three-base 1.0.80 → 1.0.82
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/lib/ApngTexture.js +107 -40
- package/lib/ApngTextureManage.js +100 -51
- package/lib/EventMesh.js +42 -22
- package/lib/ExtrudeMesh.js +178 -147
- package/lib/FPScontrol.js +133 -116
- package/lib/InstancedGroupMesh.js +45 -25
- package/lib/KeyFrameAnimation.js +54 -37
- package/lib/PlaneText.js +34 -14
- package/lib/PlaneWithHtml.js +126 -48
- package/lib/PointLight/PointLight.js +65 -45
- package/lib/Sky/Sky.js +30 -11
- package/lib/SpriteText2.js +166 -90
- package/lib/Text3D/Text3D.js +61 -40
- package/lib/Text3D/fontController.js +284 -149
- package/lib/ThreeBase.js +341 -204
- package/lib/ThreeMouse.js +203 -244
- package/lib/Transition.js +162 -96
- package/lib/Transition.ts +1 -1
- package/lib/keyContorls.js +102 -74
- package/lib/planeModal1/PlaneModal1.js +162 -90
- package/lib/shaders.js +36 -178
- package/lib/spriteModal1/SpriteModal1.js +165 -93
- package/lib/threeLoader.js +89 -66
- package/lib/threeUtils.js +84 -59
- package/package.json +1 -1
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@@ -4,101 +4,173 @@
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* @Last Modified by: xiaosihan
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* @Last Modified time: 2023-03-09 19:15:35
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*/
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var __extends = (this && this.__extends) || (function () {
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var extendStatics = function (d, b) {
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extendStatics = Object.setPrototypeOf ||
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({ __proto__: [] } instanceof Array && function (d, b) { d.__proto__ = b; }) ||
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function (d, b) { for (var p in b) if (Object.prototype.hasOwnProperty.call(b, p)) d[p] = b[p]; };
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return extendStatics(d, b);
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};
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return function (d, b) {
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if (typeof b !== "function" && b !== null)
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throw new TypeError("Class extends value " + String(b) + " is not a constructor or null");
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extendStatics(d, b);
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function __() { this.constructor = d; }
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d.prototype = b === null ? Object.create(b) : (__.prototype = b.prototype, new __());
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};
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})();
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var __awaiter = (this && this.__awaiter) || function (thisArg, _arguments, P, generator) {
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function adopt(value) { return value instanceof P ? value : new P(function (resolve) { resolve(value); }); }
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return new (P || (P = Promise))(function (resolve, reject) {
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function fulfilled(value) { try { step(generator.next(value)); } catch (e) { reject(e); } }
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function rejected(value) { try { step(generator["throw"](value)); } catch (e) { reject(e); } }
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function step(result) { result.done ? resolve(result.value) : adopt(result.value).then(fulfilled, rejected); }
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step((generator = generator.apply(thisArg, _arguments || [])).next());
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});
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};
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var __generator = (this && this.__generator) || function (thisArg, body) {
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var _ = { label: 0, sent: function() { if (t[0] & 1) throw t[1]; return t[1]; }, trys: [], ops: [] }, f, y, t, g;
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return g = { next: verb(0), "throw": verb(1), "return": verb(2) }, typeof Symbol === "function" && (g[Symbol.iterator] = function() { return this; }), g;
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function verb(n) { return function (v) { return step([n, v]); }; }
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function step(op) {
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if (f) throw new TypeError("Generator is already executing.");
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while (g && (g = 0, op[0] && (_ = 0)), _) try {
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if (f = 1, y && (t = op[0] & 2 ? y["return"] : op[0] ? y["throw"] || ((t = y["return"]) && t.call(y), 0) : y.next) && !(t = t.call(y, op[1])).done) return t;
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if (y = 0, t) op = [op[0] & 2, t.value];
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switch (op[0]) {
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case 0: case 1: t = op; break;
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case 4: _.label++; return { value: op[1], done: false };
