let camera, scene, renderer const shadowHasAlpha = false //阴影是否考虑光透过透明材质 const planeGeo = new THREE.PlaneBufferGeometry(1, 1) const raycaster = new THREE.Raycaster() raycaster.linePrecision = 0 //不检测boxHelper const mouse = new THREE.Vector2() let needUpdateShadow, needsUpdateScene var BlurShader = { uniforms: { map: { value: null }, blurRadius: { value: new THREE.Vector2(1.0 / 512.0, 1.0 / 512.0) }, opacity: { value: 0 } }, vertexShader: [ 'varying vec2 vUv;', 'void main() {', ' vUv = uv;', ' gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );', '}' ].join('\n'), fragmentShader: [ 'uniform sampler2D map;', 'uniform vec2 resolution;', 'uniform float blurRadius;', 'uniform float opacity;', 'varying vec2 vUv;', 'void main() {', ' vec2 offset = blurRadius / resolution; ', ' vec4 sum = vec4( 0.0 );', ' sum += texture2D( map, vec2( vUv.x - 4.0 * offset.x, vUv.y ) ) * 0.051;', ' sum += texture2D( map, vec2( vUv.x - 3.0 * offset.x, vUv.y ) ) * 0.0918;', ' sum += texture2D( map, vec2( vUv.x - 2.0 * offset.x, vUv.y ) ) * 0.12245;', ' sum += texture2D( map, vec2( vUv.x - 1.0 * offset.x, vUv.y ) ) * 0.1531;', ' sum += texture2D( map, vec2( vUv.x, vUv.y ) ) * 0.1633;', ' sum += texture2D( map, vec2( vUv.x + 1.0 * offset.x, vUv.y ) ) * 0.1531;', ' sum += texture2D( map, vec2( vUv.x + 2.0 * offset.x, vUv.y ) ) * 0.12245;', ' sum += texture2D( map, vec2( vUv.x + 3.0 * offset.x, vUv.y ) ) * 0.0918;', ' sum += texture2D( map, vec2( vUv.x + 4.0 * offset.x, vUv.y ) ) * 0.051;', ' sum += texture2D( map, vec2( vUv.x , vUv.y - 4.0 * offset.y ) ) * 0.051;', ' sum += texture2D( map, vec2( vUv.x , vUv.y - 3.0 * offset.y) ) * 0.0918;', ' sum += texture2D( map, vec2( vUv.x , vUv.y - 2.0 * offset.y) ) * 0.12245;', ' sum += texture2D( map, vec2( vUv.x , vUv.y - 1.0 * offset.y ) ) * 0.1531;', ' sum += texture2D( map, vec2( vUv.x , vUv.y ) ) * 0.1633;', ' sum += texture2D( map, vec2( vUv.x , vUv.y + 1.0 * offset.y ) ) * 0.1531;', ' sum += texture2D( map, vec2( vUv.x , vUv.y + 2.0 * offset.y ) ) * 0.12245;', ' sum += texture2D( map, vec2( vUv.x , vUv.y + 3.0 * offset.y ) ) * 0.0918;', ' sum += texture2D( map, vec2( vUv.x , vUv.y + 4.0 * offset.y ) ) * 0.051;', ' gl_FragColor = sum / 2.0 ;', ' gl_FragColor.a *= opacity;', '}' ].join('\n') } var Viewer = function (index, dom) { this.index = index this.dom = dom this.camera = new THREE.PerspectiveCamera(setting.vfov) this.camera.position.set(0, 1, -1.5) this.control = new PanoramaControls(this.camera, this.dom) this.control.latMin = this.control.latMax = 0 //this.control.target.set(0,-1,0) this.setRenderer() this.scene = new THREE.Scene() this.scene.background = common.loadTexture('./assets/background.jpg') this.pointerDownPos this.active = false this.antialias = true this.clickTime = new Date().getTime() this.updateClock = new THREE.Clock() this.cardGroup = new THREE.Object3D() this.scene.add(this.cardGroup) this.cardGroup.name = 'cardGroup' this.autoMove = true this.bindEvents() this.preLoadCards() this.animate() } /* 同一时间,视线范围不能同时出现两张卡。也就是分布要根据视角范围变化,但是如果浏览器变宽导致的出现两张卡不算。 */ Viewer.prototype.preLoadCards = function () { let i = 10 while (i-- > 0) { this.addCard(true) } let add = () => { if (document.hidden) return this.addCard() setTimeout(add, 40000 * Math.random() * this.getDensity()) //当前视野中密度越小 添加越频繁 } add() document.addEventListener('visibilitychange', e => { if (!document.hidden) add() console.log('document.hidden', document.hidden) }) } Viewer.prototype.getDensity = function () { let frustumMatrix = new THREE.Matrix4() frustumMatrix.multiplyMatrices(this.camera.projectionMatrix, this.camera.matrixWorldInverse) let frustum = new THREE.Frustum() frustum.setFromProjectionMatrix(frustumMatrix) let count = this.cardGroup.children.filter(card => { return frustum.containsPoint(card.position) }).length let density = (count / (this.renderer.domElement.width * this.renderer.domElement.height)) * 1000 