Three.js 一团揉动教程
一团揉动 ·Blob Shader· ▶ 在线运行案例案例合集三维可视化功能案例threehub.cn开源仓库github地址https://github.com/z2586300277/three-cesium-examples400个案例代码:网盘链接你将学到什么ShaderMaterial 自定义着色器实现核心视觉效果OrbitControls 相机轨道交互THREE.Points 粒子点渲染GSAP 时间轴与补间动画requestAnimationFrame渲染循环与resize自适应效果说明本案例演示一团揉动效果基于 WebGL 实现「一团揉动」可视化效果附完整可运行源码核心用到 ShaderMaterial、OrbitControls、THREE.Points。建议先打开文首在线案例查看动态画面再对照下方源码逐步理解。核心概念Scene / Camera / WebGLRenderer构成最小渲染闭环大场景可开logarithmicDepthBuffer缓解 Z-fighting。ShaderMaterial通过uniforms 自定义 GLSL 控制逐像素/逐点效果透明粒子常配合depthTest: false。OrbitControls提供轨道旋转/缩放开启enableDamping后需在 animate 中controls.update()。THREE.Points将每个顶点渲染为可控大小的粒子可用自定义 attribute如u_index驱动片元/顶点动画。实现步骤搭建 Scene、PerspectiveCamera、WebGLRenderer挂载 canvas 并处理resize定义 uniforms / onBeforeCompile 或 ShaderMaterial编写 GLSL 与材质参数创建 OrbitControls及 Raycaster 等交互控件若源码包含在定时器或 GSAP 时间轴中更新 uniform / 变换驱动特效播放在requestAnimationFrame循环中更新状态并 renderCesium 为viewer.render或自动渲染代码要点import * as THREE from threeimport { OrbitControls } from three/examples/jsm/controls/OrbitControls.js import * as dat from dat.gui import gsap from gsapvar Theme { primary: 0xFFFFFF, secundary: 0x292733, danger: 0xFF0000, darker: 0x000000 };// reference https://codepen.io/vcomics/pen/ZwNgvX var scene, camera, renderer, mat; var _width, _height; var _primitive; var shapeGroup new THREE.Group(); var start Date.now();function createWorld() { _width window.innerWidth; _height window.innerHeight; scene new THREE.Scene(); scene.background new THREE.Color(Theme.secundary); camera new THREE.PerspectiveCamera(35, _width/_height, 1, 1000); camera.position.set(0,10,26); renderer new THREE.WebGLRenderer({antialias:false, alpha:false}); renderer.setSize(_width, _height); renderer.shadowMap.enabled true;const controls new OrbitControls(camera, renderer.domElement) document.body.appendChild(renderer.domElement); window.addEventListener(resize, onWindowResize, false); } function onWindowResize() { _width window.innerWidth; _height window.innerHeight; renderer.setSize(_width, _height); camera.aspect _width / _height; camera.updateProjectionMatrix(); console.log(- resize -); }var primitiveElement function() { this.mesh new THREE.Object3D(); mat new THREE.ShaderMaterial( { side:THREE.DoubleSide, uniforms: { time: { type: f, value: 0.1 }, pointscale: { type: f, value: 0.2 }, decay: { type: f, value: 0.3 }, size: { type: f, value: 0.3 }, displace: { type: f, value: 0.3 }, complex: { type: f, value: 0.0 }, waves: { type: f, value: 0.10 }, eqcolor: { type: f, value: 0.0 }, rcolor: { type: f, value: 0.0 }, gcolor: { type: f, value: 0.0 }, bcolor: { type: f, value: 0.0 }, fragment: { type: i, value: true }, redhell: { type: i, value: true } }, vertexShader:vec3 mod289(vec3 x) { return x - floor(x(1.0 / 289.0))289.0; } vec4 mod289(vec4 x) { return x - floor(x(1.0 / 289.0))289.0; } vec4 permute(vec4 x) { return mod289(((x34.0)1.0)x); } vec4 taylorInvSqrt(vec4 r) { return 1.79284291400159 - 