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webgl_materials_variations_toon.html 5.28 KB
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<!DOCTYPE html>
<html lang="en">
<head>
<title>Verge3D webgl - materials</title>
<meta charset="utf-8">
<meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0">
<link type="text/css" rel="stylesheet" href="main.css">
</head>
<body>
<div id="container"></div>
<div id="info"><a href="https://www.soft8soft.com/verge3d" target="_blank" rel="noopener">Verge3D</a> - Toon Material Variantions with OutlineEffect</div>
<script type="module">
import * as v3d from '../build/v3d.module.js';
import Stats from './jsm/libs/stats.module.js';
import { OrbitControls } from './jsm/controls/OrbitControls.js';
import { OutlineEffect } from './jsm/effects/OutlineEffect.js';
let container, stats;
let camera, scene, renderer, effect;
let particleLight;
const loader = new v3d.FontLoader();
loader.load('fonts/gentilis_regular.typeface.json', function(font) {
init(font);
animate();
});
function init(font) {
container = document.createElement('div');
document.body.appendChild(container);
camera = new v3d.PerspectiveCamera(40, window.innerWidth / window.innerHeight, 1, 2500);
camera.position.set(0.0, 400, 400 * 3.5);
//
scene = new v3d.Scene();
scene.background = new v3d.Color(0x444488);
// Materials
const cubeWidth = 400;
const numberOfSphersPerSide = 5;
const sphereRadius = (cubeWidth / numberOfSphersPerSide) * 0.8 * 0.5;
const stepSize = 1.0 / numberOfSphersPerSide;
const geometry = new v3d.SphereBufferGeometry(sphereRadius, 32, 16);
for (let alpha = 0, alphaIndex = 0; alpha <= 1.0; alpha += stepSize, alphaIndex ++) {
const colors = new Uint8Array(alphaIndex + 2);
for (let c = 0; c <= colors.length; c ++) {
colors[c] = (c / colors.length) * 256;
}
const gradientMap = new v3d.DataTexture(colors, colors.length, 1, v3d.LuminanceFormat);
gradientMap.minFilter = v3d.NearestFilter;
gradientMap.magFilter = v3d.NearestFilter;
gradientMap.generateMipmaps = false;
for (let beta = 0; beta <= 1.0; beta += stepSize) {
for (let gamma = 0; gamma <= 1.0; gamma += stepSize) {
// basic monochromatic energy preservation
const diffuseColor = new v3d.Color().setHSL(alpha, 0.5, gamma * 0.5 + 0.1).multiplyScalar(1 - beta * 0.2);
const material = new v3d.MeshToonMaterial({
color: diffuseColor,
gradientMap: gradientMap
});
const mesh = new v3d.Mesh(geometry, material);
mesh.position.x = alpha * 400 - 200;
mesh.position.y = beta * 400 - 200;
mesh.position.z = gamma * 400 - 200;
scene.add(mesh);
}
}
}
function addLabel(name, location) {
const textGeo = new v3d.TextBufferGeometry(name, {
font: font,
size: 20,
height: 1,
curveSegments: 1
});
const textMaterial = new v3d.MeshBasicMaterial();
const textMesh = new v3d.Mesh(textGeo, textMaterial);
textMesh.position.copy(location);
scene.add(textMesh);
}
addLabel("-gradientMap", new v3d.Vector3(- 350, 0, 0));
addLabel("+gradientMap", new v3d.Vector3(350, 0, 0));
addLabel("-diffuse", new v3d.Vector3(0, 0, - 300));
addLabel("+diffuse", new v3d.Vector3(0, 0, 300));
particleLight = new v3d.Mesh(
new v3d.SphereBufferGeometry(4, 8, 8),
new v3d.MeshBasicMaterial({ color: 0xffffff })
);
scene.add(particleLight);
// Lights
scene.add(new v3d.AmbientLight(0x888888));
const pointLight = new v3d.PointLight(0xffffff, 2, 800);
particleLight.add(pointLight);
//
renderer = new v3d.WebGLRenderer({ antialias: true });
renderer.setPixelRatio(window.devicePixelRatio);
renderer.setSize(window.innerWidth, window.innerHeight);
container.appendChild(renderer.domElement);
renderer.outputEncoding = v3d.sRGBEncoding;
effect = new OutlineEffect(renderer);
//
stats = new Stats();
container.appendChild(stats.dom);
const controls = new OrbitControls(camera, renderer.domElement);
controls.minDistance = 200;
controls.maxDistance = 2000;
window.addEventListener('resize', onWindowResize, false);
}
function onWindowResize() {
camera.aspect = window.innerWidth / window.innerHeight;
camera.updateProjectionMatrix();
renderer.setSize(window.innerWidth, window.innerHeight);
}
//
function animate() {
requestAnimationFrame(animate);
stats.begin();
render();
stats.end();
}
function render() {
const timer = Date.now() * 0.00025;
particleLight.position.x = Math.sin(timer * 7) * 300;
particleLight.position.y = Math.cos(timer * 5) * 400;
particleLight.position.z = Math.cos(timer * 3) * 300;
effect.render(scene, camera);
}
</script>
</body>
</html>
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