three.js渲染中文的3D字体

下载中文字体 引入下面的代码

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提取码: lywa

javascript 复制代码
<!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

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