0.85373472095314 * r; } vec3 fade(vec3 t) { return ttt(t(t*6.0-15.0)10.0); } // Classic Perlin noise float cnoise(vec3 P) { vec3 Pi0 floor(P); // Integer part for indexing vec3 Pi1 Pi0 vec3(1.0); // Integer part 1 Pi0 mod289(Pi0); Pi1 mod289(Pi1); 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 * (1.0 / 5.0); vec4 gy0 fract(floor(gx0) * (1.0 / 5.0)) - 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 * (1.0 / 5.0); vec4 gy1 fract(floor(gx1) * (1.0 / 5.0)) - 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.x,gy0.x,gz0.x); vec3 g100 vec3(gx0.y,gy0.y,gz0.y); vec3 g010 vec3(gx0.z,gy0.z,gz0.z); vec3 g110 vec3(gx0.w,gy0.w,gz0.w); vec3 g001 vec3(gx1.x,gy1.x,gz1.x); vec3 g101 vec3(gx1.y,gy1.y,gz1.y); vec3 g011 vec3(gx1.z,gy1.z,gz1.z); vec3 g111 vec3(gx1.w,gy1.w,gz1.w); vec4 norm0 taylorInvSqrt(vec4(dot(g000, g000), dot(g010, g010), dot(g100, g100), dot(g110, g110))); g000 * norm0.x; g010 * norm0.y; g100 * norm0.z; g110 * norm0.w; vec4 norm1 taylorInvSqrt(vec4(dot(g001, g001), dot(g011, g011), dot(g101, g101), dot(g111, g111))); g001 * norm1.x; g011 * norm1.y; g101 * norm1.z; g111 * norm1.w; float n000 dot(g000, Pf0); float n100 dot(g100, vec3(Pf1.x, Pf0.yz)); float n010 dot(g010, vec3(Pf0.x, Pf1.y, Pf0.z)); float n110 dot(g110, vec3(Pf1.xy, Pf0.z)); float n001 dot(g001, vec3(Pf0.xy, Pf1.z)); float n101 dot(g101, vec3(Pf1.x, Pf0.y, Pf1.z)); float n011 dot(g011, vec3(Pf0.x, Pf1.yz)); float n111 dot(g111, Pf1); vec3 fade_xyz fade(Pf0); vec4 n_z mix(vec4(n000, n100, n010, n110), vec4(n001, n101, n011, n111), fade_xyz.z); vec2 n_yz mix(n_z.xy, n_z.zw, fade_xyz.y); float n_xyz mix(n_yz.x, n_yz.y, fade_xyz.x); return 2.2 * n_xyz; } // Classic Perlin noise, periodic variant float pnoise(vec3 P, vec3 rep) { vec3 Pi0 mod(floor(P), rep); // Integer part, modulo period vec3 Pi1 mod(Pi0 vec3(1.0), rep); // Integer part 1, mod period Pi0 mod289(Pi0); Pi1 mod289(Pi1); 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 * (1.0 / 5.0); vec4 gy0 fract(floor(gx0) * (1.0 / 5.0)) - 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 * (1.0 / 5.0); vec4 gy1 fract(floor(gx1) * (1.0 / 5.0)) - 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.x,gy0.x,gz0.x); vec3 g100 vec3(gx0.y,gy0.y,gz0.y); vec3 g010 vec3(gx0.z,gy0.z,gz0.z); vec3 g110 vec3(gx0.w,gy0.w,gz0.w); vec3 g001 vec3(gx1.x,gy1.x,gz1.x); vec3 g101 vec3(gx1.y,gy1.y,gz1.y); vec3 g011 vec3(gx1.z,gy1.z,gz1.z); vec3 g111 vec3(gx1.w,gy1.w,gz1.w); vec4 norm0 taylorInvSqrt(vec4(dot(g000, g000), dot(g010, g010), dot(g100, g100), dot(g110, g110))); g000 * norm0.x; g010 * norm0.y; g100 * norm0.z; g110 * norm0.w; vec4 norm1 taylorInvSqrt(vec4(dot(g001, g001), dot(g011, g011), dot(g101, g101), dot(g111, g111))); g001 * norm1.x; g011 * norm1.y; g101 * norm1.z; g111 * norm1.w; float n000 dot(g000, Pf0); float n100 dot(g100, vec3(Pf1.x, Pf0.yz)); float n010 dot(g010, vec3(Pf0.x, Pf1.y, Pf0.z)); float n110 dot(g110, vec3(Pf1.xy, Pf0.z)); float n001 