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  • THREE.js代码备份——webgl

    <!DOCTYPE html>
    <html lang="en">
    <head>
        <title>three.js webgl - custom attributes [lines]</title>
        <meta charset="utf-8">
        <meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0">
        <style>
            body {
                color: #ffffff;
                font-family:Monospace;
                font-size:13px;
                text-align:center;
                font-weight: bold;
    
                background-color: #000000;
                margin: 0px;
                overflow: hidden;
            }
            #info {
                color: #fff;
                position: absolute;
                top: 0px; width: 100%;
                padding: 5px;
                z-index:100;
            }
    
        </style>
    </head>
    
    <body>
    <div id="info"><a href="http://threejs.org" target="_blank">three.js</a> - custom attributes example</div>
    <div id="container"></div>
    
    <script src="js/Detector.js"></script>
    <script src="js/libs/stats.min.js"></script>
    
    <script src="../build/three.js"></script>
    
    <script type="x-shader/x-vertex" id="vertexshader">
    
        uniform float amplitude;
    
        attribute vec3 displacement;
        attribute vec3 customColor;
    
        varying vec3 vColor;
    
        void main() {
    
        vec3 newPosition = position + amplitude * displacement;
    
        vColor = customColor;
    
        gl_Position = projectionMatrix * modelViewMatrix * vec4( newPosition, 1.0 );
    
        }
    
    </script>
    
    <script type="x-shader/x-fragment" id="fragmentshader">
    
        uniform vec3 color;
        uniform float opacity;
    
        varying vec3 vColor;
    
        void main() {
    
        gl_FragColor = vec4( vColor * color, opacity );
    
        }
    
    </script>
    
    
    <script>
    
        if ( ! Detector.webgl ) Detector.addGetWebGLMessage();
    
        var renderer, scene, camera, stats;
    
        var object, uniforms;
    
        var loader = new THREE.FontLoader();
        loader.load( 'fonts/helvetiker_bold.typeface.json', function ( font ) {
    
            init( font );
            animate();
    
        } );
    
        function init( font ) {
    
            camera = new THREE.PerspectiveCamera( 30, window.innerWidth / window.innerHeight, 1, 10000 );
            camera.position.z = 400;
    
            scene = new THREE.Scene();
    
            uniforms = {
    
                amplitude: { value:1.0 }, //波动幅度?因后面有设置,所有这里值并没有太大的影响
                opacity:   { value: 0.3}, //不透明度(影响的是字体与Z轴平行面的线的透明度)
                color:     { value: new THREE.Color( 0xff0000 ) }
    
            };
    
            var shaderMaterial = new THREE.ShaderMaterial( {
    
                uniforms:       uniforms,
                vertexShader:   document.getElementById( 'vertexshader' ).textContent,
                fragmentShader: document.getElementById( 'fragmentshader' ).textContent,
                blending:       THREE.AdditiveBlending,
                depthTest:      false,
                transparent:    true
    
            });
    
    
            var geometry = new THREE.TextGeometry( 'K o', {
    
                font: font,
    
                size: 50,     //字体大小
                height: 15,   //字体厚度
                curveSegments: 5, //曲线段
    
                bevelThickness: 0,//齿厚(两侧再次向外延伸)
                bevelSize:1.5,
                bevelEnabled: true,
                bevelSegments: 10,  //曲边由几条折线构成
    
                steps:40  //影响字体上下侧面的分段(影响的是字体与Z轴平行面的线的分段)
    
            } );
    
            geometry.center();
    
            var vertices = geometry.vertices;
    
            var buffergeometry = new THREE.BufferGeometry();
    
            var position = new THREE.Float32Attribute( vertices.length * 3, 3 ).copyVector3sArray( vertices );
            buffergeometry.addAttribute( 'position', position );
    
            var displacement = new THREE.Float32Attribute( vertices.length * 3, 3 );
            buffergeometry.addAttribute( 'displacement', displacement );
    
            var customColor = new THREE.Float32Attribute( vertices.length * 3, 3 );
            buffergeometry.addAttribute( 'customColor', customColor );
    
            var color = new THREE.Color( 0xffffff );
    
            for( var i = 0, l = customColor.count; i < l; i ++ ) {
    
                color.setHSL( i / l, 1.0, 0.4 );
                color.toArray( customColor.array, i * customColor.itemSize );
    
            }
    
            object = new THREE.Line( buffergeometry, shaderMaterial );
            object.rotation.x = Math.PI*2;
            scene.add( object );
    
            renderer = new THREE.WebGLRenderer( { antialias: true } );
            renderer.setClearColor( 0x050505 );
            renderer.setPixelRatio( window.devicePixelRatio );
            renderer.setSize( window.innerWidth, window.innerHeight );
    
            var container = document.getElementById( 'container' );
            container.appendChild( renderer.domElement );
    
            stats = new Stats();
            container.appendChild( stats.dom );
    
    
    
            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 );
    
            render();
            stats.update();
    
        }
    
        function render() {
    
            var time = Date.now() * 0.001;
    
            object.rotation.y = Math.PI*2+time ;
    
            uniforms.amplitude.value = Math.sin( 0.5 * time )*0.1;
            uniforms.color.value.offsetHSL( 0.0005, 0, 0 );
    
            var attributes = object.geometry.attributes;
            var array = attributes.displacement.array;
    
            for ( var i = 0, l = array.length; i < l; i += 3 ) {
    
                array[ i     ] += 0.3 * ( 0.5 - Math.random() );
                array[ i + 1 ] += 0.3 * ( 0.5 - Math.random() );
                array[ i + 2 ] += 0.3 * ( 0.5 - Math.random() );
    
            }
    
            attributes.displacement.needsUpdate = true;
    
            renderer.render( scene, camera );
    
        }
    
    
    </script>
    
    </body>
    
    </html>
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  • 原文地址:https://www.cnblogs.com/ForRickHuan/p/5742757.html
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