From 4c0b2fff9f28409c90ac290bca8803bcbf245c93 Mon Sep 17 00:00:00 2001
From: luxiaotao1123 <t1341870251@63.com>
Date: 星期五, 17 十二月 2021 16:26:28 +0800
Subject: [PATCH] #
---
static/js/app.js | 47 +++++++-
static/js/object/Sky.js | 219 +++++++++++++++++++++++++++++++++++++++++++
static/js/object/StoreShelf.js | 4
3 files changed, 260 insertions(+), 10 deletions(-)
diff --git a/static/js/app.js b/static/js/app.js
index af80b15..1763d19 100644
--- a/static/js/app.js
+++ b/static/js/app.js
@@ -4,6 +4,7 @@
import {OBJLoader} from './lib/OBJLoader.js';
import {StoreShelf} from './object/StoreShelf.js';
import {StoreCrn} from './object/StoreCrn.js';
+import { Sky } from './object/Sky.js';
var APP = {
@@ -72,6 +73,10 @@
this.renderer = new THREE.WebGLRenderer();
// this.renderer.outputEncoding = THREE.sRGBEncoding;
+ // this.renderer.toneMapping = THREE.ACESFilmicToneMapping;
+ // this.renderer.toneMappingExposure = 0.5;
+
+ // this.renderer.outputEncoding = THREE.sRGBEncoding;
// this.renderer.shadowMap.enabled = true;
// this.renderer.toneMapping = THREE.ReinhardToneMapping;
//
@@ -79,6 +84,8 @@
this.renderer.setSize( window.innerWidth, window.innerHeight );
this.dom = document.getElementById("container");
this.dom.appendChild( this.renderer.domElement );
+
+
}
this.initLight = function () {
@@ -130,14 +137,38 @@
// this.dom.appendChild( this.stats.dom );
}
this.initBackground = function () {
- const cubeTextureLoader = new THREE.CubeTextureLoader();
- cubeTextureLoader.setPath( '../static/img/skybox/' );
- this.scene.background = cubeTextureLoader.load([
- "px.jpg", "nx.jpg",
- "py.jpg", "ny.jpg",
- "pz.jpg", "nz.jpg"
- ]);
- // this.scene.background = new THREE.Color( 0xf0f0f0 );
+ // const cubeTextureLoader = new THREE.CubeTextureLoader();
+ // cubeTextureLoader.setPath( '../static/img/skybox/' );
+ // this.scene.background = cubeTextureLoader.load([
+ // "px.jpg", "nx.jpg",
+ // "py.jpg", "ny.jpg",
+ // "pz.jpg", "nz.jpg"
+ // ]);
+ this.scene.background = new THREE.Color( 0xf0f0f0 );
+
+ // 澶槼
+ // let sky = new Sky();
+ // sky.scale.setScalar( 450000 );
+ // this.addObject( sky );
+ // let sun = new THREE.Vector3();
+ // const effectController = {
+ // turbidity: 10,
+ // rayleigh: 3,
+ // mieCoefficient: 0.005,
+ // mieDirectionalG: 0.7,
+ // elevation: 2,
+ // azimuth: 180,
+ // exposure: this.renderer.toneMappingExposure
+ // };
+ // const uniforms = sky.material.uniforms;
+ // uniforms[ 'turbidity' ].value = effectController.turbidity;
+ // uniforms[ 'rayleigh' ].value = effectController.rayleigh;
+ // uniforms[ 'mieCoefficient' ].value = effectController.mieCoefficient;
+ // uniforms[ 'mieDirectionalG' ].value = effectController.mieDirectionalG;
+ // const phi = THREE.MathUtils.degToRad( 90 - effectController.elevation );
+ // const theta = THREE.MathUtils.degToRad( effectController.azimuth );
+ // sun.setFromSphericalCoords( 1, phi, theta );
+ // uniforms[ 'sunPosition' ].value.copy( sun );
}
this.initReSize = function(object){
window.addEventListener('resize', function () {
diff --git a/static/js/object/Sky.js b/static/js/object/Sky.js
new file mode 100644
index 0000000..650b32f
--- /dev/null
+++ b/static/js/object/Sky.js
@@ -0,0 +1,219 @@
+import {
+ BackSide,
+ BoxGeometry,
+ Mesh,
+ ShaderMaterial,
+ UniformsUtils,
+ Vector3
+} from '../three.module.js';
+
+/**
+ * Based on "A Practical Analytic Model for Daylight"
+ * aka The Preetham Model, the de facto standard analytic skydome model
+ * https://www.researchgate.net/publication/220720443_A_Practical_Analytic_Model_for_Daylight
