Three.js: 显示自定义的中文字体
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<title>three.js R125 显示中文</title>
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<meta name="Keywords" content="塗聚文,捷為工作室,万年历,万年历查询,黄历,黄历查询,塗聚文,捷為工作室" />
<meta name="Description" content="塗聚文,捷為工作室,信息流,物流,人力资源流,资本流的系统解决方案的开发与设计. " />
<meta name="author" content="geovindu,塗聚文,Geovin Du" />
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<div id="info"><a href="https://threejs.org" target="_blank" rel="noopener">three.js</a> - custom attributes example</div>
<div id="container"></div>
<script type="x-shader/x-vertex" id="vertexshader">
uniform float amplitude;
attribute vec3 displacement;
attribute vec3 customColor;
varying vec3 vColor;
void main() {
vec3 newPosition = position + amplitude * displacement;
vColor = customColor;
gl_Position = projectionMatrix * modelViewMatrix * vec4( newPosition, 1.0 );
}
</script>
<script type="x-shader/x-fragment" id="fragmentshader">
uniform vec3 color;
uniform float opacity;
varying vec3 vColor;
void main() {
gl_FragColor = vec4( vColor * color, opacity );
}
</script>
<script type="module">import * as THREE from '../build/three.module.js';
import Stats from './jsm/libs/stats.module.js';
let renderer, scene, camera, stats;
let line, uniforms;
const loader = new THREE.FontLoader();
loader.load( 'fonts/FZuanSu_regular.typeface.json', function ( font ) {
init( font );
animate();
} );
function init( font ) {
camera = new THREE.PerspectiveCamera( 30, window.innerWidth / window.innerHeight, 1, 10000 );
camera.position.z = 400;
scene = new THREE.Scene();
scene.background = new THREE.Color( 0x050505 );
uniforms = {
amplitude: { value: 5.0 },
opacity: { value: 0.3 },
color: { value: new THREE.Color( 0xffffff ) }
};
const shaderMaterial = new THREE.ShaderMaterial( {
uniforms: uniforms,
vertexShader: document.getElementById( 'vertexshader' ).textContent,
fragmentShader: document.getElementById( 'fragmentshader' ).textContent,
blending: THREE.AdditiveBlending,
depthTest: false,
transparent: true
} );
const geometry = new THREE.TextGeometry( '涂聚文学习three.js', {
font: font,
size: 50,
height: 15,
curveSegments: 10,
bevelThickness: 5,
bevelSize: 1.5,
bevelEnabled: true,
bevelSegments: 10,
} );
geometry.center();
const count = geometry.attributes.position.count;
const displacement = new THREE.Float32BufferAttribute( count * 3, 3 );
geometry.setAttribute( 'displacement', displacement );
const customColor = new THREE.Float32BufferAttribute( count * 3, 3 );
geometry.setAttribute( 'customColor', customColor );
const color = new THREE.Color( 0xffffff );
for ( let i = 0, l = customColor.count; i < l; i ++ ) {
color.setHSL( i / l, 0.5, 0.5 );
color.toArray( customColor.array, i * customColor.itemSize );
}
line = new THREE.Line( geometry, shaderMaterial );
line.rotation.x = 0.2;
scene.add( line );
renderer = new THREE.WebGLRenderer( { antialias: true } );
renderer.setPixelRatio( window.devicePixelRatio );
renderer.setSize( window.innerWidth, window.innerHeight );
const container = document.getElementById( 'container' );
container.appendChild( renderer.domElement );
stats = new Stats();
container.appendChild( stats.dom );
//
window.addEventListener( 'resize', onWindowResize );
}
function onWindowResize() {
camera.aspect = window.innerWidth / window.innerHeight;
camera.updateProjectionMatrix();
renderer.setSize( window.innerWidth, window.innerHeight );
}
function animate() {
requestAnimationFrame( animate );
render();
stats.update();
}
function render() {
const time = Date.now() * 0.001;
line.rotation.y = 0.25 * time;
uniforms.amplitude.value = Math.sin( 0.5 * time );
uniforms.color.value.offsetHSL( 0.0005, 0, 0 );
const attributes = line.geometry.attributes;
const array = attributes.displacement.array;
for ( let i = 0, l = array.length; i < l; i += 3 ) {
array[ i ] += 0.3 * ( 0.5 - Math.random() );
array[ i + 1 ] += 0.3 * ( 0.5 - Math.random() );
array[ i + 2 ] += 0.3 * ( 0.5 - Math.random() );
}
attributes.displacement.needsUpdate = true;
renderer.render( scene, camera );
}</script>
</body>
</html>


<!DOCTYPE html>
<html>
<head>
<meta charset="utf-8" />
<meta name="viewport" content="width=device-width, initial-scale=1.0, minimum-scale=1.0, maximum-scale=1.0, user-scalable=no" />
<meta name="apple-moible-web-app-capable" content="yes">
<meta name="apple-moible-web-app-status-bar-style" content="black">
<title>自定义字体</title>
<meta content=" Three.js r95 二元操作" name="keywords">
<meta content=" Three.js r95 二元操作" name="description">
<meta name="author" content="Geovin Du 涂聚文 塗聚文">
