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

代码标签: 三维 噪点 魔法 烟雾 动画 效果

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;
   .........完整代码请登录后点击上方下载按钮下载查看

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