+ *
+ * First implemented by Simon Wallner
+ * http://www.simonwallner.at/projects/atmospheric-scattering
+ *
+ * Improved by Martin Upitis
+ * http://blenderartists.org/forum/showthread.php?245954-preethams-sky-impementation-HDR
+ *
+ * Three.js integration by zz85 http://twitter.com/blurspline
+*/
+
+class Sky extends Mesh {
+
+ constructor() {
+
+ const shader = Sky.SkyShader;
+
+ const material = new ShaderMaterial( {
+ name: 'SkyShader',
+ fragmentShader: shader.fragmentShader,
+ vertexShader: shader.vertexShader,
+ uniforms: UniformsUtils.clone( shader.uniforms ),
+ side: BackSide,
+ depthWrite: false
+ } );
+
+ super( new BoxGeometry( 1, 1, 1 ), material );
+
+ }
+
+}
+
+Sky.prototype.isSky = true;
+
+Sky.SkyShader = {
+
+ uniforms: {
+ 'turbidity': { value: 2 },
+ 'rayleigh': { value: 1 },
+ 'mieCoefficient': { value: 0.005 },
+ 'mieDirectionalG': { value: 0.8 },
+ 'sunPosition': { value: new Vector3() },
+ 'up': { value: new Vector3( 0, 1, 0 ) }
+ },
+
+ vertexShader: /* glsl */`
+ uniform vec3 sunPosition;
+ uniform float rayleigh;
+ uniform float turbidity;
+ uniform float mieCoefficient;
+ uniform vec3 up;
+
+ varying vec3 vWorldPosition;
+ varying vec3 vSunDirection;
+ varying float vSunfade;
+ varying vec3 vBetaR;
+ varying vec3 vBetaM;
+ varying float vSunE;
+
+ // constants for atmospheric scattering
+ const float e = 2.71828182845904523536028747135266249775724709369995957;
+ const float pi = 3.141592653589793238462643383279502884197169;
+
+ // wavelength of used primaries, according to preetham
+ const vec3 lambda = vec3( 680E-9, 550E-9, 450E-9 );
+ // this pre-calcuation replaces older TotalRayleigh(vec3 lambda) function:
+ // (8.0 * pow(pi, 3.0) * pow(pow(n, 2.0) - 1.0, 2.0) * (6.0 + 3.0 * pn)) / (3.0 * N * pow(lambda, vec3(4.0)) * (6.0 - 7.0 * pn))
+ const vec3 totalRayleigh = vec3( 5.804542996261093E-6, 1.3562911419845635E-5, 3.0265902468824876E-5 );
+
+ // mie stuff
+ // K coefficient for the primaries
+ const float v = 4.0;
+ const vec3 K = vec3( 0.686, 0.678, 0.666 );
+ // MieConst = pi * pow( ( 2.0 * pi ) / lambda, vec3( v - 2.0 ) ) * K
+ const vec3 MieConst = vec3( 1.8399918514433978E14, 2.7798023919660528E14, 4.0790479543861094E14 );
+
+ // earth shadow hack
+ // cutoffAngle = pi / 1.95;
+ const float cutoffAngle = 1.6110731556870734;
+ const float steepness = 1.5;
+ const float EE = 1000.0;
+
+ float sunIntensity( float zenithAngleCos ) {
+ zenithAngleCos = clamp( zenithAngleCos, -1.0, 1.0 );
+ return EE * max( 0.0, 1.0 - pow( e, -( ( cutoffAngle - acos( zenithAngleCos ) ) / steepness ) ) );
+ }
+
+ vec3 totalMie( float T ) {
+ float c = ( 0.2 * T ) * 10E-18;
+ return 0.434 * c * MieConst;
+ }
+
+ void main() {
+
+ vec4 worldPosition = modelMatrix * vec4( position, 1.0 );
+ vWorldPosition = worldPosition.xyz;
+
+ gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
+ gl_Position.z = gl_Position.w; // set z to camera.far
+
+ vSunDirection = normalize( sunPosition );
+
+ vSunE = sunIntensity( dot( vSunDirection, up ) );
+
+ vSunfade = 1.0 - clamp( 1.0 - exp( ( sunPosition.y / 450000.0 ) ), 0.0, 1.0 );
+
+ float rayleighCoefficient = rayleigh - ( 1.0 * ( 1.0 - vSunfade ) );
+
+ // extinction (absorbtion + out scattering)
+ // rayleigh coefficients
+ vBetaR = totalRayleigh * rayleighCoefficient;
+
+ // mie coefficients
+ vBetaM = totalMie( turbidity ) * mieCoefficient;
+
+ }`,
+
+ fragmentShader: /* glsl */`
+ varying vec3 vWorldPosition;
+ varying vec3 vSunDirection;
+ varying float vSunfade;
+ varying vec3 vBetaR;
