webgl_volume_cloud
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 { ImprovedNoise } from "three/examples/jsm/math/ImprovedNoise.js";
/** @type {import("@minisheeep/mp-three-examples").OfficialExampleInfo} */
const exampleInfo = {
name: "webgl_volume_cloud",
useLoaders: [],
info: [
[
{
tag: "a",
link: "https://threejs.org",
content: "three.js"
},
{
tag: "text",
content: "webgl2 - volume - cloud"
}
]
],
init: ({ window, canvas: rendererCanvas, GUI, Stats, needToDispose, useFrame }) => {
let renderer, scene, camera;
let mesh;
init();
function init() {
renderer = new THREE.WebGLRenderer({ canvas: rendererCanvas });
renderer.setPixelRatio(window.devicePixelRatio);
renderer.setSize(window.innerWidth, window.innerHeight);
renderer.setAnimationLoop(animate);
scene = new THREE.Scene();
camera = new THREE.PerspectiveCamera(60, window.innerWidth / window.innerHeight, 0.1, 100);
camera.position.set(0, 0, 1.5);
new OrbitControls(camera, renderer.domElement);
const canvas = document.createElement("canvas");
canvas.width = 1;
canvas.height = 32;
const context = canvas.getContext("2d");
const gradient = context.createLinearGradient(0, 0, 0, 32);
gradient.addColorStop(0, "#014a84");
gradient.addColorStop(0.5, "#0561a0");
gradient.addColorStop(1, "#437ab6");
context.fillStyle = gradient;
context.fillRect(0, 0, 1, 32);
const skyMap = new THREE.CanvasTexture(canvas);
skyMap.colorSpace = THREE.SRGBColorSpace;
const sky = new THREE.Mesh(
new THREE.SphereGeometry(10),
new THREE.MeshBasicMaterial({ map: skyMap, side: THREE.BackSide })
);
scene.add(sky);
const size = 128;
const data = new Uint8Array(size * size * size);
let i = 0;
const scale = 0.05;
const perlin = new ImprovedNoise();
const vector = new THREE.Vector3();
for (let z = 0; z < size; z++) {
for (let y = 0; y < size; y++) {
for (let x = 0; x < size; x++) {
const d = 1 - vector.set(x, y, z).subScalar(size / 2).divideScalar(size).length();
data[i] = (128 + 128 * perlin.noise(x * scale / 1.5, y * scale, z * scale / 1.5)) * d * d;
i++;
}
}
}
const texture = new THREE.Data3DTexture(data, size, size, size);
texture.format = THREE.RedFormat;
texture.minFilter = THREE.LinearFilter;
texture.magFilter = THREE.LinearFilter;
texture.unpackAlignment = 1;
texture.needsUpdate = true;
const vertexShader = (
/* glsl */
`
in vec3 position;
uniform mat4 modelMatrix;
uniform mat4 modelViewMatrix;
uniform mat4 projectionMatrix;
uniform vec3 cameraPos;
out vec3 vOrigin;
out vec3 vDirection;
void main() {
vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );
vOrigin = vec3( inverse( modelMatrix ) * vec4( cameraPos, 1.0 ) ).xyz;
vDirection = position - vOrigin;
gl_Position = projectionMatrix * mvPosition;
}
`
);
const fragmentShader = (
/* glsl */
`
precision highp float;
precision highp sampler3D;
uniform mat4 modelViewMatrix;
uniform mat4 projectionMatrix;
in vec3 vOrigin;
in vec3 vDirection;
out vec4 color;
uniform vec3 base;
uniform sampler3D map;
uniform float threshold;
uniform float range;
uniform float opacity;
uniform float steps;
uniform float frame;
uint wang_hash(uint seed)
{
seed = (seed ^ 61u) ^ (seed >> 16u);
seed *= 9u;
seed = seed ^ (seed >> 4u);
seed *= 0x27d4eb2du;
seed = seed ^ (seed >> 15u);
return seed;
}
float randomFloat(inout uint seed)
{
return float(wang_hash(seed)) / 4294967296.;
}
vec2 hitBox( vec3 orig, vec3 dir ) {
const vec3 box_min = vec3( - 0.5 );
const vec3 box_max = vec3( 0.5 );
