three.js实现地球 外部扫描的着色器
three.js实现地球 外部扫描的着色器
https://threehub.cn/#/codeMirror?navigation=ThreeJS&classify=shader&id=earthScan
import * as THREE from 'three'
import { OrbitControls } from 'three/examples/jsm/controls/OrbitControls.js'
import { GUI } from 'three/examples/jsm/libs/lil-gui.module.min.js'
const box = document.getElementById('box')
const scene = new THREE.Scene()
const camera = new THREE.PerspectiveCamera(50, box.clientWidth / box.clientHeight, 0.1, 1000)
camera.position.set(0, 8, 8)
const renderer = new THREE.WebGLRenderer({ antialias: true, alpha: true, logarithmicDepthBuffer: true })
renderer.setSize(box.clientWidth, box.clientHeight)
box.appendChild(renderer.domElement)
const controls = new OrbitControls(camera, renderer.domElement)
controls.enableDamping = true
window.onresize = () => {
renderer.setSize(box.clientWidth, box.clientHeight)
camera.aspect = box.clientWidth / box.clientHeight
camera.updateProjectionMatrix()
}
const earthGeometry = new THREE.SphereGeometry(2.5, 32, 16)
const earthMaterial = new THREE.MeshBasicMaterial({ map: new THREE.TextureLoader().load(`https://file.threehub.cn/` + 'threeExamples/shader/earth1.jpg') })
const earth = new THREE.Mesh(earthGeometry, earthMaterial)
scene.add(earth)
const geometry = new THREE.SphereGeometry(3, 32, 16)
const material = new THREE.ShaderMaterial({
uniforms: {
iTime: { value: 0.0 },
pointNum: { value: new THREE.Vector2(64, 32) },
uColor: { value: new THREE.Color('#bbd9ec') }
},
transparent: true,
vertexShader: `
varying vec2 vUv;
void main(){
vUv=uv;
gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);
}`,
fragmentShader: `
float PI = acos(-1.0);
uniform vec3 uColor;
uniform vec2 pointNum;
uniform float iTime;
varying vec2 vUv;
void main(){
vec2 uv = vUv+ vec2(0.0, iTime);
float current = abs(sin(uv.y * PI) );
if(current < 0.99) {
current=current*0.5;
}
float d = distance(fract(uv * pointNum), vec2(0.5, 0.5));
if(d > current*0.2 ) {
discard;
} else {
gl_FragColor =vec4(uColor,current);
}
}`
})
const folder = new GUI()
folder.addColor(material.uniforms.uColor, 'value')
folder.add(material.uniforms.pointNum.value, 'x', 1, 128).name('pointNumX')
folder.add(material.uniforms.pointNum.value, 'y', 1, 128).name('pointNumY')
const sphere = new THREE.Mesh(geometry, material)
scene.add(sphere)
animate()
function animate() {
earth.rotation.y += 0.002
material.uniforms.iTime.value += 0.002
requestAnimationFrame(animate)
controls.update()
renderer.render(scene, camera)
}
/**
* 名称: 地球扫描
* 作者: 优雅永不过时 https://github.com/z2586300277
*/