下载中文字体 引入下面的代码
提取码: lywa
javascript
<!DOCTYPE html>
<html lang="en">
<head>
<title>three.js webgl - modifier - tessellation</title>
<meta charset="utf-8">
<meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0">
<link type="text/css" rel="stylesheet" href="main.css">
</head>
<body>
<div id="container"></div>
<script type="x-shader/x-vertex" id="vertexshader">
uniform float amplitude;
attribute vec3 customColor;
attribute vec3 displacement;
varying vec3 vNormal;
varying vec3 vColor;
void main() {
vNormal = normal;
vColor = customColor;
vec3 newPosition = position + normal * amplitude * displacement;
gl_Position = projectionMatrix * modelViewMatrix * vec4( newPosition, 1.0 );
}
</script>
<script type="x-shader/x-fragment" id="fragmentshader">
varying vec3 vNormal;
varying vec3 vColor;
void main() {
const float ambient = 0.4;
vec3 light = vec3( 1.0 );
light = normalize( light );
float directional = max( dot( vNormal, light ), 0.0 );
gl_FragColor = vec4( ( directional + ambient ) * vColor, 1.0 );
}
</script>
<script type="importmap">
{
"imports": {
"three": "../build/three.module.js",
"three/addons/": "./jsm/"
}
}
</script>
<script type="module">
import * as THREE from 'three';
import Stats from 'three/addons/libs/stats.module.js';
import { TrackballControls } from 'three/addons/controls/TrackballControls.js';
import { TessellateModifier } from 'three/addons/modifiers/TessellateModifier.js';
import { FontLoader } from 'three/addons/loaders/FontLoader.js';
import { TextGeometry } from 'three/addons/geometries/TextGeometry.js';
let renderer, scene, camera, stats;
let controls;
let mesh, uniforms;
const WIDTH = window.innerWidth;
const HEIGHT = window.innerHeight;
const loader = new FontLoader();
loader.load( 'fonts/Microsoft YaHei_Regular.json', function ( font ) {
init( font );
} );
function init( font ) {
camera = new THREE.PerspectiveCamera( 40, WIDTH / HEIGHT, 1, 10000 );
camera.position.set( - 100, 100, 200 );
scene = new THREE.Scene();
scene.background = new THREE.Color( 0x050505 );
//
let geometry = new TextGeometry( '周杰伦', {
font: font,
size: 40,
depth: 5,
curveSegments: 3,
bevelThickness: 2,
bevelSize: 1,
bevelEnabled: true
} );
geometry.center();
const tessellateModifier = new TessellateModifier( 8, 6 );
geometry = tessellateModifier.modify( geometry );
//
const numFaces = geometry.attributes.position.count / 3;
const colors = new Float32Array( numFaces * 3 * 3 );
const displacement = new Float32Array( numFaces * 3 * 3 );
const color = new THREE.Color();
for ( let f = 0; f < numFaces; f ++ ) {
const index = 9 * f;
const h = 0.2 * Math.random();
const s = 0.5 + 0.5 * Math.random();
const l = 0.5 + 0.5 * Math.random();
color.setHSL( h, s, l );
const d = 10 * ( 0.5 - Math.random() );
for ( let i = 0; i < 3; i ++ ) {
colors[ index + ( 3 * i ) ] = color.r;
colors[ index + ( 3 * i ) + 1 ] = color.g;
colors[ index + ( 3 * i ) + 2 ] = color.b;
displacement[ index + ( 3 * i ) ] = d;
displacement[ index + ( 3 * i ) + 1 ] = d;
displacement[ index + ( 3 * i ) + 2 ] = d;
}
}
geometry.setAttribute( 'customColor', new THREE.BufferAttribute( colors, 3 ) );
geometry.setAttribute( 'displacement', new THREE.BufferAttribute( displacement, 3 ) );
//
uniforms = {
amplitude: { value: 0.0 }
};
const shaderMaterial = new THREE.ShaderMaterial( {
uniforms: uniforms,
vertexShader: document.getElementById( 'vertexshader' ).textContent,
fragmentShader: document.getElementById( 'fragmentshader' ).textContent
} );
//
mesh = new THREE.Mesh( geometry, shaderMaterial );
scene.add( mesh );
renderer = new THREE.WebGLRenderer( { antialias: true } );
renderer.setPixelRatio( window.devicePixelRatio );
renderer.setSize( WIDTH, HEIGHT );
renderer.setAnimationLoop( animate );
const container = document.getElementById( 'container' );
container.appendChild( renderer.domElement );
controls = new TrackballControls( camera, renderer.domElement );
stats = new Stats();
container.appendChild( stats.dom );
//
window.addEventListener( 'resize', onWindowResize );
}
function onWindowResize() {
camera.aspect = window.innerWidth / window.innerHeight;
camera.updateProjectionMatrix();
renderer.setSize( window.innerWidth, window.innerHeight );
}
function animate() {
render();
stats.update();
}
function render() {
const time = Date.now() * 0.001;
uniforms.amplitude.value = 1.0 + Math.sin( time * 0.5 );
controls.update();
renderer.render( scene, camera );
}
</script>
</body>
</html>
结果