threejs+webgl打造一个三维噪点魔法球烟雾动画效果代码
代码语言:html
所属分类:三维
代码描述:threejs+webgl打造一个三维噪点魔法球烟雾动画效果代码
下面为部分代码预览,完整代码请点击下载或在bfwstudio webide中打开
<!DOCTYPE html> <html lang="en" > <head> <meta charset="UTF-8"> <meta name="viewport" content="width=device-width, initial-scale=1"> <link type="text/css" rel="stylesheet" href="//repo.bfw.wiki/bfwrepo/css/aqua-1.5.5.css"> <style> body { display: flex; justify-content: center; align-items: center; min-height: 100vh; margin: 0; } :root { --blue-grad-4: linear-gradient(45deg, #93a5cf 0%, #e4efe9 100%); } .bg-blue-grad-4 { background: var(--blue-grad-4); } </style> </head> <body > <div class="relative w-screen h-screen"> <div class="noise-marble w-screen h-screen bg-blue-grad-4"></div> </div> <script type="text/javascript" src="//repo.bfw.wiki/bfwrepo/js/three.126.js"></script> <script type="text/javascript" src="//repo.bfw.wiki/bfwrepo/js/OrbitControls.126.js"></script> <script type="text/javascript" src="//repo.bfw.wiki/bfwrepo/js/GLTFLoader.js"></script> <script type="text/javascript" src="//repo.bfw.wiki/bfwrepo/js/Stats-16.js"></script> <script type="text/javascript" src="//repo.bfw.wiki/bfwrepo/js/dat.gui-min.js"></script> <script type="text/javascript" src="//repo.bfw.wiki/bfwrepo/js/RGBELoader.js"></script> <script > const noiseMarbleVertexTopShader = ` varying vec3 vPosition; varying vec3 vDirection; `; const noiseMarbleVertexMainShader = ` vPosition=position; vDirection=position-cameraPosition; `; const noiseMarbleFragmentTopShader = ` uniform sampler2D uHeightMap; uniform vec3 uColor1; uniform vec3 uColor2; uniform float uDepth; uniform float uSmooth; uniform float uTime; uniform float uSpeed; uniform sampler2D uDisplacementMap; uniform float uStrength; uniform float uSlice; varying vec3 vPosition; varying vec3 vDirection; `; const noiseMarbleFragmentMainShader = ` float rayMarch(vec3 eye,vec3 ray){ float iter=64.; float ratio=1./iter; vec3 p=eye; float depth=0.; for(float i=0.;i<iter;i++){ p+=ray*ratio*uDepth; vec2 uv=equirectUv(normalize(p)); // displacement point vec2 xOffset=vec2(uTime*uSpeed,0.); vec3 displacement1=texture2D(uDisplacementMap,uv+xOffset).rgb; vec2 flipY=vec2(1.,-1.); vec3 displacement2=texture2D(uDisplacementMap,uv*flipY-xOffset).rgb; displacement1-=.5; displacement2-=.5; vec3 displacement=displacement1+displacement2; vec3 displaced=p+displacement*uStrength; uv=equirectUv(normalize(displaced)); float h=texture2D(uHeightMap,uv).r; float cutoff=1.-i*ratio; float slice=smoothstep(cutoff,cutoff+uSmooth,h); float dist=slice*ratio*uSlice; depth+=dist; } return depth; } `; const noiseMarbleFragmentColorShader = ` vec3 ro=vPosition; vec3 rd=normalize(vDirection); float depth=rayMarch(ro,rd); vec3 result=mix(uColor1,uColor2,depth); vec4 diffuseColor=vec4(result,1.); `; const displacementMapUrl = "//repo.bfw.wiki/bfwrepo/image/6114547459a9c.png"; const hdrUrl = "//repo.bfw.wiki/bfwrepo/images/orbita_1k.hdr"; const heightMapUrl = "//repo.bfw.wiki/bfwrepo/image/6114545572f7e.png"; const calcAspect = (el) => el.clientWidth / el.clientHeight; const getNormalizedMousePos = (e) => { return { x: (e.clientX / window.innerWidth) * 2 - 1, y: -(e.clientY / window.innerHeight) * 2 + 1 }; }; class Base { constructor(sel, debug = false) { this.debug = debug; this.container = document.querySelector(sel); this.perspectiveCameraParams = { fov: 75, near: 0.1, far: 100 }; this.orthographicCameraParams = { zoom: 2, near: -100, far: 1000 }; this.cameraPosition = new THREE.Vector3(0, 3, 10); this.lookAtPosition = new THREE.Vector3(0, 0, 0); this.rendererParams = { outputEncoding: THREE.LinearEncoding, config: { alpha: true, antialias: true } }; this.mousePos = new THREE.Vector2(0, 0); this.mouseSpeed = 0; } // 初始化 init() { this.createScene(); this.createPerspectiveCamera(); this.createRenderer(); this.createMesh({}); this.createLight(); this.createOrbitControls(); this.addListeners(); this.setLoop(); } // 创建场景 createScene() { const scene = new THREE.Scene(); if (this.debug) { scene.add(new THREE.AxesHelper()); const stats = Stats(); this.container.appendChild(stats.dom); this.stats = stats; } this.scene = scene; } // 创建透视相机 createPerspectiveCamera() { const { perspectiveCameraParams, cameraPosition, lookAtPosition } = this; const { fov, near, far } = perspectiveCameraParams; const aspect = calcAspect(this.container); const camera = new THREE.PerspectiveCamera(fov, aspect, near, far); camera.position.copy(cameraPosition); camera.lookAt(lookAtPosition); this.camera = camera; } // 创建正交相机 createOrthographicCamera() { const { orthographicCameraParams, cameraPosition, lookAtPosition } = this; const { left, right, top, bottom, near, far } = orthographicCameraParams; const camera = new THREE.OrthographicCamera(left, right, top, bottom, near, far); camera.position.copy(cameraPosition); camera.lookAt(lookAtPosition); this.camera = camera; } // 更新正交相机参数 updateOrthographicCameraParams() { const { container } = this; const { zoom, near, far } = this.orthographicCameraParams; const aspect = calcAspect(container); this.orthographicCameraParams = { left: -zoom * aspect, right: zoom * aspect, top: zoom, bottom: -zoom, near, far, zoom }; } // 创建渲染 createRenderer(useWebGL1 = false) { var _a; const { rendererParams } = this; const { outputEncoding, config } = rendererParams; const renderer = !useWebGL1 ? new THREE.WebGLRenderer(config) : new THREE.WebGL1Renderer(config); renderer.setSize(this.container.clientWidth, this.container.clientHeight); renderer.outputEncoding = outputEncoding; this.resizeRendererToDisplaySize(); (_a = this.container) === null || _a === void 0 ? void 0 : _a.appendChild(renderer.domElement); this.renderer = renderer; this.renderer.setClearColor(0x000000, 0); } // 允许投影 enableShadow() { this.renderer.shadowMap.enabled = true; } // 调整渲染器尺寸 resizeRendererToDisplaySize() { const { renderer } = this; if (!renderer) { return; } const canvas = renderer.domElement; const pixelRatio = window.devicePixelRatio; const { clientWidth, clientHeight } = canvas; const width = (clientWidth * pixelRatio) | 0; const height = (clientHeight * pixelRatio) | 0; const isResizeNeeded = canvas.width !== width || canvas.height !== height; if (isResizeNeeded) { renderer.setSize(width, height, false); } return isResizeNeeded; } // 创建网格 createMesh(meshObject, container = this.scene) { const { geometry = new THREE.BoxGeometry(1, 1, 1), material = new THREE.MeshStandardMaterial({ color: new THREE.Color("#d9dfc8") }), position = new THREE.Vector3(0, 0, 0) } = meshObject; const mesh = new THREE.Mesh(geometry, material); mesh.position.copy(position); container.add(mesh); return mesh; } // 创建光源 createLight() { const dirLight = new THREE.DirectionalLight(new THREE.Color("#ffffff"), 0.5); dirLight.position.set(0, 50, 0); this.scene.add(dirLight); const ambiLight = new THREE.AmbientLight(new THREE.Color("#ffffff"), 0.4); this.scene.add(ambiLight); } // 创建轨道控制 createOrbitControls() { const controls = new THREE.OrbitControls(this.camera, this.renderer.domElement); const { lookAtPosition } = this; controls.target.copy(lookAtPosition); controls.update(); this.controls = controls; } // 监听事件 addListeners() { this.onResize(); } // 监听画面缩放 onResize() { window.addEventListener("resize", (e) => { if (this.shaderMaterial) { this.shaderMaterial.uniforms.uResolution.value.x = window.innerWidth; this.shaderMaterial.uniforms.uResolution.value.y = window.innerHeight; this.renderer.setSize(window.innerWidth, window.innerHeight); } else { if (this.camera instanceof THREE.PerspectiveCamera) { const aspect = calcAspect(this.container); const camera = this.camera; camera.aspect = aspect; camera.updateProjectionMatrix(); } else if (this.camera instanceof THREE.OrthographicCamera) { this.updateOrthographicCameraParams(); const camera = this.camera; const { left, right, top, bottom, near, far } = this.orthographicCameraParams; camera.left = left; camera.right = right; camera.top = top; camera.bottom = bottom; camera.near = near; camera.far = far; camera.updateProjectionMatrix(); } this.renderer.setSize(this.container.clientWidth, this.container.clientHeight); } }); } // 动画 update() { console.log("animation"); } // 渲染 setLoop() { this.renderer.setAnimationLoop(() => { this.resizeRendererToDisplaySize(); this.update(); if (this.controls) { this.controls.update(); } if (this.stats) { this.stats.update(); } if (this.composer) { this.composer.render(); } else { this.renderer.render(this.scene, this.camera); } }); } // 创建文本 createText(text = "", config, material = new THREE.MeshStandardMaterial({ color: "#ffffff" })) { const geo = new THREE.TextGeometry(text, config); const mesh = new THREE.Mesh(geo, material); return mesh; } // 创建音效源 createAudioSource() { const listener = new THREE.AudioListener(); this.camera.add(listener); .........完整代码请登录后点击上方下载按钮下载查看
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