+ varying vec3 vBetaM;
+ varying float vSunE;
+
+ uniform float mieDirectionalG;
+ uniform vec3 up;
+
+ const vec3 cameraPos = vec3( 0.0, 0.0, 0.0 );
+
+ // constants for atmospheric scattering
+ const float pi = 3.141592653589793238462643383279502884197169;
+
+ const float n = 1.0003; // refractive index of air
+ const float N = 2.545E25; // number of molecules per unit volume for air at 288.15K and 1013mb (sea level -45 celsius)
+
+ // optical length at zenith for molecules
+ const float rayleighZenithLength = 8.4E3;
+ const float mieZenithLength = 1.25E3;
+ // 66 arc seconds -> degrees, and the cosine of that
+ const float sunAngularDiameterCos = 0.999956676946448443553574619906976478926848692873900859324;
+
+ // 3.0 / ( 16.0 * pi )
+ const float THREE_OVER_SIXTEENPI = 0.05968310365946075;
+ // 1.0 / ( 4.0 * pi )
+ const float ONE_OVER_FOURPI = 0.07957747154594767;
+
+ float rayleighPhase( float cosTheta ) {
+ return THREE_OVER_SIXTEENPI * ( 1.0 + pow( cosTheta, 2.0 ) );
+ }
+
+ float hgPhase( float cosTheta, float g ) {
+ float g2 = pow( g, 2.0 );
+ float inverse = 1.0 / pow( 1.0 - 2.0 * g * cosTheta + g2, 1.5 );
+ return ONE_OVER_FOURPI * ( ( 1.0 - g2 ) * inverse );
+ }
+
+ void main() {
+
+ vec3 direction = normalize( vWorldPosition - cameraPos );
+
+ // optical length
+ // cutoff angle at 90 to avoid singularity in next formula.
+ float zenithAngle = acos( max( 0.0, dot( up, direction ) ) );
+ float inverse = 1.0 / ( cos( zenithAngle ) + 0.15 * pow( 93.885 - ( ( zenithAngle * 180.0 ) / pi ), -1.253 ) );
+ float sR = rayleighZenithLength * inverse;
+ float sM = mieZenithLength * inverse;
+
+ // combined extinction factor
+ vec3 Fex = exp( -( vBetaR * sR + vBetaM * sM ) );
+
+ // in scattering
+ float cosTheta = dot( direction, vSunDirection );
+
+ float rPhase = rayleighPhase( cosTheta * 0.5 + 0.5 );
+ vec3 betaRTheta = vBetaR * rPhase;
+
+ float mPhase = hgPhase( cosTheta, mieDirectionalG );
+ vec3 betaMTheta = vBetaM * mPhase;
+
+ vec3 Lin = pow( vSunE * ( ( betaRTheta + betaMTheta ) / ( vBetaR + vBetaM ) ) * ( 1.0 - Fex ), vec3( 1.5 ) );
+ Lin *= mix( vec3( 1.0 ), pow( vSunE * ( ( betaRTheta + betaMTheta ) / ( vBetaR + vBetaM ) ) * Fex, vec3( 1.0 / 2.0 ) ), clamp( pow( 1.0 - dot( up, vSunDirection ), 5.0 ), 0.0, 1.0 ) );
+
+ // nightsky
+ float theta = acos( direction.y ); // elevation --> y-axis, [-pi/2, pi/2]
+ float phi = atan( direction.z, direction.x ); // azimuth --> x-axis [-pi/2, pi/2]
+ vec2 uv = vec2( phi, theta ) / vec2( 2.0 * pi, pi ) + vec2( 0.5, 0.0 );
+ vec3 L0 = vec3( 0.1 ) * Fex;
+
+ // composition + solar disc
+ float sundisk = smoothstep( sunAngularDiameterCos, sunAngularDiameterCos + 0.00002, cosTheta );
+ L0 += ( vSunE * 19000.0 * Fex ) * sundisk;
+
+ vec3 texColor = ( Lin + L0 ) * 0.04 + vec3( 0.0, 0.0003, 0.00075 );
+
+ vec3 retColor = pow( texColor, vec3( 1.0 / ( 1.2 + ( 1.2 * vSunfade ) ) ) );
+
+ gl_FragColor = vec4( retColor, 1.0 );
+
+ #include <tonemapping_fragment>
+ #include <encodings_fragment>
+
+ }`
+
+};
+
+export { Sky };
diff --git a/static/js/object/StoreShelf.js b/static/js/object/StoreShelf.js
index fcf42b0..c583ea0 100644
--- a/static/js/object/StoreShelf.js
+++ b/static/js/object/StoreShelf.js
@@ -15,10 +15,10 @@
this.rackWidth = 3;//鏀灦鐨勫搴︼紝榛樿璁惧畾涓�3
// 鏉愯川
- let shelfMat = new THREE.MeshLambertMaterial({
+ let shelfMat = new THREE.MeshPhysicalMaterial({
color: 0x175EC0,
transparent: true,
- opacity: 0.6
+ opacity: 0.7
});
//瀹氫箟涓�涓粍鍚堜綋
let group = new THREE.Group();
--
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