Three.js 实现海面效果
https://threehub.cn/#/codeMirror?navigation=ThreeJS&classify=shader&id=oceanShader
import * as THREE from 'three'
import { OrbitControls } from 'three/examples/jsm/controls/OrbitControls.js'
import { Water } from 'three/examples/jsm/objects/Water.js';
import { GUI } from 'three/examples/jsm/libs/lil-gui.module.min.js'
import { GLTFLoader } from 'three/examples/jsm/loaders/GLTFLoader.js'
const box = document.getElementById('box')
const scene = new THREE.Scene()
const camera = new THREE.PerspectiveCamera(50, box.clientWidth / box.clientHeight, 0.1, 1000000)
camera.position.set(6, 3, 15)
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
const waterGeometry = new THREE.PlaneGeometry(10000, 10000);
const water = new Water(
waterGeometry,
{
textureWidth: 512,
textureHeight: 512,
waterNormals: new THREE.TextureLoader().load( `https://file.threehub.cn/` + '/images/texture/waternormals.jpg', function (texture) {
texture.wrapS = texture.wrapT = THREE.RepeatWrapping;
}),
sunDirection: new THREE.Vector3(),
sunColor: 0xffffff,
waterColor: 0x001e0f,
distortionScale: 3.7,
fog: scene.fog !== undefined
}
);
water.rotation.x = - Math.PI / 2;
scene.add(water);
// 文件地址
const urls = [0, 1, 2, 3, 4, 5].map(k => (`https://file.threehub.cn/` + 'files/sky/skyBox0/' + (k + 1) + '.png'));
const textureCube = new THREE.CubeTextureLoader().load(urls);
scene.background = textureCube;
new GLTFLoader().load('https://z2586300277.github.io/3d-file-server/models/glb/wajueji.glb',
gltf => {
gltf.scene.traverse(child => {
if (child.isMesh) {
child.material.envMap = textureCube
}
})
scene.add(gltf.scene)
}
)
const gui = new GUI();
gui.addColor(water.material.uniforms['waterColor'], 'value').name('waterColor');
gui.addColor(water.material.uniforms['sunColor'], 'value').name('sunColor');
gui.add(water.material.uniforms['sunDirection'].value, 'x', - 1, 1).name('sunX');
animate()
function animate() {
water.material.uniforms['time'].value += 1.0 / 60.0;
requestAnimationFrame(animate)
controls.update()
renderer.render(scene, camera)
}
window.onresize = () => {
renderer.setSize(box.clientWidth, box.clientHeight)
camera.aspect = box.clientWidth / box.clientHeight
camera.updateProjectionMatrix()
}
/**
* title: Ocean Shader
* author: Elegant https://z2586300277.github.io/
*/