project init

1.首页微调
2.新增游戏-鉴色
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rucky
2021-10-12 18:03:44 +08:00
commit e077d3fa4a
72 changed files with 29927 additions and 0 deletions

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<template>
<div class="c-shader" ref="container"></div>
</template>
<script>
import gsap from "gsap";
import * as THREE from "three";
import * as Stats from "stats.js";
import colorVertex from "@/assets/shader/color_vertex.glsl";
import colorFrag from "@/assets/shader/color_fragment.glsl";
import { GUI } from "three/examples/jsm/libs/dat.gui.module.js";
import { OrbitControls } from "three/examples/jsm/controls/OrbitControls.js";
import { EffectComposer } from "three/examples/jsm/postprocessing/EffectComposer.js";
import { RenderPass } from "three/examples/jsm/postprocessing/RenderPass.js";
import { ShaderPass } from "three/examples/jsm/postprocessing/ShaderPass.js";
import { UnrealBloomPass } from "three/examples/jsm/postprocessing/UnrealBloomPass.js";
export default {
name: "color",
props: {
msg: String,
},
data() {
return {
container: null,
camera: null,
scene: null,
renderer: null,
mouse: new THREE.Vector2(),
raycaster: new THREE.Raycaster(),
gui: new GUI(),
ENTIRE_SCENE: 0,
BLOOM_SCENE: 1,
materials: {},
params: {
exposure: 1,
bloomStrength: 5,
bloomThreshold: 0,
bloomRadius: 0,
scene: "Scene with Glow",
},
};
},
created() {},
mounted() {
this.initStage();
this.addAnimation();
},
methods: {
initStage() {
//基础参数
this.container = this.$refs.container;
this.camera = new THREE.Camera();
this.camera.position.z = 1;
this.scene = new THREE.Scene();
this.bloomLayer = new THREE.Layers();
this.bloomLayer.set(this.BLOOM_SCENE);
this.darkMaterial = new THREE.MeshBasicMaterial({ color: "black" });
// 定义 webglrender
this.renderer = new THREE.WebGLRenderer({ antialias: true });
this.renderer.setPixelRatio(window.devicePixelRatio);
this.renderer.setSize(window.innerWidth, window.innerHeight);
this.renderer.toneMapping = THREE.ReinhardToneMapping;
this.container.appendChild(this.renderer.domElement);
// 定义相机
this.camera = new THREE.PerspectiveCamera(
40,
window.innerWidth / window.innerHeight,
1,
200
);
this.camera.position.set(0, 0, 20);
this.camera.lookAt(0, 0, 0);
// 定义操控
this.controls = new OrbitControls(
this.camera,
this.renderer.domElement
);
this.controls.maxPolarAngle = Math.PI * 0.5;
this.controls.minDistance = 1;
this.controls.maxDistance = 100;
this.controls.addEventListener("change", this.render);
// 添加全局环境光
this.scene.add(new THREE.AmbientLight(0x404040));
this.renderScene = new RenderPass(this.scene, this.camera);
this.bloomPass = new UnrealBloomPass(
new THREE.Vector2(window.innerWidth, window.innerHeight),
1.5,
0.4,
0.85
);
this.bloomPass.threshold = this.params.bloomThreshold;
this.bloomPass.strength = this.params.bloomStrength;
this.bloomPass.radius = this.params.bloomRadius;
this.bloomComposer = new EffectComposer(this.renderer);
this.bloomComposer.renderToScreen = false;
this.bloomComposer.addPass(this.renderScene);
this.bloomComposer.addPass(this.bloomPass);
this.finalPass = new ShaderPass(
new THREE.ShaderMaterial({
uniforms: {
baseTexture: { value: null },
bloomTexture: {
value: this.bloomComposer.renderTarget2.texture,
},
},
vertexShader: colorVertex,
fragmentShader: colorFrag,
defines: {},
}),
"baseTexture"
);
this.finalPass.needsSwap = true;
this.finalComposer = new EffectComposer(this.renderer);
this.finalComposer.addPass(this.renderScene);
this.finalComposer.addPass(this.finalPass);
// 添加点击事件
window.addEventListener("pointerdown", this.onPointerDown);
this.gui
.add(this.params, "scene", [
"Scene with Glow",
"Glow only",
"Scene only",
])
.onChange((value) => {
switch (value) {
case "Scene with Glow":
this.bloomComposer.renderToScreen = false;
break;
case "Glow only":
