This commit is contained in:
nicomacbookpro
2025-08-21 13:23:36 +08:00
parent 98900d0ac0
commit 317300a4bb
3 changed files with 187 additions and 5 deletions

180
src/utils/plane_ocean.js Normal file
View File

@@ -0,0 +1,180 @@
import * as THREE from 'three'
let { PlaneGeometry, Mesh, ShaderMaterial } = THREE
let gu = { time: { value: 0 } }
let fragment = `
// #define WATER_COL vec3(0.0, 0.4453, 0.7305)
// #define WATER2_COL vec3(0.0, 0.4180, 0.6758)
// #define FOAM_COL vec3(0.8125, 0.9609, 0.9648)
// rgb(0,113,186)
// rgb(0,104,172)
// rgb(172,244,244)
#define WATER_COL vec3(0.0, 0.4453, 1.)
#define WATER2_COL vec3(0.0, 0.4180, 0.6758)
#define FOAM_COL vec3(0.8125, 0.9609, 0.9648)
#define M_2PI 6.283185307
#define M_6PI 18.84955592
varying vec2 v_uv;
uniform float time;
float circ(vec2 pos, vec2 c, float s)
{
c = abs(pos - c);
c = min(c, 1.0 - c);
return smoothstep(0.0, 0.002, sqrt(s) - sqrt(dot(c, c))) * -1.0;
}
// Foam pattern for the water constructed out of a series of circles
float waterlayer(vec2 uv)
{
uv = mod(uv, 1.0); // Clamp to [0..1]
float ret = 1.0;
ret += circ(uv, vec2(0.37378, 0.277169), 0.0268181);
ret += circ(uv, vec2(0.0317477, 0.540372), 0.0193742);
ret += circ(uv, vec2(0.430044, 0.882218), 0.0232337);
ret += circ(uv, vec2(0.641033, 0.695106), 0.0117864);
ret += circ(uv, vec2(0.0146398, 0.0791346), 0.0299458);
ret += circ(uv, vec2(0.43871, 0.394445), 0.0289087);
ret += circ(uv, vec2(0.909446, 0.878141), 0.028466);
ret += circ(uv, vec2(0.310149, 0.686637), 0.0128496);
ret += circ(uv, vec2(0.928617, 0.195986), 0.0152041);
ret += circ(uv, vec2(0.0438506, 0.868153), 0.0268601);
ret += circ(uv, vec2(0.308619, 0.194937), 0.00806102);
ret += circ(uv, vec2(0.349922, 0.449714), 0.00928667);
ret += circ(uv, vec2(0.0449556, 0.953415), 0.023126);
ret += circ(uv, vec2(0.117761, 0.503309), 0.0151272);
ret += circ(uv, vec2(0.563517, 0.244991), 0.0292322);
ret += circ(uv, vec2(0.566936, 0.954457), 0.00981141);
ret += circ(uv, vec2(0.0489944, 0.200931), 0.0178746);
ret += circ(uv, vec2(0.569297, 0.624893), 0.0132408);
ret += circ(uv, vec2(0.298347, 0.710972), 0.0114426);
ret += circ(uv, vec2(0.878141, 0.771279), 0.00322719);
ret += circ(uv, vec2(0.150995, 0.376221), 0.00216157);
ret += circ(uv, vec2(0.119673, 0.541984), 0.0124621);
ret += circ(uv, vec2(0.629598, 0.295629), 0.0198736);
ret += circ(uv, vec2(0.334357, 0.266278), 0.0187145);
ret += circ(uv, vec2(0.918044, 0.968163), 0.0182928);
ret += circ(uv, vec2(0.965445, 0.505026), 0.006348);
ret += circ(uv, vec2(0.514847, 0.865444), 0.00623523);
ret += circ(uv, vec2(0.710575, 0.0415131), 0.00322689);
ret += circ(uv, vec2(0.71403, 0.576945), 0.0215641);
ret += circ(uv, vec2(0.748873, 0.413325), 0.0110795);
ret += circ(uv, vec2(0.0623365, 0.896713), 0.0236203);
ret += circ(uv, vec2(0.980482, 0.473849), 0.00573439);
ret += circ(uv, vec2(0.647463, 0.654349), 0.0188713);
ret += circ(uv, vec2(0.651406, 0.981297), 0.00710875);
ret += circ(uv, vec2(0.428928, 0.382426), 0.0298806);
ret += circ(uv, vec2(0.811545, 0.62568), 0.00265539);
ret += circ(uv, vec2(0.400787, 0.74162), 0.00486609);
ret += circ(uv, vec2(0.331283, 0.418536), 0.00598028);
ret += circ(uv, vec2(0.894762, 0.0657997), 0.00760375);
ret += circ(uv, vec2(0.525104, 0.572233), 0.0141796);
ret += circ(uv, vec2(0.431526, 0.911372), 0.0213234);
ret += circ(uv, vec2(0.658212, 0.910553), 0.000741023);
ret += circ(uv, vec2(0.514523, 0.243263), 0.0270685);
ret += circ(uv, vec2(0.0249494, 0.252872), 0.00876653);
ret += circ(uv, vec2(0.502214, 0.47269), 0.0234534);
ret += circ(uv, vec2(0.693271, 0.431469), 0.0246533);
ret += circ(uv, vec2(0.415, 0.884418), 0.0271696);
ret += circ(uv, vec2(0.149073, 0.41204), 0.00497198);
ret += circ(uv, vec2(0.533816, 0.897634), 0.00650833);
ret += circ(uv, vec2(0.0409132, 0.83406), 0.0191398);
ret += circ(uv, vec2(0.638585, 0.646019), 0.0206129);
ret += circ(uv, vec2(0.660342, 0.966541), 0.0053511);
ret += circ(uv, vec2(0.513783, 0.142233), 0.00471653);
ret += circ(uv, vec2(0.124305, 0.644263), 0.00116724);
ret += circ(uv, vec2(0.99871, 0.583864), 0.0107329);
ret += circ(uv, vec2(0.894879, 0.233289), 0.00667092);
ret += circ(uv, vec2(0.246286, 0.682766), 0.00411623);
ret += circ(uv, vec2(0.0761895, 0.16327), 0.0145935);
ret += circ(uv, vec2(0.949386, 0.802936), 0.0100873);
ret += circ(uv, vec2(0.480122, 0.196554), 0.0110185);
ret += circ(uv, vec2(0.896854, 0.803707), 0.013969);
ret += circ(uv, vec2(0.292865, 0.762973), 0.00566413);
ret += circ(uv, vec2(0.0995585, 0.117457), 0.00869407);
ret += circ(uv, vec2(0.377713, 0.00335442), 0.0063147);
ret += circ(uv, vec2(0.506365, 0.531118), 0.0144016);
ret += circ(uv, vec2(0.408806, 0.894771), 0.0243923);
ret += circ(uv, vec2(0.143579, 0.85138), 0.00418529);
ret += circ(uv, vec2(0.0902811, 0.181775), 0.0108896);
ret += circ(uv, vec2(0.780695, 0.394644), 0.00475475);
ret += circ(uv, vec2(0.298036, 0.625531), 0.00325285);
ret += circ(uv, vec2(0.218423, 0.714537), 0.00157212);
ret += circ(uv, vec2(0.658836, 0.159556), 0.00225897);
ret += circ(uv, vec2(0.987324, 0.146545), 0.0288391);
ret += circ(uv, vec2(0.222646, 0.251694), 0.00092276);
ret += circ(uv, vec2(0.159826, 0.528063), 0.00605293);
return max(ret, 0.0);
}
// Procedural texture generation for the water
vec3 water(vec2 uv, vec3 cdir)
{
uv *= vec2(0.85);
// Parallax height distortion with two directional waves at
// slightly different angles.
vec2 a = 0.025 * cdir.xz / cdir.y; // Parallax offset
float h = sin(uv.x + time); // Height at UV
uv += a * h;
h = sin(0.841471 * uv.x - 0.540302 * uv.y + time);
uv += a * h;
// Texture distortion
float d1 = mod(uv.x + uv.y, M_2PI);
float d2 = mod((uv.x + uv.y + 0.25) * 1.3, M_6PI);
d1 = time * 0.07 + d1;
d2 = time * 0.5 + d2;
vec2 dist = vec2(
sin(d1) * 0.15 + sin(d2) * 0.05,
cos(d1) * 0.15 + cos(d2) * 0.05
);
vec3 ret = mix(WATER_COL, WATER2_COL, waterlayer(uv + dist.xy));
ret = mix(ret, FOAM_COL, waterlayer(vec2(1.0) - uv - dist.yx));
return ret;
}
void main()
{
gl_FragColor = vec4(water(v_uv/0.1, vec3(1,0.1,1)),1);
}
`
let vertexShader = `
varying vec2 v_uv;
uniform float time;
varying float vHeight;
vec3 moveWave(vec3 p) {
float waveHeight = 0.0;
float k = 360.0 / 200.67;
// Wave 1
float angle1 = mod(50.0 * time + -1.0 * p.x * k + -2.0 * p.z * k, 360.0) * 3.14159 / 180.0;
waveHeight += 3.0 * sin(angle1);
// Wave 2
float angle2 = mod(25.0 * time + -3.0 * p.x * k, 360.0) * 3.14159 / 180.0;
waveHeight += 2.0 * sin(angle2);
return vec3(p.x, waveHeight, p.z);
}
void main(){
v_uv = uv;
gl_Position = projectionMatrix * modelViewMatrix * vec4( moveWave(position), 1.0 );
}`;
const sm = new ShaderMaterial({
vertexShader,
fragmentShader: fragment,
uniforms: {
time: gu.time
}
});
// 创建海面
const oceanGeometry = new PlaneGeometry(50, 50, 5, 5);
oceanGeometry.rotateX(-Math.PI / 2);
const ocean = new Mesh(oceanGeometry, sm);
export { ocean }

