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>