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case 5: _.label++; y = op[1]; op = [0]; continue;
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case 7: op = _.ops.pop(); _.trys.pop(); continue;
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default:
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if (!(t = _.trys, t = t.length > 0 && t[t.length - 1]) && (op[0] === 6 || op[0] === 2)) { _ = 0; continue; }
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if (op[0] === 3 && (!t || (op[1] > t[0] && op[1] < t[3]))) { _.label = op[1]; break; }
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if (op[0] === 6 && _.label < t[1]) { _.label = t[1]; t = op; break; }
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if (t && _.label < t[2]) { _.label = t[2]; _.ops.push(op); break; }
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if (t[2]) _.ops.pop();
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_.trys.pop(); continue;
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}
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op = body.call(thisArg, _);
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} catch (e) { op = [6, e]; y = 0; } finally { f = t = 0; }
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if (op[0] & 5) throw op[1]; return { value: op[0] ? op[1] : void 0, done: true };
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}
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};
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import { MeshBasicMaterial, Mesh, DoubleSide, CanvasTexture, Vector2, PlaneGeometry } from "three";
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import planeModalPNG from "./planeModal.png";
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// 平面模型弹窗
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var PlaneModal1 = /** @class */ (function (_super) {
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__extends(PlaneModal1, _super);
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function PlaneModal1(config) {
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if (config === void 0) { config = {}; }
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var _this = _super.call(this) || this;
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_this.geometry = new PlaneGeometry(1 * 0.65, 0.728 * 0.65, 1, 1);
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_this.material = new MeshBasicMaterial({
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side: DoubleSide,
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transparent: true,
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alphaTest: 0.01
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});
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_this.canvas = (function () {
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var canvas = document.createElement("canvas");
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canvas.width = 660;
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canvas.height = 481;
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return canvas;
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})();
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_this.context = _this.canvas.getContext("2d");
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_this.texture = new CanvasTexture(_this.canvas);
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// 配置
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_this._config = {
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size: 10,
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title: "PlaneModal1",
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titleColor: "#ffffff",
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texts: []
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// [
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// {
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// text: "1",
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// color: "#ffff00",
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// size: 40
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// },
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// {
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// text: "2",
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// color: "#ff00ff",
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// size: 40
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// },
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// ]
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};
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_this.updata(config);
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_this.material.map = _this.texture;
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_this.scale.set(10, 10, 10);
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return _this;
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}
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PlaneModal1.prototype.updata = function (config) {
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return __awaiter(this, void 0, void 0, function () {
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var textPos, maxWidth;
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var _this = this;
