THREE.js代码备份——webgl - custom attributes [lines](自定义字体显示、控制字图的各个属性)
<!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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