
three.js 数字孪生 机房 扫光地面的效果 shader实现
three.js 数字孪生 机房 扫光地面的效果 shader实现。
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three.js 数字孪生 机房 扫光地面的效果 shader实现
https://threehub.cn/#/codeMirror?navigation=ThreeJS&classify=shader&id=planeScan
import * as THREE from 'three'
import { OrbitControls } from 'three/examples/jsm/controls/OrbitControls.js'
const box = document.getElementById('box')
const scene = new THREE.Scene()
const camera = new THREE.PerspectiveCamera(50, box.clientWidth / box.clientHeight, 0.1, 1000)
camera.position.set(0, 2, 2)
const renderer = new THREE.WebGLRenderer({ antialias: true, alpha: true, logarithmicDepthBuffer: true })
renderer.outputColorSpace = THREE.LinearSRGBColorSpace
renderer.setSize(box.clientWidth, box.clientHeight)
box.appendChild(renderer.domElement)
const controls = new OrbitControls(camera, renderer.domElement)
controls.enableDamping = true
const plane = new THREE.PlaneGeometry(5,5)
const map = new THREE.TextureLoader().load('https://z2586300277.github.io/three-editor/dist/files/channels/texture.jpg')
const material = new THREE.MeshBasicMaterial({ color: 0xffffff, side: THREE.DoubleSide, map , transparent: true })
const mesh = new THREE.Mesh(plane, material)
const uniforms = {
innerCircleWidth: { value: 0.59, type: 'number', unit: 'float' },
circleWidth: { value: 0.2, type: 'number', unit: 'float' },
circleMax: { value: 0.7, type: 'number', unit: 'float' },
opacityScale: { value: 0.8, type: 'number', unit: 'float' },
reverseOpacity: { value: false, type: 'bool', unit: 'bool' },
circleSpeed: { value: 0.003, type: 'number', unit: 'float' },
diff: { value: new THREE.Color(0xfff25f), type: 'color', unit: 'vec3' },
color3: { value: new THREE.Color(0xff), type: 'color', unit: 'vec3' },
center: { value: new THREE.Vector3(0, 0, 0), type: 'position', unit: 'vec3' },
intensity: { value: 3, type: 'number', unit: 'float' },
isDisCard: { value: true, type: 'bool', unit: 'bool' },
}
material.onBeforeCompile = (shader) => {
Object.keys(uniforms).forEach((key) => shader.uniforms[key] = uniforms[key])
shader.vertexShader = shader.vertexShader.replace(`void main() {`,
`varying vec2 vUv;
varying vec3 v_position;
void main() {
vUv = uv;
v_position = position;`
)
shader.fragmentShader = shader.fragmentShader.replace(
/#include <common>/,
Object.keys(uniforms).map(i => 'uniform ' + uniforms[i].unit + ' ' + i + ';').join('\n') + '\n' + 'varying vec3 v_position; varying vec2 vUv;\n'
+ '\n#include <common>\n'
)
shader.fragmentShader = shader.fragmentShader.replace('vec4 diffuseColor = vec4( diffuse, opacity );', `
float dis = length(v_position - center);
vec4 diffuseColor;
if(dis < (innerCircleWidth + circleWidth) && dis > innerCircleWidth) {
float r = (dis - innerCircleWidth) / circleWidth;
float cOpacity = reverseOpacity ? (innerCircleWidth / circleMax) : 1. - ( innerCircleWidth / circleMax );
#ifdef USE_MAP
vec3 textureColor = texture2D(map, vUv).rgb;
if(isDisCard && textureColor.r < 0.1 && textureColor.g < 0.1 && textureColor.b < 0.1 ) discard;
#endif
diffuseColor = vec4( mix(diff, color3, r) * vec3(intensity, intensity, intensity) , opacity * cOpacity * opacityScale);
}
else {
if(isDisCard) discard ;
else diffuseColor = vec4( diffuse, opacity );
}
`)
}
material.needsUpdate = true
mesh.rotation.x = Math.PI / 2
scene.add(mesh)
animate()
function animate() {
uniforms.innerCircleWidth.value < uniforms.circleMax.value ? uniforms.innerCircleWidth.value += uniforms.circleSpeed.value : uniforms.innerCircleWidth.value = 0
requestAnimationFrame(animate)
controls.update()
renderer.render(scene, camera)
}
window.onresize = () => {
renderer.setSize(box.clientWidth, box.clientHeight)
camera.aspect = box.clientWidth / box.clientHeight
camera.updateProjectionMatrix()
}
/**
* 名称: 平面扫描
* 作者: 优雅永不过时 https://github.com/z2586300277
*/
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