dot(g001, vec3(Pf0.xy, Pf1.z)); float n101 dot(g101, vec3(Pf1.x, Pf0.y, Pf1.z)); float n011 dot(g011, vec3(Pf0.x, Pf1.yz)); float n111 dot(g111, Pf1); vec3 fade_xyz fade(Pf0); vec4 n_z mix(vec4(n000, n100, n010, n110), vec4(n001, n101, n011, n111), fade_xyz.z); vec2 n_yz mix(n_z.xy, n_z.zw, fade_xyz.y); float n_xyz mix(n_yz.x, n_yz.y, fade_xyz.x); return 1.5 * n_xyz; } // Turbulence By Jaume Sanchez https://codepen.io/spite/ varying vec2 vUv; varying float noise; varying float qnoise; varying float displacement; uniform float time; uniform float displace; uniform float pointscale; uniform float decay; uniform float size; uniform float complex; uniform float waves; uniform float eqcolor; uniform bool fragment; float turbulence( vec3 p) { float t - 0.005; for (float f 1.0 ; f 1.0 ; f ){ float power pow( 1.3, f ); t abs( pnoise( vec3( power * p ), vec3( 10.0, 10.0, 10.0 ) ) / power ); } return t; } void main() { vUv uv; noise (2.0- waves)turbulence( decay * abs(normal time)); qnoise (0.3- eqcolor)turbulence( decay * abs(normal time)); float b pnoise( complex(position) vec3( (decay2.0) * time ), vec3( 100.0 ) ); displacement - atan(noise) tan(b * displace); vec3 newPosition (position) (normal * displacement); gl_Position (projectionMatrixmodelViewMatrix)vec4( newPosition, abs(size) ); gl_PointSize (3.0); }, fragmentShader:varying float qnoise; varying float noise; uniform float time; uniform bool redhell; uniform float rcolor; uniform float gcolor; uniform float bcolor; void main() { float r, g, b; if (!redhell true) { r sin(qnoise rcolor); g normalize(qnoise (gcolor / 2.0)); b tan(qnoise bcolor); } else { r normalize(qnoise rcolor); g cos(qnoise gcolor); b sin(qnoise bcolor); } gl_FragColor vec4(r, g, b, 1.0); }}); var wir_mat new THREE.MeshBasicMaterial({color:Theme.darker}); var geo new THREE.IcosahedronGeometry(2, 60); var wir new THREE.IcosahedronGeometry(2.3, 20); this.shape new THREE.Mesh(geo, mat); this.point new THREE.Points(wir, mat); shapeGroup.add(this.point); shapeGroup.add(this.shape); scene.add(shapeGroup); } function createPrimitive() { _primitive new primitiveElement(); }var options { perlin: { speed: 0.4, size: 0.7, perlins: 1.0, decay: 1.20, displace: 1.00, complex: 0.50, waves: 3.7, eqcolor: 10.0, rcolor: 1.5, gcolor: 1.5, bcolor: 1.5, fragment: true, points: true, redhell: true }, perlinRandom: function() { gsap.to(this.perlin, 2, { //decay: Math.random() * 1.0, waves: Math.random() * 20.0, complex: Math.random() * 1.0, displace: Math.random() * 2.5, }); }, random: function() { //this.perlin.redhell Math.random() 0.5; // 10 1 0.1 1.2 gsap.to(this.perlin, 1, { eqcolor: 11.0, rcolor: Math.random() * 1.5, gcolor: Math.random() * 0.5, bcolor: Math.random() * 1.5, }); }, normal: function() { this.perlin.redhell true; // 10 1 0.1 1.2 gsap.to(this.perlin, 1, { //speed: 0.12, eqcolor: 10.0, rcolor: 1.5, gcolor: 1.5, bcolor: 1.5, }); }, darker: function() { this.perlin.redhell