使用Obj 模型 + shader 实线 加载 obj 格式文件加载到 scene中; 使用 ShaderMaterial 材质
var Shader = {
vertexShader: `
varying vec3 vp;
void main(){
vp = position;
gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);
}
`,
fragmentShader: `
varying vec3 vp;
uniform vec3 u_color;
uniform vec3 u_tcolor;
uniform float u_r;
uniform float u_length;
uniform float u_max;
float getLeng(float x, float y){
return sqrt((x-0.0)*(x-0.0)+(y-0.0)*(y-0.0));
}
void main(){
float uOpacity = 0.3;
vec3 vColor = u_color;
float uLength = getLeng(vp.x,vp.z);
if ( uLength <= u_r && uLength > u_r - u_length ) {
float op = sin( (u_r - uLength) / u_length ) ;
uOpacity = op;
if( vp.y<0.0){
vColor = u_color * op;
}else{
vColor = u_tcolor;
};
}
gl_FragColor = vec4(vColor,uOpacity);
}
`
}
var material = new THREE.ShaderMaterial({
vertexShader: Shader.vertexShader,
fragmentShader: Shader.fragmentShader,
side: THREE.DoubleSide,
uniforms: {
u_color: { value: new THREE.Color("#5588aa") },
u_tcolor: { value: new THREE.Color("#f55c1a") },
u_r: { value: 0.25 },
u_length: { value: 20 },//扫过区域
u_max: { value: 300 }//扫过最大值
},
transparent: true,
depthWrite: false,
});
//rennder
material.uniforms.u_r.value += dalte * 100;
if (material.uniforms.u_r.value >= 300) {
material.uniforms.u_r.value = 20
}
}