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一、实现一个光影墙
1. 根据自定义坐标点,输出一个光影墙
- /**
- * 添加光影墙
- */
- function addLightWall() {
- const geometry = new THREE.BufferGeometry();
- const vertices = new Float32Array([
- 5, 0, 2,
- 3, 0, 5,
- -2, 0, 5,
- -4, 0, 2,
- -4, 5, 2,
- -2, 5, 5,
- 3, 5, 5,
- 5, 5, 2
- ]);
- const indices = new Uint16Array([
- 0, 1, 7,
- 1, 6, 7,
- 1, 2, 6,
- 2, 5, 6,
- 2, 3, 5,
- 3, 4, 5
- ])
- geometry.setAttribute('position', new THREE.BufferAttribute(vertices, 3));
- geometry.setIndex(new THREE.BufferAttribute(indices, 1));
- geometry.setAttribute('aHeight', new THREE.BufferAttribute(new Float32Array(new Array(geometry.getAttribute('position').count).fill(5.0)), 1));
-
- const uniforms = {
- uTime: { value: 0.01 },
- };
- setShader(geometry, vertex, frag, [0, 2.5, 0], uniforms)
- }
- function setShader(geometry, vertexShader, fragmentShader, position = [0, 0, 0], uniforms = {}, isLine = false) {
- material = new THREE.ShaderMaterial({
- vertexShader: vertexShader,
- fragmentShader: fragmentShader,
- side: THREE.DoubleSide,
- uniforms: uniforms,
- transparent: true,
- // blending: THREE.AdditiveBlending, // 多个元素的颜色相互叠加,颜色可能会变亮,会叠加setClearColor设置的背景色
- });
- material.depthTest = true;
- material.depthWrite = false;
- let planeMesh = new THREE.Mesh(geometry, material);
- if (isLine) {
- planeMesh = new THREE.Points(geometry, material);
- }
- planeMesh.position.x = position[0];
- planeMesh.position.y = position[1];
- planeMesh.position.z = position[2];
- scene.add(planeMesh);
- }
复制代码 自定义坐标
2. 圆柱体的光影墙
- /**
- * 添加光影墙
- */
- function addLightWall() {
- const geometry = new THREE.CylinderGeometry(3, 3, 5.0, 32, 32, true);
- geometry.setAttribute('aHeight', new THREE.BufferAttribute(new Float32Array(new Array(geometry.getAttribute('position').count).fill(5.0)), 1));
-
- // 生成一个渐变色的光影墙
- const vertex = `
- varying vec3 vPosition;
- varying vec2 vUv;
- varying float vHeight;
- attribute float aHeight;
- void main() {
- vHeight = aHeight;
- vUv = uv;
- vPosition = position;
- gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);
- }
- `;
- const frag = `
- varying vec3 vPosition;
- varying vec2 vUv;
- varying float vHeight;
- void main() {
- float d = (vHeight - distance(vPosition, vec3(vPosition.x, -2.5, vPosition.z))) / vHeight;
- gl_FragColor = vec4(0.0, 1.0, 1.0, d);
- }
- `;
- const uniforms = {
- uTime: { value: 0.01 },
- };
- setShader(geometry, vertex, frag, [0, 2.5, 0], uniforms)
- }
- function setShader(geometry, vertexShader, fragmentShader, position = [0, 0, 0], uniforms = {}, isLine = false) {
- material = new THREE.ShaderMaterial({
- vertexShader: vertexShader,
- fragmentShader: fragmentShader,
- side: THREE.DoubleSide,
- uniforms: uniforms,
- transparent: true,
- // blending: THREE.AdditiveBlending, // 多个元素的颜色相互叠加,颜色可能会变亮,会叠加setClearColor设置的背景色
- });
- material.depthTest = true;
- material.depthWrite = false;
- let planeMesh = new THREE.Mesh(geometry, material);
- if (isLine) {
- planeMesh = new THREE.Points(geometry, material);