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return __generator(this, function (_a) {
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switch (_a.label) {
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case 0:
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Object.assign(this._config, config);
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//绘制背景
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this.context.clearRect(0, 0, 660, 481);
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_a.label = 1;
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case 1:
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if (!!PlaneModal1.img.complete) return [3 /*break*/, 3];
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return [4 /*yield*/, new Promise(function (resolve) { return setTimeout(resolve, 100); })];
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case 2:
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_a.sent();
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return [3 /*break*/, 1];
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case 3:
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// 设置大小
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this.scale.set(this._config.size, this._config.size, this._config.size);
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// this.context.fillStyle = "#00000088";
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// this.context.fillRect(0, 0, 660, 481);
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//绘制背景
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this.context.drawImage(PlaneModal1.img, 0, 0);
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// 绘制标题
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this.context.fillStyle = this._config.titleColor;
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this.context.font = '40px serif'; // 设置字体大小
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this.context.textAlign = "left";
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this.context.textBaseline = "top";
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this.context.fillText(this._config.title, 60, 72);
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textPos = new Vector2(60, 150);
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maxWidth = 530;
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// 绘制内容
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this._config.texts.map(function (_a) {
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var _b = _a.text, text = _b === void 0 ? "text" : _b, _c = _a.color, color = _c === void 0 ? "#ffffff" : _c, _d = _a.size, size = _d === void 0 ? 40 : _d;
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_this.context.fillStyle = color;
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_this.context.font = "".concat(size, "px serif"); // 设置字体大小
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_this.context.textAlign = "left";
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_this.context.textBaseline = "top";
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// 字符分隔为数组
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var arrText = text.split('');
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var line = '';
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for (var n = 0; n < arrText.length; n++) {
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var metrics = _this.context.measureText(line + arrText[n]);
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var testWidth = metrics.width;
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if ((testWidth > maxWidth && n > 0) || arrText[n] === "\n") {
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_this.context.fillText(line, textPos.x, textPos.y);
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line = "";
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textPos.y += size;
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}
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else {
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line += arrText[n];
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}
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}
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_this.context.fillText(line, textPos.x, textPos.y);
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textPos.y += size;
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});
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this.texture.needsUpdate = true;
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this.dispatchEvent({ type: "loaded" });
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return [2 /*return*/];
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}
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});
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});
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};
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// 背景图
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PlaneModal1.img = (function () {
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var img = new Image();
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img.src = planeModalPNG;
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return img;
