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import * as THREE from 'three'
import { OrbitControls } from 'three/examples/jsm/controls/OrbitControls.js'
const box = document.getElementById('box')
const scene = new THREE.Scene()
const camera = new THREE.PerspectiveCamera(75, box.clientWidth / box.clientHeight, 0.1, 1000)
camera.position.set(0, 40, 40)
const renderer = new THREE.WebGLRenderer()
renderer.setSize(box.clientWidth, box.clientHeight)
new OrbitControls(camera, renderer.domElement)
window.onresize = () => {
renderer.setSize(box.clientWidth, box.clientHeight)
camera.aspect = box.clientWidth / box.clientHeight
camera.updateProjectionMatrix()
}
box.appendChild(renderer.domElement)
/* 顶点着色器 */
const vertexs = `varying vec2 vUv;
void main() {
vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );
vUv = uv;
gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);
}`
/* 片元着色器 */
const fragments = `
uniform float time;
uniform float opacity;
uniform vec3 color;
uniform float num;
uniform float hiz;
varying vec2 vUv;
void main() {
vec4 fragColor = vec4(0.);
float sin = sin((vUv.y - time * hiz) * 10. * num);
float high = 0.92;
float medium = 0.4;
if (sin > high) {
fragColor = vec4(mix(vec3(.8, 1., 1.), color, (1. - sin) / (1. - high)), 1.);
} else if(sin > medium) {
fragColor = vec4(color, mix(1., 0., 1.-(sin - medium) / (high - medium)));
} else {
fragColor = vec4(color, 0.);
}
vec3 fade = mix(color, vec3(0., 0., 0.), vUv.y);
fragColor = mix(fragColor, vec4(fade, 1.), 0.85);
gl_FragColor = vec4(fragColor.rgb, fragColor.a * opacity * (1. - vUv.y));
}`
// 自定义材质
const material = new THREE.ShaderMaterial({
uniforms: {
time: {
type: "pv2",
value: 0,
},
color: {
type: "uvs",
value: new THREE.Color("#FF4127"),
},
opacity: {
type: "pv2",
value: 1.0,
},
num: {
type: "pv2",
value: 10,
},
hiz: {
type: "pv2",
value: 0.03,
},
},
vertexShader: vertexs,
fragmentShader: fragments,
blending: THREE.AdditiveBlending,
transparent: !0,
depthWrite: !1,
depthTest: !0,
side: THREE.DoubleSide,
});
let c = [0,0, 10, 0, 10, 10, 0, 10, 0, 0]
let posArr = [];
let uvrr = [];
let h = 10; //围墙拉伸高度
for (let i = 0; i < c.length - 2; i += 2) {
// 矩形的三角形1
posArr.push(c[i], c[i + 1], 0, c[i + 2], c[i + 3], 0, c[i + 2], c[i + 3], h);
// 矩形的三角形2
posArr.push(c[i], c[i + 1], 0, c[i + 2], c[i + 3], h, c[i], c[i + 1], h);
// 注意顺序问题,和顶点位置坐标对应
uvrr.push(0, 0, 1, 0, 1, 1);
uvrr.push(0, 0, 1, 1, 0, 1);
}
const geometry = new THREE.BufferGeometry(); //声明一个空几何体对象
// 设置几何体attributes属性的位置position属性
geometry.attributes.position = new THREE.BufferAttribute(new Float32Array(posArr), 3);
// 设置几何体attributes属性的位置uv属性
geometry.attributes.uv = new THREE.BufferAttribute(new Float32Array(uvrr), 2);
geometry.computeVertexNormals()
const mesh = new THREE.Mesh(geometry, material) //网格模型对象Mesh
scene.add(mesh)
function animate() {
requestAnimationFrame(animate)
mesh.rotation.x += 0.01
mesh.rotation.y += 0.01
material.uniforms.time.value += 0.03
renderer.render(scene, camera)
}
animate()
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