three实现文字粒子悬浮避让webgl交互效果代码
代码语言:html
所属分类:悬停
代码描述:three实现文字粒子悬浮避让webgl交互效果代码
代码标签: three 文字 粒子 悬浮 避让 webgl 交互
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"> <style> * { margin: 0; padding: 0; } html, body { overflow: hidden; background-color: #150a25; } .webgl { position: fixed; top: 0; left: 0; outline: none; } </style> </head> <bod> <canvas class="webgl"></canvas> <script type="module"> import * as THREE from "//repo.bfw.wiki/bfwrepo/js/module/three/build/three.module.js"; const vertexShader = ` uniform sampler2D uTexture; uniform vec2 uTextureSize; uniform float uTime; uniform vec2 uMouse; attribute vec2 offset; attribute float angle; attribute float pindex; varying vec2 vUv; varying vec2 vPUv; vec3 mod289(vec3 x) { return x - floor(x * (1.0 / 289.0)) * 289.0; } vec2 mod289(vec2 x) { return x - floor(x * (1.0 / 289.0)) * 289.0; } vec3 permute(vec3 x) { return mod289(((x*34.0)+1.0)*x); } float snoise2(vec2 v) { const vec4 C = vec4(0.211324865405187, // (3.0-sqrt(3.0))/6.0 0.366025403784439, // 0.5*(sqrt(3.0)-1.0) -0.577350269189626, // -1.0 + 2.0 * C.x 0.024390243902439); // 1.0 / 41.0 // First corner vec2 i = floor(v + dot(v, C.yy) ); vec2 x0 = v - i + dot(i, C.xx); // Other corners vec2 i1; //i1.x = step( x0.y, x0.x ); // x0.x > x0.y ? 1.0 : 0.0 //i1.y = 1.0 - i1.x; i1 = (x0.x > x0.y) ? vec2(1.0, 0.0) : vec2(0.0, 1.0); // x0 = x0 - 0.0 + 0.0 * C.xx ; // x1 = x0 - i1 + 1.0 * C.xx ; // x2 = x0 - 1.0 + 2.0 * C.xx ; vec4 x12 = x0.xyxy + C.xxzz; x12.xy -= i1; // Permutations i = mod289(i); // Avoid truncation effects in permutation vec3 p = permute( permute( i.y + vec3(0.0, i1.y, 1.0 )) + i.x + vec3(0.0, i1.x, 1.0 )); vec3 m = max(0.5 - vec3(dot(x0,x0), dot(x12.xy,x12.xy), dot(x12.zw,x12.zw)), 0.0); m = m*m ; m = m*m ; // Gradients: 41 points uniformly over a line, mapped onto a diamond. // The ring size 17*17 = 289 is close to a multiple of 41 (41*7 = 287) vec3 x = 2.0 * fract(p * C.www) - 1.0; vec3 h = abs(x) - 0.5; vec3 ox = floor(x + 0.5); vec3 a0 = x - ox; // Normalise gradients implicitly by scaling m // Approximation of: m *= inversesqrt( a0*a0 + h*h ); m *= 1.79284291400159 - 0.85373472095314 * ( a0*a0 + h*h ); // Compute final noise value at P vec3 g; g.x = a0.x * x0.x + h.x * x0.y; g.yz = a0.yz * x12.xz + h.yz * x12.yw; return 130.0 * dot(m, g); } #define M_PI 3.1415926535897932384626433832795 float polarPhi(vec2 xy, vec2 center) { // https://www.mathsisfun.com/polar-cartesian-coordinates.html float result = atan((xy.y - center.y) / (xy.x - center.x)); if (xy.x - center.x < 0.) { return result + M_PI; // II, III } if (xy.y - center.y < 0.) { return result + 2. * M_PI; // IV } return result; // I } float random(float n) { return fract(sin(n) * 43758.5453123); } void main() { float uDepth = 0.0; float uSize = 0.8; float uRandom = .05; vUv = uv; // particle uv vec2 puv = offset.xy / uTextureSize; vPUv = puv; // pixel color vec4 colA = texture2D(uTexture, puv); float grey = colA.r * 0.21 + colA.g * 0.71 + colA.b * 0.07; // displacement vec3 displaced = vec3(offset.xy, 0.0) + 0.2*random(pindex)+2.0*vec3(1.0*grey, 1.0*grey, 0.2*grey); // randomise displaced.xy += 10.* vec2(random(pindex) - 0.5, random(offset.x + pindex) - 0.5) * uRandom; float rndz = 1.*(random(pindex) + snoise2(vec2(pindex * 0.1, uTime * 0.1))); // center displaced.xy -= uTextureSize * 0.5 ; // touch float t = pow(1.0 - distance(uMouse, puv), 16.0); displaced.x += -t*200.*(uMouse.x - puv.x) + cos(angle) * t * 10.0 * rndz; displaced.y += -t*200.*(uMouse.y - puv.y) + sin(angle) * t * 10.0 * rndz; // particle size float psize = 3.*snoise2(vec2(pindex, angle)) + (snoise2(vec2(uTime, pindex) * 0.5) + 2.0); psize *= max(grey, 0.2); psize *= uSize; // final position vec4 mvPosition = modelViewMatrix * vec4(displaced.xy, 0.0, 1.0); mvPosition.xyz += position * psize; vec4 finalPosition = projectionMatrix * mvPosition; gl_Position = finalPosition; } `; const fragmentShader = ` uniform sampler2D uTexture; uniform vec2 uMouse; varying vec2 vUv; varying vec2 vPUv; void main() { vec2 puv = vPUv; vec2 uv = vUv; vec4 colA = texture2D(uTexture, puv); float border = 0.1; float radius = 0.4; float dist = radius - distance(uv, vec2(0.5)); float t = smoothstep(0.0, border, dist); gl_FragColor = vec4(mix(vec3(colA.rgb), vec3(1.0, 0.0, 1.0), pow(1.0 - length(uMouse - puv), 14.)), t); } `; class World { constructor({ canvas }) { this.scene = new THREE.Scene(); this.clock = new THREE.Clock(); this.width = window.innerWidth; this.height = window.innerHeight; this.aspectRatio = this.width / this.height; this.perspective = 10; const fov = 2 * ( 180 / Math.PI) * Math.atan(0.5 * 256 / Math.min(1, this.aspectRatio) / this.perspective); this.camera = new THREE.PerspectiveCamera(fov, this.aspectRatio, 0.1, 1000); this.camera.position.set(0, 0, this.perspective); this.scene.add(this.camera); this.renderer = new THREE.WebGLRenderer({ canvas, alpha: true, antialias: true }); this.pixelRatio = Math.min(window.devicePixelRatio, 2); .........完整代码请登录后点击上方下载按钮下载查看
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