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})();
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canvas.height = 481;
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return canvas;
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})();
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context = this.canvas.getContext("2d");
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texture = new CanvasTexture(this.canvas);
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// 配置
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_config = {
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size: 10,
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title: "PlaneModal1",
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titleColor: "#ffffff",
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texts: []
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// [
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// {
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// text: "1",
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// color: "#ffff00",
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// size: 40
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// },
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// {
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// text: "2",
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// color: "#ff00ff",
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// size: 40
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// },
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// ]
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};
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Object.assign(this._config, config);
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//绘制背景
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this.context.clearRect(0, 0, 660, 481);
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while (!PlaneModal1.img.complete) {
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await new Promise(resolve => setTimeout(resolve, 100));
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}
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// 设置大小
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this.scale.set(this._config.size, this._config.size, this._config.size);
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// this.context.fillStyle = "#00000088";
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//绘制背景
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this.context.drawImage(PlaneModal1.img, 0, 0);
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// 绘制标题
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this.context.fillStyle = this._config.titleColor;
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this.context.font = '40px serif'; // 设置字体大小
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this.context.textAlign = "left";
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this.context.textBaseline = "top";
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this.context.fillText(this._config.title, 60, 72);
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let textPos = new Vector2(60, 150);
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let maxWidth = 530;
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// 绘制内容
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this._config.texts.map(({ text = "text", color = "#ffffff", size = 40 }) => {
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this.context.fillStyle = color;
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this.context.font = `${size}px serif`; // 设置字体大小
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this.context.textAlign = "left";
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this.context.textBaseline = "top";
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// 字符分隔为数组
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var arrText = text.split('');
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var line = '';
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for (var n = 0; n < arrText.length; n++) {
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var metrics = this.context.measureText(line + arrText[n]);
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var testWidth = metrics.width;
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if ((testWidth > maxWidth && n > 0) || arrText[n] === "\n") {
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this.context.fillText(line, textPos.x, textPos.y);
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line = "";
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textPos.y += size;
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}
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else {
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line += arrText[n];
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}
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}
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this.context.fillText(line, textPos.x, textPos.y);
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textPos.y += size;
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});
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this.texture.needsUpdate = true;
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this.dispatchEvent({ type: "loaded" });
