three+webgl实现鼠标跟随光子流动画效果代码

代码语言:html

所属分类:其他

代码描述:three+webgl实现鼠标跟随光子流动画效果代码

代码标签: three webgl 鼠标 跟随 光子 动画

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">
  

  
<style>
body {
  margin: 0;
  background: black;
}

.root {
  position: fixed;
  top: 0;
  left: 0;
  height: 100vh;
  width: 100vw;
  padding: 0;
  margin: 0;
  z-index: 2;
}
</style>

  
</head>

<body translate="no">

<script type="text/javascript" src="//repo.bfw.wiki/bfwrepo/js/es-module-shims.1.6.2.js"></script>
<script type="importmap">
  {
    "imports": {      
      "three": "//repo.bfw.wiki/bfwrepo/js/module/three/build/150/three.module.js",
      "addons/": "//repo.bfw.wiki/bfwrepo/js/module/three/examples/150/jsm/"
    }
  }
</script>

<div class="root" id="root"></div>
  
      <script  type="module">
import * as THREE from 'three';

let scene;
let camera;
let renderer;

const root = document.querySelector('#root');

const init = () => {
  scene = new THREE.Scene();
  const width = window.innerWidth;
  const height = window.innerHeight;
  camera = new THREE.OrthographicCamera(width / -2, width / 2, height / 2, height / -2, 1, 1000);
  camera.position.z = 2;

  renderer = new THREE.WebGLRenderer();
  renderer.setSize(window.innerWidth, window.innerHeight);
  renderer.setClearColor(0x000000, 1);
  root.appendChild(renderer.domElement);
};
init();

let bufferScene;
let textureA;
let textureB;
let bufferMaterial;
let plane;
let bufferObject;
let finalMaterial;
let quad;

const bufferTexture = () => {
  bufferScene = new THREE.Scene();
  textureA = new THREE.WebGLRenderTarget(window.innerWidth, window.innerHeight, { minFilter: THREE.LinearFilter, magFilter: THREE.NearestFilter, samples: 8 });
  textureB = new THREE.WebGLRenderTarget(window.innerWidth, window.innerHeight, { minFilter: THREE.LinearFilter, magFilter: THREE.NearestFilter, samples: 8 });
  bufferMaterial = new THREE.ShaderMaterial({
    uniforms: {
      uTexture: { value: textureA },
      uRes: { value: { x: window.innerWidth, y: window.innerHeight } },
      uMouse: { value: { x: window.innerWidth * .5, y: window.innerHeight * .5 } },
      uTime: { value: 0 },
      uCol: { value: 0 },
      uSpeed: { value: 0 } },

    fragmentShader: /* glsl */`
      float hue2rgb(float f1, float f2, float hue) {
        if (hue < 0.0)
          hue += 1.0;
        else if (hue > 1.0)
          hue -= 1.0;
        float res;
        if ((6.0 * hue) < 1.0)
          res = f1 + (f2 - f1) * 6.0 * hue;
        else if ((2.0 * hue) < 1.0)
          res = f2;
        else if ((3.0 * hue) < 2.0)
          res = f1 + (f2 - f1) * ((2.0 / 3.0) - hue) * 6.0;
        else
          res = f1;
        return res;
      }

      vec3 hsl2rgb(vec3 hsl) {
        vec3 rgb;

        if (hsl.y == 0.0) {
          rgb = vec3(hsl.z); // Luminance
        } else {
          float f2;

          if (hsl.z < 0.5)
            f2 = hsl.z * (1.0 + hsl.y);
          else
            f2 = hsl.z + hsl.y - hsl.y * hsl.z;

          float f1 = 2.0 * hsl.z - f2;

          rgb.r = hue2rgb(f1, f2, hsl.x + (1.0/3.0));
          rgb.g = hue2rgb(f1, f2, hsl.x);
          rgb.b = hue2rgb(f1, f2, hsl.x - (1.0/3.0));
          }   
        return rgb;
      }
      
      //	Classic Perlin 3D Noise 
      //	by Stefan Gustavson
      //
      vec4 permute(vec4 x){return mod(((x*34.0)+1.0)*x, 289.0);}
      vec4 taylorInvSqrt(vec4 r){return 1.79284291400159 - 0.85373472095314 * r;}
      vec3 fade(vec3 t) {return t*t*t*(t*(t*6.0-15.0)+10.0);}

      float cnoise(vec3 P){
        vec3 Pi0 = floor(P); // Integer part for indexing
        vec3 Pi1 = Pi0 + vec3(1.0); // Integer part + 1
        Pi0 = mod(Pi0, 289.0);
        Pi1 = mod(Pi1, 289.0);
        vec3 Pf0 = fract(P); // Fractional part for interpolation
        vec3 Pf1 = Pf0 - vec3(1.0); // Fractional part - 1.0
        vec4 ix = vec4(Pi0.x, Pi1.x, Pi0.x, Pi1.x);
        vec4 iy = vec4(Pi0.yy, Pi1.yy);
        vec4 iz0 = Pi0.zzzz;
        vec4 iz1 = Pi1.zzzz;

        vec4 ixy = permute(permute(ix) + iy);
        vec4 ixy0 = permute(ixy + iz0);
        vec4 ixy1 = permute(ixy + iz1);

        vec4 gx0 = ixy0 / 7.0;
        vec4 gy0 = fract(floor(gx0) / 7.0) - 0.5;
        gx0 = fract(gx0);
        vec4 gz0 = vec4(0.5) - abs(gx0) - abs(gy0);
        vec4 sz0 = step(gz0, vec4(0.0));
        gx0 -= sz0 * (step(0.0, gx0) - 0.5);
        gy0 -= sz0 * (step(0.0, gy0) - 0.5);

        vec4 gx1 = ixy1 / 7.0;
        vec4 gy1 = fract(floor(gx1) / 7.0) - 0.5;
        gx1 = fract(gx1);
        vec4 gz1 = vec4(0.5) - abs(gx1) - abs(gy1);
        vec4 sz1 = step(gz1, vec4(0.0));
        gx1 -= sz1 * (step(0.0, gx1) - 0.5);
        gy1 -= sz1 * (step(0.0, gy1) - 0.5);

        vec3 g000 = vec3(gx0..........完整代码请登录后点击上方下载按钮下载查看

网友评论0