return density } Viewer.prototype.addCard = function (around) { let cardIndex = Math.floor(cardNames.length * Math.random()) common.loadTexture('./assets/out/' + cardNames[cardIndex].img, map => { /* let card = new THREE.Mesh(planeGeo, new THREE.MeshBasicMaterial({ map, transparent:true, opacity:0,side:2 })) */ let card = new THREE.Mesh( planeGeo, new THREE.ShaderMaterial({ uniforms: { map: { value: map, id: cardNames[cardIndex].id, name: cardNames[cardIndex].name }, resolution: { value: new THREE.Vector2( this.renderer.domElement.width, this.renderer.domElement.height ) }, blurRadius: { value: 0 }, //像素 opacity: { value: 0 } }, vertexShader: BlurShader.vertexShader, fragmentShader: BlurShader.fragmentShader, transparent: true, side: 2 }) ) Object.defineProperty(card.material, 'opacity', { get: function () { return card.material.uniforms.opacity.value }, set: function (e) { card.material.uniforms.opacity.value = e card.material.uniforms.blurRadius.value = math.linearClamp(e, [0, 0.4], [40, 0]) } }) let direction, far = setting.cards.far if (around) { //在四周所有方向都可生成,在一开始时需要 let n = 0.6 //范围0-1 越大越可能接近相机 far = far * (1 - n * Math.random()) //靠近一点 direction = new THREE.Vector3(0, 0, -1).applyEuler( new THREE.Euler(0, Math.PI * 2 * Math.random(), 0) ) } else { //仅在相机前方生成,因为相机往这个方向移动,最前方空缺 direction = new THREE.Vector3(0, 0, -1) .applyQuaternion(this.camera.quaternion) .applyEuler(new THREE.Euler(0, this.camera.hfov * (Math.random() - 0.5), 0)) } let h = (Math.random() * 2 - 1) * setting.cards.highest * 0.8 // *0.8是因为靠近后就会飞出视线 card.position .copy(this.camera.position) .add(direction.add(new THREE.Vector3(0, h, 0)).multiplyScalar(far)) card.scale.set(map.image.width / 500, map.image.height / 500, 1) this.cardGroup.add(card) card.transition = transitions.start( lerp.property(card.material, 'opacity', 1, e => { //console.log(e, card.uuid) }), setting.cards.fadeInDur ) }) } Viewer.prototype.removeCards = function () { //移除超过bound的卡 let needRemove = this.cardGroup.children.filter(card => { if (card.disToCam > setting.cards.far) { card.material.dispose() transitions.cancel(card.transition) //console.log('remove一张卡') return true } }) needRemove.forEach(card => card.parent.remove(card)) //needRemove.length>0 && console.log('当前存在卡数', this.cardGroup.children.length) } Viewer.prototype.update = function (deltaTime) { //绘制的时候同时更新 this.setSize() this.control.update(deltaTime) transitions.update(deltaTime) if (this.autoMove) { let direction = new THREE.Vector3(0, 0, -1).applyQuaternion(this.camera.quaternion) let moveSpeed = 0.8 this.camera.position.add(direction.multiplyScalar(deltaTime * moveSpeed)) } this.cardGroup.children.forEach(card => { card.quaternion.copy(this.camera.quaternion) let dis = card.position.clone().setY(0).distanceTo(this.camera.position.clone().setY(0)) if (!card.transition.running) { card.material.opacity = math.linearClamp( dis, [setting.cards.near, setting.cards.beginFadeNear], [0, 1] ) } card.disToCam = dis }) this.removeCards() var needsUpdate = 1 if (needsUpdate) { this.renderer.autoClear = true this.renderer.render(this.scene, this.camera) } } Viewer.prototype.bindEvents = function () { this.renderer.domElement.addEventListener('pointermove', this.onPointerMove.bind(this), false) this.renderer.domElement.addEventListener('pointerdown', this.onPointerDown.bind(this), false) this.renderer.domElement.addEventListener('pointerup', this.onPointerUp.bind(this), false) } Viewer.prototype.setRenderer = function () { try { ;((this.renderer = new THREE.WebGLRenderer({ canvas: $(this.dom).find('canvas')[0], antialias: true })), this.renderer.setPixelRatio(window.devicePixelRatio ? window.devicePixelRatio : 1), (this.renderer.autoClear = false)) this.renderer.setClearColor(0xffffff, 1) console.log('ContextCreated') //this.emit(Events.ContextCreated) } catch (e) { console.error('Unable to create a WebGL rendering