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}
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}
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return PlaneModal1;
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}(Mesh));
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export default PlaneModal1;
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package/lib/shaders.js
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import { BufferGeometry, Color, Float32BufferAttribute, Mesh, NoBlending, OrthographicCamera, ShaderChunk, ShaderMaterial, Vector2 } from "three";
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// https://github.com/mrdoob/three.js/pull/21358
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var _geometry = new BufferGeometry();
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_geometry.setAttribute("position", new Float32BufferAttribute([-1, 3, 0, -1, -1, 0, 3, -1, 0], 3));
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_geometry.setAttribute("uv", new Float32BufferAttribute([0, 2, 0, 0, 2, 0], 2));
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var FullScreenQuad = /** @class */ (function () {
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function FullScreenQuad() {
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this._mesh = new Mesh(_geometry);
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}
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FullScreenQuad.prototype.dispose = function () {
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}
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render(renderer) {
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};
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FullScreenQuad.prototype.render = function (renderer) {
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};
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Object.defineProperty(FullScreenQuad.prototype, "material", {
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get: function () {
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set: function (value) {
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configurable: true
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});
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return FullScreenQuad;
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}());
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// 常用着色器及工具
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// 全屏渲染模型
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export
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export
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export var fullScreenMesh = new FullScreenQuad();
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export var orthographicCamera = new OrthographicCamera(-1, 1, 1, -1, 0, 1);
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// 清理着色器
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export
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vertexShader:
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void main() {
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}
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`,
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fragmentShader: `
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void main() {
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}
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`,
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export var clearShader = new ShaderMaterial({
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vertexShader: "\n varying vec2 vUv;\n void main() {\n vUv = uv;\n gl_Position = vec4(position, 1.0);\n }\n ",
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fragmentShader: "\n void main() {\n gl_FragColor = vec4(0.0);\n }\n ",
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blending: NoBlending,
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depthWrite: false,
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transparent: true
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});
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// 交集着色器提取相同的像素点
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export
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export var intersectionShader = new ShaderMaterial({
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uniforms: {
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map1: { value: null },
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map2: { value: null }, // 贴图纹理2
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},
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vertexShader:
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${ShaderChunk.logdepthbuf_pars_vertex}
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varying vec2 vUv;
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void main() {
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vUv = uv;
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gl_Position = vec4(position, 1.0);
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${ShaderChunk.logdepthbuf_vertex}
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}
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`,