this.bloomComposer.renderToScreen = true;
break;
case "Scene only":
// nothing to do
break;
}
this.render();
});
this.folder = this.gui.addFolder("Bloom Parameters");
this.folder
.add(this.params, "exposure", 0.1, 2)
.onChange((value) => {
this.renderer.toneMappingExposure = Math.pow(value, 4.0);
this.render();
});
this.folder
.add(this.params, "bloomThreshold", 0.0, 1.0)
.onChange((value) => {
this.bloomPass.threshold = Number(value);
this.render();
});
this.folder
.add(this.params, "bloomStrength", 0.0, 10.0)
.onChange((value) => {
this.bloomPass.strength = Number(value);
this.render();
});
this.folder
.add(this.params, "bloomRadius", 0.0, 1.0)
.step(0.01)
.onChange((value) => {
this.bloomPass.radius = Number(value);
this.render();
});
// 设置场景
this.setupScene();
},
onPointerDown(event) {
this.mouse.x = (event.clientX / window.innerWidth) * 2 - 1;
this.mouse.y = -(event.clientY / window.innerHeight) * 2 + 1;
this.raycaster.setFromCamera(this.mouse, this.camera);
this.intersects = this.raycaster.intersectObjects(
this.scene.children,
false
);
if (this.intersects.length > 0) {
const object = this.intersects[0].object;
object.layers.toggle(this.BLOOM_SCENE);
this.render();
}
},
onWindowResize(event) {
const width = window.innerWidth;
const height = window.innerHeight;
this.camera.aspect = width / height;
this.camera.updateProjectionMatrix();
this.renderer.setSize(width, height);
this.bloomComposer.setSize(width, height);
this.finalComposer.setSize(width, height);
this.render();
},
setupScene() {
this.scene.traverse(this.disposeMaterial);
this.scene.children.length = 0;
const geometry = new THREE.IcosahedronGeometry(1, 15);
for (let i = 0; i < 50; i++) {
const color = new THREE.Color();
color.setHSL(Math.random(), 0.7, Math.random() * 0.2 + 0.05);
const material = new THREE.MeshBasicMaterial({ color: color });
const sphere = new THREE.Mesh(geometry, material);
sphere.position.x = Math.random() * 10 - 5;
sphere.position.y = Math.random() * 10 - 5;
sphere.position.z = Math.random() * 10 - 5;
sphere.position
.normalize()
.multiplyScalar(Math.random() * 4.0 + 2.0);
sphere.scale.setScalar(Math.random() * Math.random() + 0.5);
this.scene.add(sphere);
if (Math.random() < 0.25)
sphere.layers.enable(this.BLOOM_SCENE);
}
this.render();
},
disposeMaterial(obj) {
if (obj.material) {
obj.material.dispose();
}
},
animate() {
// requestAnimationFrame(this.animate);
// this.render();
},
render() {
switch (this.params.scene) {
case "Scene only":
this.renderer.render(this.scene, this.camera);
break;
case "Glow only":
this.renderBloom(false);
break;
case "Scene with Glow":
default:
// render scene with bloom
this.renderBloom(true);
// render the entire scene, then render bloom scene on top
this.finalComposer.render();
break;
}
// this.renderer.render(this.scene, this.camera);
},
renderBloom(mask) {
if (mask === true) {
this.scene.traverse(this.darkenNonBloomed);
this.bloomComposer.render();
this.scene.traverse(this.restoreMaterial);
} else {
this.camera.layers.set(this.BLOOM_SCENE);
this.bloomComposer.render();
this.camera.layers.set(this.ENTIRE_SCENE);
}
},
darkenNonBloomed(obj) {
if (obj.isMesh && this.bloomLayer.test(obj.layers) === false) {
this.materials[obj.uuid] = obj.material;
obj.material = this.darkMaterial;
}
},
restoreMaterial(obj) {
if (this.materials[obj.uuid]) {
obj.material = this.materials[obj.uuid];
delete this.materials[obj.uuid];
}
},
addAnimation() {
gsap.to(this.params, {
exposure: 1.2,
duration: 2,
yoyo: true,
repeat: -1,
onUpdate: () => {
this.render();
},
});
},
},
};
</script>
<!-- Add "scoped" attribute to limit CSS to this component only -->
<style scoped lang="less">
.c-shader {
width: 100vw;
height: 100vh;
position: relative;
z-index: 0;
.select-btn {
// background-color: #fff;
.paCenterBottom(2%,50%,auto,10);
}
}
</style>