<link rel="shortcut icon" href="~/favicon.ico" type="image/x-icon" />
<link rel="icon" href="/favicon.ico" />
<link rel="bookmark" href="/favicon.ico" type="image/gif" />
<script type="text/javascript" charset="UTF-8" src="../libs/three/three.js"></script>
<script type="text/javascript" charset="UTF-8" src="../libs/three/controls/TrackballControls.js"></script>
<script type="text/javascript" src="../libs/util/Stats.js"></script>
<script type="text/javascript" src="../libs/util/dat.gui.js"></script>
<script type="text/javascript" src="js/util.js"></script>
<link rel="stylesheet" href="../css/default.css">
<script type="text/javascript">
// TODO: There is also a different way to do fonts now
function init() {
// use the defaults
var stats = initStats();
var renderer = initRenderer();
var camera = initCamera();
var scene = new THREE.Scene();
initDefaultLighting(scene);
var groundPlane = addLargeGroundPlane(scene)
groundPlane.position.y = -30;
var font_bitstream;
var font_helvetiker_bold;
var font_helvetiker_regular;
var step = 0;
var text1;
var text2;
var fontload1 = new THREE.FontLoader();
fontload1.load('../assets/fonts/FZuanSu_regular.typeface.json', function (response) {
controls.font = response;
font_bitstream = response;
controls.redraw();
render();
});
var fontload2 = new THREE.FontLoader();
fontload2.load('../assets/fonts/YouYuan_bold.typeface.json', function (response) {
font_helvetiker_bold = response;
});
var fontload3 = new THREE.FontLoader();
fontload3.load('../assets/fonts/DFWaWaW5GB_regular.typeface.json', function (response) {
font_helvetiker_regular = response;
});
var controls = new function () {
this.appliedMaterial = applyMeshNormalMaterial
this.castShadow = true;
this.groundPlaneVisible = true;
this.size = 90;
this.height = 90;
this.bevelThickness = 2;
this.bevelSize = 0.5;
this.bevelEnabled = true;
this.bevelSegments = 3;
this.bevelEnabled = true;
this.curveSegments = 12;
this.steps = 1;
this.fontName = "繁篆体";
// redraw function, updates the control UI and recreates the geometry.
this.redraw = function () {
switch (controls.fontName) {
case '繁篆体':
controls.font = font_bitstream
break;
case '幼园体':
controls.font = font_helvetiker_regular
break;
case '娃娃体':
controls.font = font_helvetiker_bold
break;
}
redrawGeometryAndUpdateUI(gui, scene, controls, function () {
var options = {
size: controls.size,
height: controls.height,
weight: controls.weight,
font: controls.font,
bevelThickness: controls.bevelThickness,
bevelSize: controls.bevelSize,
bevelSegments: controls.bevelSegments,
bevelEnabled: controls.bevelEnabled,
curveSegments: controls.curveSegments,
steps: controls.steps
};
var geom = new THREE.TextGeometry("涂聚文学习", options)
geom.applyMatrix(new THREE.Matrix4().makeScale(0.05, 0.05, 0.05));
geom.center();
return geom
});
};
};
var gui = new dat.GUI();
gui.add(controls, 'size', 0, 200).onChange(controls.redraw);
gui.add(controls, 'height', 0, 200).onChange(controls.redraw);
gui.add(controls, 'fontName', ['繁篆体', '幼园体', '娃娃体']).onChange(controls.redraw);
gui.add(controls, 'bevelThickness', 0, 10).onChange(controls.redraw);
gui.add(controls, 'bevelSize', 0, 10).onChange(controls.redraw);
gui.add(controls, 'bevelSegments', 0, 30).step(1).onChange(controls.redraw);
gui.add(controls, 'bevelEnabled').onChange(controls.redraw);
gui.add(controls, 'curveSegments', 1, 30).step(1).onChange(controls.redraw);
gui.add(controls, 'steps', 1, 5).step(1).onChange(controls.redraw);
// add a material section, so we can switch between materials
gui.add(controls, 'appliedMaterial', {
meshNormal: applyMeshNormalMaterial,
meshStandard: applyMeshStandardMaterial
}).onChange(controls.redraw)
gui.add(controls, 'castShadow').onChange(function (e) { controls.mesh.castShadow = e })
gui.add(controls, 'groundPlaneVisible').onChange(function (e) { groundPlane.material.visible = e })
function render() {
stats.update();
controls.mesh.rotation.y = step += 0.005
controls.mesh.rotation.x = step
controls.mesh.rotation.z = step
// render using requestAnimationFrame
requestAnimationFrame(render);
renderer.render(scene, camera);
}
}
</script>
</head>
<body>
<div id="webgl-output"></div>
<script type="text/javascript">
(function () {
// your page initialization code here
// the DOM will be available here
init()
})();
</script>
</body>
</html >
哲学管理(学)人生, 文学艺术生活, 自动(计算机学)物理(学)工作, 生物(学)化学逆境, 历史(学)测绘(学)时间, 经济(学)数学金钱(理财), 心理(学)医学情绪, 诗词美容情感, 美学建筑(学)家园, 解构建构(分析)整合学习, 智商情商(IQ、EQ)运筹(学)生存.---Geovin Du(涂聚文)
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