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fragmentShader: `
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${ShaderChunk.logdepthbuf_pars_fragment}
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uniform sampler2D map1;
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uniform sampler2D map2;
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varying vec2 vUv;
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void main() {
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if(texture2D(map1, vUv) == texture2D(map2, vUv)){
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gl_FragColor = texture2D(map1, vUv);
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}else{
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discard;
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}
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${ShaderChunk.logdepthbuf_fragment}
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|
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}
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`,
|
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vertexShader: "\n ".concat(ShaderChunk.common, "\n ").concat(ShaderChunk.logdepthbuf_pars_vertex, "\n varying vec2 vUv;\n void main() {\n vUv = uv;\n gl_Position = vec4(position, 1.0);\n ").concat(ShaderChunk.logdepthbuf_vertex, "\n }\n "),
|
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fragmentShader: "\n ".concat(ShaderChunk.logdepthbuf_pars_fragment, "\n uniform sampler2D map1;\n uniform sampler2D map2;\n varying vec2 vUv;\n void main() {\n if(texture2D(map1, vUv) == texture2D(map2, vUv)){\n gl_FragColor = texture2D(map1, vUv);\n }else{\n discard;\n }\n ").concat(ShaderChunk.logdepthbuf_fragment, "\n }\n "),
|
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blending: NoBlending,
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depthTest: true,
|
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depthWrite: true,
|
|
86
58
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transparent: true
|
|
87
59
|
});
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|
88
60
|
// 拷贝着色器
|
|
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|
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export
|
|
61
|
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export var coptyShader = new ShaderMaterial({
|
|
90
62
|
uniforms: {
|
|
91
63
|
map: { value: null },
|
|
92
64
|
opacity: { value: 1.0 } // 透明度
|
|
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65
|
},
|
|
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|
-
vertexShader:
|
|
95
|
-
varying vec2 vUv
|
|
96
|
-
void main() {
|
|
97
|
-
vUv = uv;
|
|
98
|
-
gl_Position = vec4(position, 1.0);
|
|
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|
-
}
|
|
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|
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`,
|
|
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|
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fragmentShader: `
|
|
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|
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uniform sampler2D map;
|
|
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|
-
uniform float opacity;
|
|
104
|
-
varying vec2 vUv;
|
|
105
|
-
void main() {
|
|
106
|
-
|
|
107
|
-
gl_FragColor = texture2D(map, vUv) * opacity;
|
|
108
|
-
|
|
109
|
-
}
|
|
110
|
-
`,
|
|
66
|
+
vertexShader: "\n varying vec2 vUv;\n void main() {\n vUv = uv;\n gl_Position = vec4(position, 1.0);\n }\n ",
|
|
67
|
+
fragmentShader: "\n uniform sampler2D map;\n uniform float opacity;\n varying vec2 vUv;\n void main() {\n\n gl_FragColor = texture2D(map, vUv) * opacity;\n\n }\n ",
|
|
111
68
|
// blending: NoBlending, // 渲染时不与背景融合计算 直接替换
|
|
112
69
|
depthTest: true,
|
|
113
70
|
depthWrite: true,
|
|
114
71
|
transparent: true,
|
|
115
72
|
});
|
|
116
73
|
// 描边着色器
|
|
117
|
-
export
|
|
74
|
+
export var strokeShader = new ShaderMaterial({
|
|
118
75
|
uniforms: {
|
|
119
76
|
map: { value: null },
|
|
120
77
|
resolution: { value: new Vector2(512, 512) },
|
|
@@ -122,122 +79,23 @@ export const strokeShader = new ShaderMaterial({
|
|
|
122
79
|
strokeColor: { value: new Color("#B2F2FF") },
|
|
123
80
|
opacity: { value: 1.0 } // 透明度
|
|
124
81
|
},
|
|
125
|
-
vertexShader:
|
|
126
|
-
varying vec2 vUv
|
|
127
|
-
void main() {
|
|
128
|
-
vUv = uv;
|
|
129
|
-
gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
|
|
130
|
-
}
|
|
131
|
-
`,
|
|
132
|
-
fragmentShader: `
|
|
133
|
-
uniform sampler2D map;
|
|
134
|
-
uniform vec2 resolution;
|
|
135
|
-
uniform vec3 strokeColor; // 描边颜色
|
|
136
|
-
uniform float strokeWidth; // 描边厚度
|
|
137
|
-
uniform float opacity; // 透明度
|
|
138
|
-
|
|
139
|
-
varying vec2 vUv;
|
|
140
|
-
|
|
141
|
-
// 获取当前叠加vu坐标偏移量的颜色值
|
|
142
|
-
vec4 offsetColor(vec2 vu){
|
|
143
|
-
return texture2D(map, vUv + (vu * (strokeWidth / resolution) ) );
|
|
144
|
-
}
|
|
145
|
-
|
|
146
|
-
vec4 fragColor(){
|
|
147
|
-
|
|
148
|
-
vec4 currentColor = offsetColor(vec2(0.0, 0.0));
|
|
149
|
-
|
|
150
|
-
if(
|
|
151
|
-
currentColor.a < min(0.2, opacity) && (
|
|
152
|
-
offsetColor(vec2(0.0, 1.0)).a > 0.0 ||
|
|
153
|
-
offsetColor(vec2(0.0, -1.0)).a > 0.0 ||
|
|
154
|
-
offsetColor(vec2(1.0, 0.0)).a > 0.0 ||
|
|
155
|
-
offsetColor(vec2(-1.0, 0.0)).a > 0.0 ||
|
|
156
|
-
|
