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>
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)的更多相关文章
- THREE.js代码备份——webgl - scene animation(通过加载json文件来加载动画和模型)
<!DOCTYPE html> <html lang="en"> <head> <title>three.js webgl - sc ...
- THREE.js代码备份——webgl - geometry - dynamic(模拟海浪,通过时间(毫秒)来控制平面点的运动模拟海浪,鼠标控制写在另外的js中)
HTML: <!DOCTYPE html> <html lang="en"> <head> <title>three.js webg ...
- THREE.js代码备份——webgl - materials - cube refraction [balls](以上下左右前后6张图片构成立体场景、透明球体效果)
<!DOCTYPE html> <html lang="en"> <head> <title>three.js webgl - ma ...
- THREE.js代码备份——canvas - lines - colors(希尔伯特曲线3D、用HSL设置线颜色)
<!DOCTYPE html> <html lang="en"> <head> <title>three.js canvas - l ...
- THREE.js代码备份——canvas_lines(随机点、画线)
<!DOCTYPE html> <html lang="en"> <head> <title>three.js canvas - l ...
- THREE.js代码备份——线框cube、按键、鼠标控制
<!DOCTYPE html> <html lang="en"> <head> <title>three.js canvas - g ...
- THREE.js代码备份——canvas - geometry - earth(球体贴纹理)
<!DOCTYPE html> <html lang="en"> <head> <title>three.js canvas - g ...
- THREE.js代码备份——canvas_ascii_effect(以AscII码显示图形)
<!DOCTYPE html> <html lang="en"> <head> <title>three.js - ASCII Ef ...
- 图片攻击-BMP图片中注入恶意JS代码 <转载>
昨天看到一篇文章<hacking throung images>,里面介绍了如何在BMP格式的图片里注入JS代码,使得BMP图片既可以正常显示, 也可以运行其中的JS代码,觉得相当有趣. ...
随机推荐
- mysql的一些高级查询
1,查出学生详情表性别为男,并同时年龄大于18的 2,根据上述的结果,查出学生表对应的姓名,年龄,性别,address 3,查出学生的(姓名,年龄,性别,所属学院) 还可以添加注释
- Java基础学习总结(73)——Java最新面试题汇总
1.super()与this()的区别? this():当前类的对象,super父类对象. super():在子类访问父类的成员和行为,必须受类继承规则的约束 而this他代表当前对象,当然所有的资源 ...
- Linux下diff与patch命令的配合使用
在Linux下,diff与patch命令配合使用可以进行简单的代码维护工作. [A] diff diff命令用于比较文件的差异,可以用于制作patch文件.但此命令参数众多.格式多样,所以在此仅介绍较 ...
- NEMA-0183(GPRMC GPGGA)详细解释
NEMA-0183(GPRMC GPGGA)详细解释 nmea数据如下: $GPGGA,121252.000,3937.3032,N,11611.6046,E,1,05,2.0,45.9,M,-5. ...
- 洛谷 P2959 [USACO09OCT]悠闲漫步The Leisurely Stroll
P2959 [USACO09OCT]悠闲漫步The Leisurely Stroll 题目描述 Bessie looks out the barn door at the beautiful spri ...
- 查看当前Java进程工具jps(转)
jps是JDK提供的一个查看当前Java进程的小工具, 可以看做是JavaVirtual Machine Process Status Tool的缩写.非常简单实用. 命令格式: jps [optio ...
- Flash-制作空心文字
常常看到站点上用很多空心文字作为站点的名称或者特色项目的名称等等,那这些空心文字是怎么做出来的呢? 用Flash事实上非常快就能做出来.过程例如以下: (1)新建空白文件.工具箱中选择"文本 ...
- Android中检測字符编码(GB2312,ASCII,UTF8,UNICODE,TOTAL——ENCODINGS)方法(一)
package com.android.filebrowser; import java.io.*; import java.net.*; public class FileEncodingD ...
- requireJS使用shim注入非标准模块详解
在javascript中定义全局变量有2种方式,本质上是等价的,都是向window对象注入属性或者方法. // global.js var g_name = "aty"; wind ...
- Codeforces Round #250 Div. 2(C.The Child and Toy)
题目例如以下: C. The Child and Toy time limit per test 1 second memory limit per test 256 megabytes input ...