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1
prisoner849
6 年前
基于UV的简单渐变明暗器:
var scene = new THREE.Scene();
var camera = new THREE.PerspectiveCamera(60, 1, 1, 1000);
camera.position.set(13, 25, 38);
camera.lookAt(scene.position);
var renderer = new THREE.WebGLRenderer({
antialias: true
});
var canvas = renderer.domElement
document.body.appendChild(canvas);
var controls = new THREE.OrbitControls(camera, renderer.domElement);
var geometry = new THREE.CylinderBufferGeometry(2, 5, 20, 32, 1, true);
var material = new THREE.ShaderMaterial({
uniforms: {
color1: {
value: new THREE.Color("red")
},
color2: {
value: new THREE.Color("purple")
}
},
vertexShader: `
varying vec2 vUv;
void main() {
vUv = uv;
gl_Position = projectionMatrix * modelViewMatrix * vec4(position,1.0);
}
`,
fragmentShader: `
uniform vec3 color1;
uniform vec3 color2;
varying vec2 vUv;
void main() {
gl_FragColor = vec4(mix(color1, color2, vUv.y), 1.0);
}
`,
wireframe: true
});
var mesh = new THREE.Mesh(geometry, material);
scene.add(mesh);
render();
function resize(renderer) {
const canvas = renderer.domElement;
const width = canvas.clientWidth;
const height = canvas.clientHeight;
const needResize = canvas.width !== width || canvas.height !== height;
if (needResize) {
renderer.setSize(width, height, false);
}
return needResize;
}
function render() {
if (resize(renderer)) {
camera.aspect = canvas.clientWidth / canvas.clientHeight;
camera.updateProjectionMatrix();
}
renderer.render(scene, camera);
requestAnimationFrame(render);
}
html,
body {
height: 100%;
margin: 0;
overflow: hidden;
}
canvas {
width: 100%;
height: 100%;
display;
block;
}
<script src="https://cdnjs.cloudflare.com/ajax/libs/three.js/97/three.min.js"></script>
<script src="https://threejs.org/examples/js/controls/OrbitControls.js"></script>
基于坐标的简单渐变明暗器:
var scene = new THREE.Scene();
var camera = new THREE.PerspectiveCamera(60, 1, 1, 1000);
camera.position.set(13, 25, 38);
camera.lookAt(scene.position);
var renderer = new THREE.WebGLRenderer({
antialias: true
});
var canvas = renderer.domElement
document.body.appendChild(canvas);
var controls = new THREE.OrbitControls(camera, renderer.domElement);
var geometry = new THREE.CylinderBufferGeometry(2, 5, 20, 16, 4, true);
geometry.computeBoundingBox();
var material = new THREE.ShaderMaterial({
uniforms: {
color1: {
value: new THREE.Color("red")
},
color2: {
value: new THREE.Color("purple")
},
bboxMin: {
value: geometry.boundingBox.min
},
bboxMax: {
value: geometry.boundingBox.max
}
},
vertexShader: `
uniform vec3 bboxMin;
uniform vec3 bboxMax;
varying vec2 vUv;
void main() {
vUv.y = (position.y - bboxMin.y) / (bboxMax.y - bboxMin.y);
gl_Position = projectionMatrix * modelViewMatrix * vec4(position,1.0);
}
`,
fragmentShader: `
uniform vec3 color1;
uniform vec3 color2;
varying vec2 vUv;
void main() {
gl_FragColor = vec4(mix(color1, color2, vUv.y), 1.0);
}
`,
wireframe: true
});
var mesh = new THREE.Mesh(geometry, material);
scene.add(mesh);
render();
function resize(renderer) {
const canvas = renderer.domElement;
const width = canvas.clientWidth;
const height = canvas.clientHeight;
const needResize = canvas.width !== width || canvas.height !== height;
if (needResize) {
renderer.setSize(width, height, false);
}
return needResize;
}
function render() {
if (resize(renderer)) {
camera.aspect = canvas.clientWidth / canvas.clientHeight;
camera.updateProjectionMatrix();
}
renderer.render(scene, camera);
requestAnimationFrame(render);
}
html,
body {
height: 100%;
margin: 0;
overflow: hidden;
}
canvas {
width: 100%;
height: 100%;
display: block;
}
<script src=“https://cdnjs.cloudflare.com/ajax/libs/three.js/97/three.min.js”></script>
<script src=“https://threejs.org/examples/js/controls/orbitcontrols.js”></script>
顶点颜色渐变:
var scene = new THREE.Scene();
var camera = new THREE.PerspectiveCamera(60, 1, 1, 1000);
camera.position.set(0, 0, 10);
var renderer = new THREE.WebGLRenderer({
antialias: true
});
var canvas = renderer.domElement
document.body.appendChild(canvas);
var geom = new THREE.TorusKnotGeometry(2.5, .5, 100, 16);
var rev = true;
var cols = [{
stop: 0,
color: new THREE.Color(0xf7b000)
}, {
stop: .25,
color: new THREE.Color(0xdd0080)
}, {
stop: .5,
color: new THREE.Color(0x622b85)
}, {
stop: .75,
color: new THREE.Color(0x007dae)
}, {
stop: 1,
color: new THREE.Color(0x77c8db)
}];
setGradient(geom, cols, 'z', rev);
function setGradient(geometry, colors, axis, reverse) {
geometry.computeBoundingBox();
var bbox = geometry.boundingBox;
var size = new THREE.Vector3().subVectors(bbox.max, bbox.min);
var vertexIndices = ['a', 'b', 'c'];
var face, vertex, normalized = new THREE.Vector3(),
normalizedAxis = 0;
for (var c = 0; c < colors.length - 1; c++) {
var colorDiff = colors[c + 1].stop - colors[c].stop;
for (var i = 0; i < geometry.faces.length; i++) {
face = geometry.faces[i];
for (var v = 0; v < 3; v++) {
vertex = geometry.vertices[face[vertexIndices[v]]];
normalizedAxis = normalized.subVectors(vertex, bbox.min).divide(size)[axis];
if (reverse) {
normalizedAxis = 1 - normalizedAxis;
}
if (normalizedAxis >= colors[c].stop && normalizedAxis <= colors[c + 1].stop) {
var localNormalizedAxis = (normalizedAxis - colors[c].stop) / colorDiff;
face.vertexColors[v] = colors[c].color.clone().lerp(colors[c + 1].color, localNormalizedAxis);
}
}
}
}
}
var mat = new THREE.MeshBasicMaterial({
vertexColors: THREE.VertexColors,
wireframe: true
});
var obj = new THREE.Mesh(geom, mat);
scene.add(obj);
render();
function resize(renderer) {
const canvas = renderer.domElement;
const width = canvas.clientWidth;
const height = canvas.clientHeight;
const needResize = canvas.width !== width || canvas.height !== height;
if (needResize) {
renderer.setSize(width, height, false);
}
return needResize;
}
function render() {
if (resize(renderer)) {
camera.aspect = canvas.clientWidth / canvas.clientHeight;
camera.updateProjectionMatrix();
}
renderer.render(scene, camera);
obj.rotation.y += .01;
requestAnimationFrame(render);
}
HTML
身体{
身高:100%;
保证金:0;
溢出:隐藏;
}
画布{
宽度:100%;
身高:100%;
显示;
街区;
}
<script src="https://cdnjs.cloudflare.com/ajax/libs/three.js/97/three.min.js"></script>
实际上,使用哪种方法取决于您:材质球、顶点颜色、纹理等。
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