View File

@@ -93,8 +93,8 @@ function createDashedLinesForBall(
// let light = new THREE.DirectionalLight(0xffffff, 0.25);
// light.position.setScalar(1);
// scene.add(light);
let light = new THREE.AmbientLight(0xffffff, 0.75);
scene.add(light);
// let light = new THREE.AmbientLight(0xffffff, 0.75);
// scene.add(light);
// 创建箭头
const dir = new THREE.Vector3();
// if (direction === "down") dir.set(0, -1, 0);

View File

@@ -57,6 +57,7 @@ import { drawAxes } from "@/utils/three.js";
import { connectWebsocket, closeWebsocket } from "@/utils/websocket.js";
import { planeGrass } from "@/utils/plane_grass.js";
import { planeDesert } from "@/utils/plane_desert.js";
import { ocean } from "@/utils/plane_ocean.js";
export default {
name: 'Home',
props: {
@@ -261,9 +262,10 @@ export default {
this.onBallClick(falg, val)
})
this.legendList = this.demo1.getGroups()
planeDesert.position.set(25, 2, 25)
this.demo1.scene.add(planeDesert)
// planeDesert.position.set(25, 2, 25)
// this.demo1.scene.add(planeDesert)
ocean.position.set(25, 5, 25)
this.demo1.scene.add(ocean)
},
beforeDestroy() {
if (this.demo1) {