提交 c3a6cf03 编写于 作者: M Mugen87

Examples: Remove webgl_lightshafts and respective glTF asset.

上级 9c7b4f49
......@@ -300,7 +300,6 @@ var files = {
"webgl_gpgpu_protoplanet",
"webgl_instancing_modified",
"webgl_lightningstrike",
"webgl_lightshafts",
"webgl_materials_modified",
"webgl_raymarching_reflect",
"webgl_shadowmap_csm",
......
# Low Poly Foliage Test
Model by [Splodeman](https://sketchfab.com/3d-models/low-poly-foliage-test-c1ce9830c6af4b5289ee9ecb3c30512f).
The model is license under Creative Commons Attribution.
<!DOCTYPE html>
<html lang="en">
<head>
<title>three.js webgl - Light Shafts</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="info">
<a href="https://threejs.org" target="_blank" rel="noopener">three.js</a> - Light Shafts<br/>
Model by <a href="https://skfb.ly/6ICER" target="_blank" rel="noopener">Splodeman</a><br />
</div>
<script type="x-shader/x-vertex" id="vertexShader">
#include <common>
uniform float speed;
uniform float time;
uniform float timeOffset;
varying vec2 vUv;
varying float vAlpha;
void main() {
vec3 pos = position;
float l = ( time * speed * 0.01 ) + timeOffset;
float f = fract( l ); // linear time factor [0,1)
float a = f * f; // quadratic time factor [0,1)
// slightly animate the vertices of light shaft if necessary
// pos.x += cos( l * 20.0 ) * sin( l * 10.0 );
vAlpha = saturate( 0.7 + min( 1.0, a * 10.0 ) * ( sin( a * 40.0 ) * 0.25 ) );
vUv = uv;
gl_Position = projectionMatrix * modelViewMatrix * vec4( pos, 1.0 );
}
</script>
<script type="x-shader/x-fragment" id="fragmentShader">
uniform float attenuation;
uniform vec3 color;
uniform sampler2D colorTexture;
varying vec2 vUv;
varying float vAlpha;
void main() {
vec4 textureColor = texture2D( colorTexture, vUv );
gl_FragColor = vec4( textureColor.rgb * color.rgb, textureColor.a * vAlpha );
gl_FragColor.a *= pow( gl_FragCoord.z, attenuation );
}
</script>
<script type="module">
import * as THREE from '../build/three.module.js';
import { OrbitControls } from './jsm/controls/OrbitControls.js';
import { GLTFLoader } from './jsm/loaders/GLTFLoader.js';
var container, controls, clock;
var camera, scene, renderer, uniforms;
init();
animate();
function init() {
container = document.createElement( 'div' );
document.body.appendChild( container );
camera = new THREE.PerspectiveCamera( 45, window.innerWidth / window.innerHeight, 0.1, 100 );
camera.position.set( 3.2, 3, 3.7 );
clock = new THREE.Clock();
scene = new THREE.Scene();
scene.background = new THREE.Color( 0xcf8b74 );
var light = new THREE.HemisphereLight( 0xffffff, 0x444444 );
light.position.set( 0, 20, 0 );
scene.add( light );
light = new THREE.DirectionalLight( 0xffffff );
light.position.set( 0, 20, 10 );
scene.add( light );
// light shafts definition
var textureLoader = new THREE.TextureLoader();
var texture = textureLoader.load( 'textures/lightShaft.png' );
uniforms = {
// controls how fast the ray attenuates when the camera comes closer
attenuation: {
value: 10
},
// controls the speed of the animation
speed: {
value: 2
},
// the color of the ray
color: {
value: new THREE.Color( 0xdadc9f )
},
// the visual representation of the ray highly depends on the used texture
colorTexture: {
value: texture
},
// global time value for animation
time: {
value: 0
},
// individual time offset so rays are animated differently if necessary
timeOffset: {
value: 0
}
};
var lightShaftMaterial = new THREE.ShaderMaterial( {
uniforms: uniforms,
vertexShader: document.getElementById( 'vertexShader' ).textContent,
fragmentShader: document.getElementById( 'fragmentShader' ).textContent,
blending: THREE.AdditiveBlending,
depthWrite: false,
transparent: true,
side: THREE.DoubleSide
} );
var lightShaftGeometry = new THREE.PlaneBufferGeometry( 0.5, 5 );
// model
var loader = new GLTFLoader().setPath( 'models/gltf/Tree/' );
loader.load( 'tree.glb', function ( gltf ) {
gltf.scene.traverse( function ( child ) {
if ( child.isMesh ) {
child.material.transparent = false;
child.material.alphaTest = 0.5;
child.material.depthWrite = true;
}
} );
scene.add( gltf.scene );
// when the model is loaded, add light shafts
for ( var i = 0; i < 5; i ++ ) {
var lightShaft = new THREE.Mesh( lightShaftGeometry, lightShaftMaterial );
lightShaft.position.x = - 1 + 1.5 * Math.sign( ( i % 2 ) );
lightShaft.position.y = 2;
lightShaft.position.z = - 1.5 + ( i * 0.5 );
lightShaft.rotation.y = Math.PI * 0.2;
lightShaft.rotation.z = Math.PI * - ( 0.15 + 0.1 * Math.random() );
scene.add( lightShaft );
}
} );
//
renderer = new THREE.WebGLRenderer( { antialias: true } );
renderer.setPixelRatio( window.devicePixelRatio );
renderer.setSize( window.innerWidth, window.innerHeight );
renderer.outputEncoding = THREE.sRGBEncoding;
container.appendChild( renderer.domElement );
controls = new OrbitControls( camera, renderer.domElement );
controls.target.set( 0.5, 1.5, 0 );
controls.minDistance = 2;
controls.maxDistance = 20;
controls.update();
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 );
const delta = clock.getDelta();
uniforms.time.value += delta;
renderer.render( scene, camera );
}
</script>
</body>
</html>
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