionMatrix();
renderer.setSize(window.innerWidth, window.innerHeight);
}
function animate() {
if (mesh) {
const delta = clock.getDelta() * 10;
depthStep += delta;
const value = depthStep % 5;
mesh.material.uniforms["depth"].value = value;
}
render();
stats.update();
}
function render() {
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;