|
157
|
-
offsetColor(vec2(1.0) * 0.7).a > 0.0 ||
|
|
158
|
-
offsetColor(vec2(-1.0) * 0.7).a > 0.0 ||
|
|
159
|
-
offsetColor(vec2(-1.0, 1.0) * 0.7).a > 0.0 ||
|
|
160
|
-
offsetColor(vec2(1.0, -1.0) * 0.7).a > 0.0
|
|
161
|
-
)
|
|
162
|
-
){
|
|
163
|
-
return vec4( strokeColor, opacity);
|
|
164
|
-
}else{
|
|
165
|
-
// discard;
|
|
166
|
-
return offsetColor(vec2(0.0, 0.0));
|
|
167
|
-
}
|
|
168
|
-
|
|
169
|
-
}
|
|
170
|
-
|
|
171
|
-
void main() {
|
|
172
|
-
gl_FragColor = fragColor();
|
|
173
|
-
}
|
|
174
|
-
`,
|
|
82
|
+
vertexShader: "\n varying vec2 vUv;\n void main() {\n vUv = uv;\n gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );\n }\n ",
|
|
83
|
+
fragmentShader: "\n uniform sampler2D map;\n uniform vec2 resolution;\n uniform vec3 strokeColor; // \u63CF\u8FB9\u989C\u8272\n uniform float strokeWidth; // \u63CF\u8FB9\u539A\u5EA6\n uniform float opacity; // \u900F\u660E\u5EA6\n \n varying vec2 vUv;\n\n // \u83B7\u53D6\u5F53\u524D\u53E0\u52A0vu\u5750\u6807\u504F\u79FB\u91CF\u7684\u989C\u8272\u503C\n vec4 offsetColor(vec2 vu){\n return texture2D(map, vUv + (vu * (strokeWidth / resolution) ) );\n }\n\n vec4 fragColor(){\n\n vec4 currentColor = offsetColor(vec2(0.0, 0.0));\n\n if(\n currentColor.a < min(0.2, opacity) && (\n offsetColor(vec2(0.0, 1.0)).a > 0.0 ||\n offsetColor(vec2(0.0, -1.0)).a > 0.0 ||\n offsetColor(vec2(1.0, 0.0)).a > 0.0 ||\n offsetColor(vec2(-1.0, 0.0)).a > 0.0 ||\n\n offsetColor(vec2(1.0) * 0.7).a > 0.0 ||\n offsetColor(vec2(-1.0) * 0.7).a > 0.0 ||\n offsetColor(vec2(-1.0, 1.0) * 0.7).a > 0.0 ||\n offsetColor(vec2(1.0, -1.0) * 0.7).a > 0.0\n )\n ){\n return vec4( strokeColor, opacity);\n }else{\n // discard;\n return offsetColor(vec2(0.0, 0.0));\n }\n\n }\n\n void main() {\n gl_FragColor = fragColor();\n }\n ",
|
|
175
84
|
blending: NoBlending,
|
|
176
85
|
depthTest: true,
|
|
177
86
|
depthWrite: true,
|
|
178
87
|
transparent: true
|
|
179
88
|
});
|
|
180
89
|
// 高斯模糊着色器 让颜色过渡更自然
|
|
181
|
-
export
|
|
90
|
+
export var gaussBlurShader = new ShaderMaterial({
|
|
182
91
|
uniforms: {
|
|
183
92
|
map: { value: null },
|
|
184
93
|
opacity: { value: 1.0 },
|
|
185
94
|
radius: { value: 3.0 },
|
|
186
95
|
resolution: { value: new Vector2(512, 512) }, // 渲染器的分辨率
|
|
187
96
|
},
|
|
188
|
-
vertexShader:
|
|
189
|
-
|
|
190
|
-
void main() {
|
|
191
|
-
vUv = uv;
|
|
192
|
-
gl_Position = vec4(position, 1.0);
|
|
193
|
-
}
|
|
194
|
-
`,
|
|
195
|
-
fragmentShader: `
|
|
196
|
-
uniform sampler2D map;
|
|
197
|
-
uniform float opacity;
|
|
198
|
-
uniform vec2 resolution;
|
|
199
|
-
uniform float radius;
|
|
200
|
-
varying vec2 vUv;
|
|
201
|
-
|
|
202
|
-
vec4 offsetColor( vec2 uv){
|
|
203
|
-
return texture2D(map, vUv + (uv / resolution * radius) );
|
|
204
|
-
}
|
|
205
|
-
|
|
206
|
-
vec4 blurColor(){
|
|
207
|
-
|
|
208
|
-
vec4 leftColor = offsetColor( vec2(-1.0, 0.0) );
|
|
209
|
-
|
|
210
|
-
vec4 rightColor = offsetColor( vec2(1.0, 0.0) );
|
|
211
|
-
|
|
212
|
-
// 左右颜色混合
|
|
213
|
-
vec4 leftRightColor = vec4(
|
|
214
|
-
mix( leftColor.rgb ,rightColor.rgb, rightColor.a / (leftColor.a + rightColor.a)),
|
|
215
|
-
(leftColor.a + rightColor.a) / 2.0
|
|
216
|
-
);
|
|
217
|
-
|
|
218
|
-
vec4 downColor = offsetColor( vec2(0.0, -1.0));
|
|
219
|
-
|
|
220
|
-
vec4 upColor = offsetColor( vec2(0.0, 1.0));
|
|
221
|
-
|
|
222
|
-
// 上下颜色混合
|
|
223
|
-
vec4 upDownColor = vec4(
|
|
224
|
-
mix( downColor.rgb, upColor.rgb, upColor.a / (downColor.a + upColor.a) ),
|
|
225
|
-
(downColor.a + upColor.a) / 2.0
|
|
226
|
-
);
|
|
227
|
-
|
|
228
|
-
vec4 color = vec4(
|
|
229
|
-
mix( leftRightColor.rgb, upDownColor.rgb, upDownColor.a / (leftRightColor.a + upDownColor.a) ),
|
|
230
|
-
(leftRightColor.a + upDownColor.a) / 2.0
|
|
231
|
-
);
|
|
232
|
-
|
|
233
|
-
return color;
|
|
234
|
-
}
|
|
235
|
-
|
|
236
|
-
void main() {
|
|
237
|
-
gl_FragColor = blurColor();
|
|
238
|
-
gl_FragColor.a *= opacity;
|
|
239
|
-
}
|
|
240
|
-
`,
|
|
97
|
+
vertexShader: "\n\t\tvarying vec2 vUv;\n\t\tvoid main() {\n\t\t\tvUv = uv;\n\t\t\tgl_Position = vec4(position, 1.0);\n\t\t}\n\t",
|
|
98
|
+
fragmentShader: "\n\t\tuniform sampler2D map;\n\t\tuniform float opacity;\n\t\tuniform vec2 resolution;\n\t\tuniform float radius;\n\t\tvarying vec2 vUv;\n\n vec4 offsetColor( vec2 uv){\n return texture2D(map, vUv + (uv / resolution * radius) );\n }\n\n vec4 blurColor(){\n\n vec4 leftColor = offsetColor( vec2(-1.0, 0.0) );\n\n vec4 rightColor = offsetColor( vec2(1.0, 0.0) );\n\n // \u5DE6\u53F3\u989C\u8272\u6DF7\u5408\n vec4 leftRightColor = vec4( \n mix( leftColor.rgb ,rightColor.rgb, rightColor.a / (leftColor.a + rightColor.a)),\n (leftColor.a + rightColor.a) / 2.0\n );\n\n vec4 downColor = offsetColor( vec2(0.0, -1.0));\n\n vec4 upColor = offsetColor( vec2(0.0, 1.0));\n\n // \u4E0A\u4E0B\u989C\u8272\u6DF7\u5408\n vec4 upDownColor = vec4(\n mix( downColor.rgb, upColor.rgb, upColor.a / (downColor.a + upColor.a) ),\n (downColor.a + upColor.a) / 2.0\n );\n \n vec4 color = vec4(\n mix( leftRightColor.rgb, upDownColor.rgb, upDownColor.a / (leftRightColor.a + upDownColor.a) ),\n (leftRightColor.a + upDownColor.a) / 2.0\n );\n \n return color;\n }\n\n\t\tvoid main() {\n\t\t\tgl_FragColor = blurColor();\n gl_FragColor.a *= opacity;\n\t\t}\n\t",
|
|
241
99
|
blending: NoBlending,
|
|
242
100
|
depthTest: false,
|
|
243
101
|
depthWrite: false,
|