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lineBase.html
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<!DOCTYPE html>
<html lang="en">
<head>
<meta charset="UTF-8" />
<meta name="viewport" content="width=device-width, initial-scale=1.0" />
<title>Document</title>
<style>
#canvas {
position: absolute;
background-color: black;
height: 800px;
width: 800px;
}
</style>
</head>
<body>
<div id="canvas"></div>
<script type="importmap">
{
"imports": {
"three": "../node_modules/three/build/three.module.js",
"three/addons/": "../node_modules/three/examples/jsm/"
}
}
</script>
<script type="module">
import * as THREE from '../node_modules/three/build/three.module.js';
import { EffectComposer } from 'three/addons/postprocessing/EffectComposer.js';
import { RenderPass } from 'three/addons/postprocessing/RenderPass.js';
import { BloomPass } from 'three/addons/postprocessing/BloomPass.js';
import { OutputPass } from 'three/addons/postprocessing/OutputPass.js';
import ThreeBase from './ThreeBase.js';
class MyEarth extends ThreeBase {
constructor() {
super();
// this.isAxis = true;
// this.isStats = true;
this.speed = 0.005;
}
animate() {
if (this.isStats && this.stats) {
this.stats.update();
}
if (this.controls) {
this.controls.update();
}
if (this.materials) {
this.materials.forEach((m) => {
m.uniforms.uTime.value += this.speed;
if (m.uniforms.uTime.value > 1) {
m.uniforms.uTime.value = 0;
}
});
}
if (this.composer) {
//必须关闭autoClear,避免渲染效果被清除
this.renderer.autoClear = false;
this.renderer.clear();
this.composer.render();
this.renderer.clearDepth();
}
this.renderer.render(this.scene, this.camera);
this.threeAnim = requestAnimationFrame(this.animate.bind(this));
}
initBloom() {
const params = {
threshold: 0,
strength: 0.5,
radius: 0.5,
exposure: 0.5
};
const renderScene = new RenderPass(this.scene, this.camera);
//strength = 1, kernelSize = 25, sigma = 4
//自身体积范围内发光
const bloomPass = new BloomPass(5, 20, 100);
bloomPass.threshold = params.threshold;
bloomPass.strength = params.strength;
bloomPass.radius = params.radius;
const composer = new EffectComposer(this.renderer);
composer.addPass(renderScene);
composer.addPass(bloomPass);
const outputPass = new OutputPass();
composer.addPass(outputPass);
this.composer = composer;
}
createChart(that) {
this.initBloom();
const commonUniforms = {
uFade: { value: new THREE.Vector2(0, 0.6) },
uOffset: { value: new THREE.Vector2(40, 20) }
};
{
const spline = new THREE.LineCurve3(
new THREE.Vector3(0, 0, that.height * 0.25),
new THREE.Vector3(0, 0, -that.height * 0.75)
);
const geometry = new THREE.TubeGeometry(spline, that.height, that.lineWidth, 8, false);
const vertexShader = `
varying vec2 vUv;
void main(void) {
vUv = uv;
gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);
}`;
const fragmentShader = `
varying vec2 vUv;
uniform float uSpeed;
uniform float uTime;
uniform vec2 uFade;
uniform vec3 uColor;
uniform float uDirection;
void main() {
vec3 color =uColor;
float s=0.0;
float v=0.0;
if(uDirection==1.0){
v=vUv.x;
s=-uTime*uSpeed;
}else{
v= -vUv.x;
s= -uTime*uSpeed;
}
float d=mod( (v + s) ,1.0) ;
if(d>uFade.y)discard;
else{
float alpha = smoothstep(uFade.x, uFade.y, d);
if (alpha < 0.0001) discard;
gl_FragColor = vec4(color,alpha);
}
} `;
const materials = [];
const amount = that.amount;
const step = (that.width - that.gap) / amount;
for (let i = 0; i < amount; i++) {
const c = new THREE.Color();
const v = i / amount;
c.setHSL(
THREE.MathUtils.lerp(that.hueStart, that.hueEnd, v),
1,
THREE.MathUtils.lerp(that.lightStart, that.lightEnd, v)
);
const material = new THREE.ShaderMaterial({
side: THREE.DoubleSide,
transparent: true,
uniforms: {
uColor: { value: c },
uTime: { value: THREE.MathUtils.lerp(-1, 1, Math.random()) },
uDirection: { value: i < amount * 0.5 ? 1 : 0 },
uSpeed: { value: THREE.MathUtils.lerp(1, 1.5, Math.random()) },
...commonUniforms
},
vertexShader: `varying vec2 vUv;
void main(void) {
vUv = uv;
gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);
}`,
fragmentShader
});
materials.push(material);
const mesh = new THREE.Mesh(geometry, material);
mesh.position.x = i * step + (i > amount * 0.5 - 1 ? that.gap : 0);
mesh.position.y = Math.random() * 5;
this.scene.add(mesh);
this.materials = materials;
}
}
this.setView(
{
x: 69.92134046248553,
y: 55.65132879983692,
z: 143.16624674469034
},
{
x: 28.513511345696614,
y: -11.789468097549857,
z: -3.654840471460444
}
);
}
}
var myEarth = new MyEarth();
window.myEarth = myEarth;
myEarth.initThree(document.getElementById('canvas'));
myEarth.createChart({
lineWidth: 0.5,
width: 88,
height: 400,
gap: 8,
amount: 20,
hueStart: 0.7,
hueEnd: 0.2,
lightStart: 0.5,
lightEnd: 1.0
});
</script>
</body>
</html>