- }
- planeMesh.position.x = position[0];
- planeMesh.position.y = position[1];
- planeMesh.position.z = position[2];
- scene.add(planeMesh);
- }
复制代码 圆柱体光影墙
3. 为圆柱体添加可移动的线圈
- /**
- * 添加光影墙
- */
- function addLightWall() {
- const geometry = new THREE.CylinderGeometry(3, 3, 5.0, 32, 32, true);
- geometry.setAttribute('aHeight', new THREE.BufferAttribute(new Float32Array(new Array(geometry.getAttribute('position').count).fill(5.0)), 1));
- // 生成一个可以向上移动的墙体线
- const vertex = `
- varying vec3 vPosition;
- varying vec2 vUv;
- varying float vHeight;
- attribute float aHeight;
- void main() {
- vHeight = aHeight;
- vUv = uv;
- vPosition = position;
- gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);
- }
- `;
- const frag = `
- uniform float uTime;
- varying vec3 vPosition;
- varying vec2 vUv;
- varying float vHeight;
- void main() {
- float dis = distance(vPosition, vec3(vPosition.x, -2.5, vPosition.z));
- float highlightPos = mod(uTime * 5.0, vHeight) - 2.5;
- float highlightDis = distance(vec3(vPosition.x, highlightPos, vPosition.z), vec3(vPosition.x, -2.5, vPosition.z));
- float highlightOpa = (vHeight - highlightDis) / vHeight;
- float opacity = (vHeight - dis) / vHeight;
- if (abs(dis - highlightDis) < 0.05) {
- gl_FragColor = vec4(0.04, 0.95, 0.95, highlightOpa + 0.2);
- } else {
- gl_FragColor = vec4(0.0, 1.0, 1.0, opacity);
- }
- }
- `;
- const uniforms = {
- uTime: { value: 0.01 },
- };
- setShader(geometry, vertex, frag, [0, 2.5, 0], uniforms)
- }
- function setShader(geometry, vertexShader, fragmentShader, position = [0, 0, 0], uniforms = {}, isLine = false) {
- material = new THREE.ShaderMaterial({
- vertexShader: vertexShader,
- fragmentShader: fragmentShader,
- side: THREE.DoubleSide,
- uniforms: uniforms,
- transparent: true,
- // blending: THREE.AdditiveBlending, // 多个元素的颜色相互叠加,颜色可能会变亮,会叠加setClearColor设置的背景色
- });
- material.depthTest = true;
- material.depthWrite = false;
- let planeMesh = new THREE.Mesh(geometry, material);
- if (isLine) {
- planeMesh = new THREE.Points(geometry, material);
- }
- planeMesh.position.x = position[0];
- planeMesh.position.y = position[1];
- planeMesh.position.z = position[2];
- scene.add(planeMesh);
- }
复制代码 移动线圈光影墙
二、实现一个渐变色的波纹圆圈
1. 实现一个固定的渐变色圆圈
原理:
1) UV点的范围是[0, 1],所以各个像素点距离圆心的距离范围是0~0.5,如果乘以2刚好是透明度的范围(0~1),这样就可以实现一个简单的渐变圆
2) 假设厚度为t,那么颜色的透明度的范围是[1, 1-t],而我们实际需要的是[1, 0],可以用图二来表示两个线性关系,可以得到两个方程式
方程式1:y = -x + 1;
方程式2:y = -t + 1;
现在我们知道方程式二中的y的值(像素点到中心的距离distance),通过解方程式就可以得到方程式1中所对应的透明度的值为 (distance - 1) / t + 1;
- /**
- * 添加一个扩散面
- */
- function addDiffuseCircle() {
- const geometry = new THREE.CircleGeometry(3, 48);
- // 绘制一个渐变圈宽度可控的圆弧
- const vertex = `
- varying vec2 vUv;
- void main() {
- vUv = uv;
- gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);
- }
- `;
- const frag = `
- uniform float uTime;
- uniform float uThickness;
- varying vec2 vUv;
- void main() {
- // 使用UV坐标计算各个点到中心点的距离,需要减0.5,将圆心移动到(0.5, 0.5)的位置,半径为0.5,透明度范围为0~1,所以需要乘以2
- float distance = length(vUv - 0.5) * 2.0;
