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专业的建站公司服务,做网站是用什么技术的,创网站 灵感,中国协会网站建设方案效果效果官方案例 区别#xff1a;官方的案例更像一个镜子 没有纹理等属性 也没有透明度修改 根据源码进行修改为 MeshStandardMaterial实现反射 使用案例 createReflector() {const plane this.helper.create.plane(2, 2);this.helper.add(plane.mesh);plane.mesh.rotat…效果效果官方案例 区别官方的案例更像一个镜子 没有纹理等属性 也没有透明度修改 根据源码进行修改为 MeshStandardMaterial实现反射 使用案例 createReflector() {const plane this.helper.create.plane(2, 2);this.helper.add(plane.mesh);plane.mesh.rotateX(Math.PI / -2);plane.mesh.position.y - 0.5;const material plane.mesh.material;console.log(material);plane.mesh.material new THREE.MeshStandardMaterial({map: this.helper.loadTexture(/public/textures/wallhaven-kxj3l1_840x840.png,(t) {t.colorSpace THREE.SRGBColorSpace;}),transparent: true,opacity: 0.3,});addReflectorEffect(plane.mesh);{const plane this.helper.create.plane(100, 100);this.helper.add(plane.mesh);plane.mesh.rotateY(Math.PI / 2);plane.mesh.position.x - 1.5;plane.mesh.material new THREE.MeshStandardMaterial({map: this.helper.loadTexture(/public/textures/building.png,(t) {t.colorSpace THREE.SRGBColorSpace;}),normalMap: this.helper.loadTexture(/public/textures/wallhaven-kxj3l1_840x840.png,(t) {t.colorSpace THREE.SRGBColorSpace;}),});addReflectorEffect(plane.mesh);}}源码 import {Color,Matrix4,Mesh,PerspectiveCamera,Plane,ShaderMaterial,UniformsUtils,Vector3,Vector4,WebGLRenderTarget,HalfFloatType, } from three;class Reflector extends Mesh {constructor(geometry, options {}) {super(geometry);this.isReflector true;this.type Reflector;this.camera new PerspectiveCamera();const scope this;const color options.color ! undefined? new Color(options.color): new Color(0x7f7f7f);const textureWidth options.textureWidth || 512;const textureHeight options.textureHeight || 512;const clipBias options.clipBias || 0;const shader options.shader || Reflector.ReflectorShader;const multisample options.multisample ! undefined ? options.multisample : 4;//const reflectorPlane new Plane();const normal new Vector3();const reflectorWorldPosition new Vector3();const cameraWorldPosition new Vector3();const rotationMatrix new Matrix4();const lookAtPosition new Vector3(0, 0, -1);const clipPlane new Vector4();const view new Vector3();const target new Vector3();const q new Vector4();const textureMatrix new Matrix4();const virtualCamera this.camera;const renderTarget new WebGLRenderTarget(textureWidth,textureHeight,{ samples: multisample, type: HalfFloatType });const material new ShaderMaterial({name: shader.name ! undefined ? shader.name : unspecified,uniforms: UniformsUtils.clone(shader.uniforms),fragmentShader: shader.fragmentShader,vertexShader: shader.vertexShader,transparent: true,});material.uniforms[tDiffuse].value renderTarget.texture;material.uniforms[_opacity].value options.opacity || 1;material.uniforms[color].value color;material.uniforms[textureMatrix].value textureMatrix;this.material material;this.count 0;this.onBeforeRender (renderer, scene, camera) {this.count;// if (this.count % 4 0) {// return;// }reflectorWorldPosition.setFromMatrixPosition(scope.matrixWorld);cameraWorldPosition.setFromMatrixPosition(camera.matrixWorld);rotationMatrix.extractRotation(scope.matrixWorld);normal.set(0, 0, 1);normal.applyMatrix4(rotationMatrix);view.subVectors(reflectorWorldPosition, cameraWorldPosition);// Avoid rendering when reflector is facing awayif (view.dot(normal) 0) return;view.reflect(normal).negate();view.add(reflectorWorldPosition);rotationMatrix.extractRotation(camera.matrixWorld);lookAtPosition.set(0, 0, -1);lookAtPosition.applyMatrix4(rotationMatrix);lookAtPosition.add(cameraWorldPosition);target.subVectors(reflectorWorldPosition, lookAtPosition);target.reflect(normal).negate();target.add(reflectorWorldPosition);virtualCamera.position.copy(view);virtualCamera.up.set(0, 1, 0);virtualCamera.up.applyMatrix4(rotationMatrix);virtualCamera.up.reflect(normal);virtualCamera.lookAt(target);virtualCamera.far camera.far; // Used in WebGLBackgroundvirtualCamera.updateMatrixWorld();virtualCamera.projectionMatrix.copy(camera.projectionMatrix);// Update the texture matrixtextureMatrix.set(0.5,0.0,0.0,0.5,0.0,0.5,0.0,0.5,0.0,0.0,0.5,0.5,0.0,0.0,0.0,1.0);textureMatrix.multiply(virtualCamera.projectionMatrix);textureMatrix.multiply(virtualCamera.matrixWorldInverse);textureMatrix.multiply(scope.matrixWorld);// Now update projection matrix with new clip plane, implementing code from: http://www.terathon.com/code/oblique.html// Paper explaining this technique: http://www.terathon.com/lengyel/Lengyel-Oblique.pdfreflectorPlane.setFromNormalAndCoplanarPoint(normal,reflectorWorldPosition);reflectorPlane.applyMatrix4(virtualCamera.matrixWorldInverse);clipPlane.set(reflectorPlane.normal.x,reflectorPlane.normal.y,reflectorPlane.normal.z,reflectorPlane.constant);const projectionMatrix virtualCamera.projectionMatrix;q.x (Math.sign(clipPlane.x) projectionMatrix.elements[8]) /projectionMatrix.elements[0];q.y (Math.sign(clipPlane.y) projectionMatrix.elements[9]) /projectionMatrix.elements[5];q.z -1.0;q.w (1.0 projectionMatrix.elements[10]) /projectionMatrix.elements[14];// Calculate the scaled plane vectorclipPlane.multiplyScalar(2.0 / clipPlane.dot(q));// Replacing the third row of the projection matrixprojectionMatrix.elements[2] clipPlane.x;projectionMatrix.elements[6] clipPlane.y;projectionMatrix.elements[10] clipPlane.z 1.0 - clipBias;projectionMatrix.elements[14] clipPlane.w;// Renderscope.visible false;const currentRenderTarget renderer.getRenderTarget();const currentXrEnabled renderer.xr.enabled;const currentShadowAutoUpdate renderer.shadowMap.autoUpdate;renderer.xr.enabled false; // Avoid camera modificationrenderer.shadowMap.autoUpdate false; // Avoid re-computing shadowsrenderer.setRenderTarget(renderTarget);renderer.state.buffers.depth.setMask(true); // make sure the depth buffer is writable so it can be properly cleared, see #18897if (renderer.autoClear false) renderer.clear();// filteroptions.filter.forEach((name) {const mesh scene.getObjectByName(name);mesh.visible false;});renderer.render(scene, virtualCamera);options.filter.forEach((name) {const mesh scene.getObjectByName(name);mesh.visible true;});renderer.xr.enabled currentXrEnabled;renderer.shadowMap.autoUpdate currentShadowAutoUpdate;renderer.setRenderTarget(currentRenderTarget);// Restore viewportconst viewport camera.viewport;if (viewport ! undefined) {renderer.state.viewport(viewport);}scope.visible true;};this.getRenderTarget function () {return renderTarget;};this.dispose function () {renderTarget.dispose();scope.material.dispose();};} }Reflector.ReflectorShader {name: ReflectorShader,uniforms: {color: {value: null,},tDiffuse: {value: null,},textureMatrix: {value: null,},_opacity: {value: null,},},vertexShader: /* glsl */ uniform mat4 textureMatrix;varying vec4 vUv;#include common#include logdepthbuf_pars_vertexvoid main() {vUv textureMatrix * vec4( position, 1.0 );gl_Position projectionMatrix * modelViewMatrix * vec4( position, 1.0 );#include logdepthbuf_vertex},fragmentShader: /* glsl */ uniform vec3 color;uniform float _opacity;uniform sampler2D tDiffuse;varying vec4 vUv;#include logdepthbuf_pars_fragmentfloat blendOverlay( float base, float blend ) {return( base 0.5 ? ( 2.0 * base * blend ) : ( 1.0 - 2.0 * ( 1.0 - base ) * ( 1.0 - blend ) ) );}vec3 blendOverlay( vec3 base, vec3 blend ) {return vec3( blendOverlay( base.r, blend.r ), blendOverlay( base.g, blend.g ), blendOverlay( base.b, blend.b ) );}void main() {#include logdepthbuf_fragmentvec4 base texture2DProj( tDiffuse, vUv );gl_FragColor vec4( base.rgb , 0.1 );#include tonemapping_fragment#include colorspace_fragment}, };export { Reflector };/*** description: 为mesh的材质增加反光效果* param {*} mesh* return {*}*/ export function addReflectorEffect(mesh, options { filter: [] }) {const material mesh.material;// material.isReflector true;// material.type Reflector;const camera new PerspectiveCamera();const textureWidth options.textureWidth || 512;const textureHeight options.textureHeight || 512;const clipBias options.clipBias || 0;const shader options.shader || Reflector.ReflectorShader;const multisample options.multisample ! undefined ? options.multisample : 4;const reflectorPlane new Plane();const normal new Vector3();const reflectorWorldPosition new Vector3();const cameraWorldPosition new Vector3();const rotationMatrix new Matrix4();const lookAtPosition new Vector3(0, 0, -1);const clipPlane new Vector4();const view new Vector3();const target new Vector3();const q new Vector4();const textureMatrix new Matrix4();const virtualCamera camera;const renderTarget new WebGLRenderTarget(textureWidth, textureHeight, {samples: multisample,type: HalfFloatType,});const appendUniforms {refDiffuse: { value: renderTarget.texture },// refOpacity: { value: options.opacity || 1 },refTextureMatrix: { value: textureMatrix },};material.onBeforeCompile (shader) {console.log(shader);Object.assign(shader.uniforms, appendUniforms);shader.vertexShader shader.vertexShader.replace(#include common,#include commonuniform mat4 refTextureMatrix;varying vec4 refUv;);shader.fragmentShader shader.fragmentShader.replace(#include common,#include commonuniform sampler2D refDiffuse;varying vec4 refUv;);shader.vertexShader shader.vertexShader.replace(#include begin_vertex,#include begin_vertexrefUv refTextureMatrix * vec4( position, 1.0 ););shader.fragmentShader shader.fragmentShader.replace(#include dithering_fragment,#include dithering_fragmentgl_FragColor.rgb texture2DProj( refDiffuse, refUv ).rgb;gl_FragColor.a ${options.opacity || 1.0};);// uniform sampler2D refDiffuse;// varying vec4 vUv;// console.log(shader.fragmentShader);};mesh.material.onBeforeRender (renderer, scene, camera) {reflectorWorldPosition.setFromMatrixPosition(mesh.matrixWorld);cameraWorldPosition.setFromMatrixPosition(camera.matrixWorld);rotationMatrix.extractRotation(mesh.matrixWorld);normal.set(0, 0, 1);normal.applyMatrix4(rotationMatrix);view.subVectors(reflectorWorldPosition, cameraWorldPosition);// Avoid rendering when reflector is facing awayif (view.dot(normal) 0) return;view.reflect(normal).negate();view.add(reflectorWorldPosition);rotationMatrix.extractRotation(camera.matrixWorld);lookAtPosition.set(0, 0, -1);lookAtPosition.applyMatrix4(rotationMatrix);lookAtPosition.add(cameraWorldPosition);target.subVectors(reflectorWorldPosition, lookAtPosition);target.reflect(normal).negate();target.add(reflectorWorldPosition);virtualCamera.position.copy(view);virtualCamera.up.set(0, 1, 0);virtualCamera.up.applyMatrix4(rotationMatrix);virtualCamera.up.reflect(normal);virtualCamera.lookAt(target);virtualCamera.far camera.far; // Used in WebGLBackgroundvirtualCamera.updateMatrixWorld();virtualCamera.projectionMatrix.copy(camera.projectionMatrix);// Update the texture matrixtextureMatrix.set(0.5,0.0,0.0,0.5,0.0,0.5,0.0,0.5,0.0,0.0,0.5,0.5,0.0,0.0,0.0,1.0);textureMatrix.multiply(virtualCamera.projectionMatrix);textureMatrix.multiply(virtualCamera.matrixWorldInverse);textureMatrix.multiply(mesh.matrixWorld);// Now update projection matrix with new clip plane, implementing code from: http://www.terathon.com/code/oblique.html// Paper explaining this technique: http://www.terathon.com/lengyel/Lengyel-Oblique.pdfreflectorPlane.setFromNormalAndCoplanarPoint(normal,reflectorWorldPosition);reflectorPlane.applyMatrix4(virtualCamera.matrixWorldInverse);clipPlane.set(reflectorPlane.normal.x,reflectorPlane.normal.y,reflectorPlane.normal.z,reflectorPlane.constant);const projectionMatrix virtualCamera.projectionMatrix;q.x (Math.sign(clipPlane.x) projectionMatrix.elements[8]) /projectionMatrix.elements[0];q.y (Math.sign(clipPlane.y) projectionMatrix.elements[9]) /projectionMatrix.elements[5];q.z -1.0;q.w (1.0 projectionMatrix.elements[10]) /projectionMatrix.elements[14];// Calculate the scaled plane vectorclipPlane.multiplyScalar(2.0 / clipPlane.dot(q));// Replacing the third row of the projection matrixprojectionMatrix.elements[2] clipPlane.x;projectionMatrix.elements[6] clipPlane.y;projectionMatrix.elements[10] clipPlane.z 1.0 - clipBias;projectionMatrix.elements[14] clipPlane.w;// Render// TODO : 于一体的反光 不能将自己隐去 只是不显示反射纹理mesh.visible false;const currentRenderTarget renderer.getRenderTarget();const currentXrEnabled renderer.xr.enabled;const currentShadowAutoUpdate renderer.shadowMap.autoUpdate;renderer.xr.enabled false; // Avoid camera modificationrenderer.shadowMap.autoUpdate false; // Avoid re-computing shadowsrenderer.setRenderTarget(renderTarget);renderer.state.buffers.depth.setMask(true); // make sure the depth buffer is writable so it can be properly cleared, see #18897if (renderer.autoClear false) renderer.clear();// filteroptions.filter.forEach((name) {const mesh scene.getObjectByName(name);mesh.visible false;});renderer.render(scene, virtualCamera);options.filter.forEach((name) {const mesh scene.getObjectByName(name);mesh.visible true;});renderer.xr.enabled currentXrEnabled;renderer.shadowMap.autoUpdate currentShadowAutoUpdate;renderer.setRenderTarget(currentRenderTarget);// Restore viewportconst viewport camera.viewport;if (viewport ! undefined) {renderer.state.viewport(viewport);}mesh.visible true;}; }
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