context') } } Viewer.prototype.hasChanged = function () { //判断画面是否改变了,改变后需要更新一些东西 var copy = function () { this.previousState = { projectionMatrix: this.camera.projectionMatrix.clone(), //worldMatrix在control时归零了所以不用了吧,用position和qua也一样 position: this.camera.position.clone(), quaternion: this.camera.quaternion.clone(), //mouse: this.mouse.clone(), fov: this.camera.fov } }.bind(this) if (!this.previousState) { copy() return { cameraChanged: !0, changed: !0 } } var cameraChanged = !this.camera.projectionMatrix.equals(this.previousState.projectionMatrix) || !this.camera.position.equals(this.previousState.position) || !this.camera.quaternion.equals(this.previousState.quaternion) var changed = cameraChanged //|| !this.mouse.equals(this.previousState.mouse) copy() return { cameraChanged, changed } } Viewer.prototype.setSize = (function () { var w, h, pixelRatio return function () { if ( w != this.dom.clientWidth || h != this.dom.clientHeight || pixelRatio != window.devicePixelRatio ) { w = this.dom.clientWidth h = this.dom.clientHeight pixelRatio = window.devicePixelRatio this.camera.aspect = w / h this.camera.updateProjectionMatrix() this.renderer.setSize(w, h, false, pixelRatio) this.camera.hfov = cameraLight.getHFOVForCamera(this.camera, true) this.cardGroup.children.forEach(card => card.material.uniforms.resolution.value.set(w, h)) } } })() ;((Viewer.prototype.animate = function () { var deltaTime = Math.min(1, this.updateClock.getDelta()) this.update(deltaTime) //bus.emit('player/position/change', {x:this.position.x, y:this.position.z, lon: this.cameraControls.controls.panorama.lon}) window.requestAnimationFrame(this.animate.bind(this)) }), (Viewer.prototype.onPointerMove = function (event) { if (event.isPrimary === false) return mouse.x = (event.clientX / window.innerWidth) * 2 - 1 mouse.y = -(event.clientY / window.innerHeight) * 2 + 1 if (!this.pointerDownPos) this.checkIntersection() })) Viewer.prototype.onPointerDown = function (event) { if (event.isPrimary === false) return mouse.x = (event.clientX / window.innerWidth) * 2 - 1 mouse.y = -(event.clientY / window.innerHeight) * 2 + 1 this.pointerDownPos = mouse.clone() this.pointerDownTime = Date.now() } Viewer.prototype.onPointerUp = function (event) { if (event.isPrimary === false) return mouse.x = (event.clientX / window.innerWidth) * 2 - 1 mouse.y = -(event.clientY / window.innerHeight) * 2 + 1 let now = Date.now() if (mouse.distanceTo(this.pointerDownPos) < 0.006 && now - this.pointerDownTime < 1000) { //click //doubleClick /* var time = new Date().getTime(); if(time - this.clickTime < 300){ if(this.intersects.length){ console.log('doubleClick'); transitions.cancelById(0) transitions.start(lerp.vector(this.control.target, this.intersects[0].point), 600, null, 0 , easing.easeInOutQuad, null, Transitions.doubleClick); } } */ if (this.hoveredObject) { this.dispatchEvent({ type: 'clickObject', id: this.hoveredObject.material.uniforms.map.id }) } } this.pointerDownPos = null } Viewer.prototype.checkIntersection = function () { raycaster.setFromCamera(mouse, this.camera) raycaster.near = 2 const intersects = raycaster.intersectObject(this.cardGroup, true) var recover = () => { if (this.hoveredObject) { } } if (intersects.length > 0) { const hoveredObject = intersects[0].object if (this.hoveredObject != hoveredObject) { recover() this.dispatchEvent({ type: 'hoverObject', name: hoveredObject.material.uniforms.map.name }) this.hoveredObject = hoveredObject this.dom.style.cursor = 'pointer' } } else { recover() this.dispatchEvent({ type: 'mouseoutObject' }) this.dom.style.cursor = '' this.hoveredObject = null } this.intersects = intersects } Viewer.prototype.setAutoMove = function (state) { //设置相机飞行状态 this.autoMove = !!state } Object.assign(Viewer.prototype, THREE.EventDispatcher.prototype) //============ var startTime = new Date().getTime() var viewer = new Viewer(0, $('#player')[0])