- float opacity = (distance - 1.0) / uThickness + 1.0;
- gl_FragColor = vec4(0.0, 1.0, 1.0, opacity);
- }
- `;
- const uniforms = {
- uThickness: { value: 0.8, range: [0, 1] }, // 渐变色的厚度
- uSpeed: { value: 0.5, range: [0, 5] },
- uTime: { value: 0.01 },
- };
- setGui(uniforms);
- setShader(geometry, vertex, frag, [0,0,0], uniforms);
- }
- function setShader(geometry, vertexShader, fragmentShader, position = [0, 0, 0], uniforms = {}, isLine = false) {
- material = new THREE.ShaderMaterial({
- vertexShader: vertexShader,
- fragmentShader: fragmentShader,
- side: THREE.DoubleSide,
- uniforms: uniforms,
- transparent: true,
- // blending: THREE.AdditiveBlending, // 多个元素的颜色相互叠加,颜色可能会变亮,会叠加setClearColor设置的背景色
- });
- material.depthTest = true;
- material.depthWrite = false;
- let planeMesh = new THREE.Mesh(geometry, material);
- if (isLine) {
- planeMesh = new THREE.Points(geometry, material);
- }
- planeMesh.position.x = position[0];
- planeMesh.position.y = position[1];
- planeMesh.position.z = position[2];
- planeMesh.rotateX(Math.PI / 2);
- scene.add(planeMesh);
- }
复制代码 厚度可变的渐变圆
2. 半径自动缩放的渐变圆
- /**
- * 添加一个扩散面
- */
- function addDiffuseCircle() {
- const geometry = new THREE.CircleGeometry(3, 48);
- // 创建一个大小可控的渐变圆弧
- const vertex = `
- varying vec2 vUv;
- void main() {
- vUv = uv;
- gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);
- }
- `;
- const frag = `
- uniform float uTime;
- uniform float uThickness;
- uniform float uSpeed;
- varying vec2 vUv;
- void main() {
- // 使用UV坐标计算各个点到中心点的距离,需要减0.5,将圆心移动到(0.5, 0.5)的位置,半径为0.5,透明度范围为0~1,所以需要乘以2
- // 假设从内像外开始扩散,距离和时间关系是 最内部: 距离0,时间0;最外部:距离1,时间1,如果用1-时间的话,
- // 所以此时1-时间+距离和样例1中的透明度相同
- float timeDis = fract(uTime * uSpeed);
- float distance = length(vUv - 0.5) * 2.0;
- if (timeDis < distance) {
- gl_FragColor = vec4(0.0, 0.0, 1.0, 0.0);
- } else {
- float opacity = (1.0 - timeDis + distance - 1.0) / uThickness + 1.0;
- gl_FragColor = vec4(0.0, 1.0, 1.0, opacity);
- }
- }
- `;
- const uniforms = {
- uThickness: { value: 0.8, range: [0, 1] }, // 渐变色的厚度
- uSpeed: { value: 0.5, range: [0, 5] },
- uTime: { value: 0.01 },
- };
-
- setShader(geometry, vertex, frag, [0,0,0], uniforms);
- }
- function setShader(geometry, vertexShader, fragmentShader, position = [0, 0, 0], uniforms = {}, isLine = false) {
- material = new THREE.ShaderMaterial({
- vertexShader: vertexShader,
- fragmentShader: fragmentShader,
- side: THREE.DoubleSide,
- uniforms: uniforms,
- transparent: true,
- // blending: THREE.AdditiveBlending, // 多个元素的颜色相互叠加,颜色可能会变亮,会叠加setClearColor设置的背景色
- });
- material.depthTest = true;
- material.depthWrite = false;
- let planeMesh = new THREE.Mesh(geometry, material);
- if (isLine) {
- planeMesh = new THREE.Points(geometry, material);
- }
- planeMesh.position.x = position[0];
- planeMesh.position.y = position[1];
- planeMesh.position.z = position[2];
- planeMesh.rotateX(Math.PI / 2);
- scene.add(planeMesh);
- }
复制代码 自动缩放的渐变圆
来源:https://www.cnblogs.com/codeOnMar/p/18406443
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