vec3 inv_dir = 1.0 / dir;
vec3 tmin_tmp = ( box_min - orig ) * inv_dir;
vec3 tmax_tmp = ( box_max - orig ) * inv_dir;
vec3 tmin = min( tmin_tmp, tmax_tmp );
vec3 tmax = max( tmin_tmp, tmax_tmp );
float t0 = max( tmin.x, max( tmin.y, tmin.z ) );
float t1 = min( tmax.x, min( tmax.y, tmax.z ) );
return vec2( t0, t1 );
}
float sample1( vec3 p ) {
return texture( map, p ).r;
}
float shading( vec3 coord ) {
float step = 0.01;
return sample1( coord + vec3( - step ) ) - sample1( coord + vec3( step ) );
}
vec4 linearToSRGB( in vec4 value ) {
return vec4( mix( pow( value.rgb, vec3( 0.41666 ) ) * 1.055 - vec3( 0.055 ), value.rgb * 12.92, vec3( lessThanEqual( value.rgb, vec3( 0.0031308 ) ) ) ), value.a );
}
void main(){
vec3 rayDir = normalize( vDirection );
vec2 bounds = hitBox( vOrigin, rayDir );
if ( bounds.x > bounds.y ) discard;
bounds.x = max( bounds.x, 0.0 );
vec3 p = vOrigin + bounds.x * rayDir;
vec3 inc = 1.0 / abs( rayDir );
float delta = min( inc.x, min( inc.y, inc.z ) );
delta /= steps;
// Jitter
// Nice little seed from
// https://blog.demofox.org/2020/05/25/casual-shadertoy-path-tracing-1-basic-camera-diffuse-emissive/
uint seed = uint( gl_FragCoord.x ) * uint( 1973 ) + uint( gl_FragCoord.y ) * uint( 9277 ) + uint( frame ) * uint( 26699 );
vec3 size = vec3( textureSize( map, 0 ) );
float randNum = randomFloat( seed ) * 2.0 - 1.0;
p += rayDir * randNum * ( 1.0 / size );
//
vec4 ac = vec4( base, 0.0 );
for ( float t = bounds.x; t < bounds.y; t += delta ) {
float d = sample1( p + 0.5 );
d = smoothstep( threshold - range, threshold + range, d ) * opacity;
float col = shading( p + 0.5 ) * 3.0 + ( ( p.x + p.y ) * 0.25 ) + 0.2;
ac.rgb += ( 1.0 - ac.a ) * d * col;
ac.a += ( 1.0 - ac.a ) * d;
if ( ac.a >= 0.95 ) break;
p += rayDir * delta;
}
color = linearToSRGB( ac );
if ( color.a == 0.0 ) discard;
}
`
);
const geometry = new THREE.BoxGeometry(1, 1, 1);
const material = new THREE.RawShaderMaterial({
glslVersion: THREE.GLSL3,
uniforms: {
base: { value: new THREE.Color(7965344) },
map: { value: texture },
cameraPos: { value: new THREE.Vector3() },
threshold: { value: 0.25 },
opacity: { value: 0.25 },
range: { value: 0.1 },
steps: { value: 100 },
frame: { value: 0 }
},
vertexShader,
fragmentShader,
side: THREE.BackSide,
transparent: true
});
mesh = new THREE.Mesh(geometry, material);
scene.add(mesh);
const parameters = {
threshold: 0.25,
opacity: 0.25,
range: 0.1,
steps: 100
};
function update() {
material.uniforms.threshold.value = parameters.threshold;
material.uniforms.opacity.value = parameters.opacity;
material.uniforms.range.value = parameters.range;
material.uniforms.steps.value = parameters.steps;
}
const gui = new GUI();
gui.add(parameters, "threshold", 0, 1, 0.01).onChange(update);
gui.add(parameters, "opacity", 0, 1, 0.01).onChange(update);
gui.add(parameters, "range", 0, 1, 0.01).onChange(update);
gui.add(parameters, "steps", 0, 200, 1).onChange(update);
window.addEventListener("resize", onWindowResize);
needToDispose(renderer, scene);
}
function onWindowResize() {
camera.aspect = window.innerWidth / window.innerHeight;
camera.updateProjectionMatrix();
renderer.setSize(window.innerWidth, window.innerHeight);
}
const prevTime = Date.now();
function animate() {
mesh.material.uniforms.cameraPos.value.copy(camera.position);
mesh.rotation.y = -(Date.now() - prevTime) / 7500;
mesh.material.uniforms.frame.value++;
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;