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webgl_framebuffer_texture.js 5.23 KB
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zhangjin 提交于 2024-04-02 15:17 . .
import * as THREE from 'three';
const {
document,
window,
HTMLCanvasElement,
requestAnimationFrame,
cancelAnimationFrame,
core,
Event,
Event0
} = THREE .DHTML
import { OrbitControls } from 'three/examples/jsm/controls/OrbitControls.js';
import { OrbitControls0 } from 'three/examples/jsm/controls/OrbitControls0.js';
import * as GeometryUtils from 'three/examples/jsm/utils/GeometryUtils.js';
var requestId
Page({
onUnload() {
cancelAnimationFrame(requestId, this.canvas)
this.worker && this.worker.terminate()
if(this.canvas) this.canvas = null
setTimeout(() => {
if (this.renderer instanceof THREE.WebGLRenderer) {
this.renderer.dispose()
this.renderer.forceContextLoss()
this.renderer.context = null
this.renderer.domElement = null
this.renderer = null
}
}, 10)
},
webgl_touch(e){
const web_e = (window.platform=="devtools"?Event:Event0).fix(e)
this.canvas.dispatchEvent(web_e)
},
onLoad() {
document.createElementAsync("canvas", "webgl2",this).then(canvas => {
this.canvas = canvas
this.body_load(canvas).then()
})
},
async body_load(canvas3d) {
let camera, scene, renderer;
let line, sprite, texture;
let cameraOrtho, sceneOrtho;
let offset = 0;
const dpr = window.devicePixelRatio;
const textureSize = 128 * dpr;
const vector = new THREE.Vector2();
const color = new THREE.Color();
init();
animate();
function init() {
//
const width = window.innerWidth;
const height = window.innerHeight;
camera = new THREE.PerspectiveCamera( 70, width / height, 1, 1000 );
camera.position.z = 20;
cameraOrtho = new THREE.OrthographicCamera( - width / 2, width / 2, height / 2, - height / 2, 1, 10 );
cameraOrtho.position.z = 10;
scene = new THREE.Scene();
sceneOrtho = new THREE.Scene();
//
const points = GeometryUtils.gosper( 8 );
const geometry = new THREE.BufferGeometry();
const positionAttribute = new THREE.Float32BufferAttribute( points, 3 );
geometry.setAttribute( 'position', positionAttribute );
geometry.center();
const colorAttribute = new THREE.BufferAttribute( new Float32Array( positionAttribute.array.length ), 3 );
colorAttribute.setUsage( THREE.DynamicDrawUsage );
geometry.setAttribute( 'color', colorAttribute );
const material = new THREE.LineBasicMaterial( { vertexColors: true } );
line = new THREE.Line( geometry, material );
line.scale.setScalar( 0.05 );
scene.add( line );
//
texture = new THREE.FramebufferTexture( textureSize, textureSize );
//
const spriteMaterial = new THREE.SpriteMaterial( { map: texture } );
sprite = new THREE.Sprite( spriteMaterial );
sprite.scale.set( textureSize, textureSize, 1 );
sceneOrtho.add( sprite );
updateSpritePosition();
//
renderer = new THREE.WebGLRenderer( { antialias: true } );
renderer.setPixelRatio( window.devicePixelRatio );
renderer.setSize( window.innerWidth, window.innerHeight );
renderer.autoClear = false;
document.body.appendChild( renderer.domElement );
//
const selection = document.getElementById( 'selection' );
const controls = new (window.platform=="devtools"?OrbitControls:OrbitControls0)( camera, selection );
controls.enablePan = false;
//
window.addEventListener( 'resize', onWindowResize );
}
function onWindowResize() {
const width = window.innerWidth;
const height = window.innerHeight;
camera.aspect = width / height;
camera.updateProjectionMatrix();
cameraOrtho.left = - width / 2;
cameraOrtho.right = width / 2;
cameraOrtho.top = height / 2;
cameraOrtho.bottom = - height / 2;
cameraOrtho.updateProjectionMatrix();
renderer.setSize( window.innerWidth, window.innerHeight );
updateSpritePosition();
}
function updateSpritePosition() {
const halfWidth = window.innerWidth / 2;
const halfHeight = window.innerHeight / 2;
const halfImageWidth = textureSize / 2;
const halfImageHeight = textureSize / 2;
sprite.position.set( - halfWidth + halfImageWidth, halfHeight - halfImageHeight, 1 );
}
function animate() {
requestId = requestAnimationFrame( animate );
const colorAttribute = line.geometry.getAttribute( 'color' );
updateColors( colorAttribute );
// scene rendering
renderer.clear();
renderer.render( scene, camera );
// calculate start position for copying data
vector.x = ( window.innerWidth * dpr / 2 ) - ( textureSize / 2 );
vector.y = ( window.innerHeight * dpr / 2 ) - ( textureSize / 2 );
renderer.copyFramebufferToTexture( vector, texture );
renderer.clearDepth();
renderer.render( sceneOrtho, cameraOrtho );
}
function updateColors( colorAttribute ) {
const l = colorAttribute.count;
for ( let i = 0; i < l; i ++ ) {
const h = ( ( offset + i ) % l ) / l;
color.setHSL( h, 1, 0.5 );
colorAttribute.setX( i, color.r );
colorAttribute.setY( i, color.g );
colorAttribute.setZ( i, color.b );
}
colorAttribute.needsUpdate = true;
offset -= 25;
}
}
})
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