false; // 10 1 0.1 1.2 gsap.to(this.perlin, 1, { //speed: 0.5, eqcolor: 9.0, rcolor: 0.4, gcolor: 0.05, bcolor: 0.6, }); }, volcano: function() { this.perlin.redhell false; // 10 1 0.1 1.2 //this.perlin.speed 0.83; gsap.to(this.perlin, 1, { size: 0.7, waves: 0.6, complex: 1.0, displace: 0.3, eqcolor: 9.0, rcolor: 0.85, gcolor: 0.05, bcolor: 0.32, }); }, cloud: function() { this.perlin.redhell true; // 10 1 0.1 1.2 //this.perlin.speed 0.1; gsap.to(this.perlin, 1, { size: 1.0, waves :20.0, complex: 0.1, displace: 0.1, eqcolor: 4.0, rcolor: 1.5, gcolor: 0.7, bcolor: 1.5, }); }, tornasol: function() { this.perlin.redhell true; // 10 1 0.1 1.2 //this.perlin.speed 0.25; gsap.to(this.perlin, 1, { size: 1.0, waves: 3.0, complex: 0.65, displace: 0.5, eqcolor: 9.5, rcolor: 1.5, gcolor: 1.5, bcolor: 1.5, }); } }function createGUI() { var gui new dat.GUI(); var perlinGUI gui.addFolder(Shape Setup); perlinGUI.add(options, perlinRandom).name(• Random Shape); perlinGUI.add(options.perlin, speed, 0.1, 1.0).name(Speed).listen(); perlinGUI.add(options.perlin, size, 0.0, 3.0).name(Size).listen(); //perlinGUI.add(options.perlin, decay, 0.0, 1.0).name(Decay).listen(); perlinGUI.add(options.perlin, waves, 0.0, 20.0).name(Waves).listen(); perlinGUI.add(options.perlin, complex, 0.1, 1.0).name(Complex).listen(); perlinGUI.add(options.perlin, displace, 0.1, 2.5).name(Displacement).listen(); //perlinGUI.open(); var colorGUI gui.addFolder(Color); colorGUI.add(options, random).name(• Random colors); colorGUI.add(options, normal).name(• Normal colors); colorGUI.add(options, darker).name(• Dark colors); colorGUI.add(options.perlin, eqcolor, 0.0, 30.0).name(Hue).listen(); colorGUI.add(options.perlin, rcolor, 0.0, 2.5).name(R).listen(); colorGUI.add(options.perlin, gcolor, 0.0, 2.5).name(G).listen(); colorGUI.add(options.perlin, bcolor, 0.0, 2.5).name(B).listen(); colorGUI.add(options.perlin, redhell, true).name(Electroflow); //colorGUI.open(); gui.add(options, volcano).name(• Volcano); gui.add(options, tornasol).name(• Tornasol); gui.add(options, cloud).name(• Cotton Candy); gui.add(options.perlin, points, true).name(Points); }function animation() { var performance Date.now() * 0.003; //_primitive.shape.visible !options.perlin.points; _primitive.point.visible options.perlin.points; mat.uniforms[time].value (options.perlin.speed / 1000) * (Date.now() - start); mat.uniforms[pointscale].value options.perlin.perlins; mat.uniforms[decay].value options.perlin.decay; mat.uniforms[size].value options.perlin.size; mat.uniforms[displace].value options.perlin.displace; mat.uniforms[complex].value options.perlin.complex; mat.uniforms[waves].value options.perlin.waves; mat.uniforms[fragment].value options.perlin.fragment; mat.uniforms[redhell].value options.perlin.redhell; mat.uniforms[eqcolor].value options.perlin.eqcolor; mat.uniforms[rcolor].value options.perlin.rcolor; mat.uniforms[gcolor].value options.perlin.gcolor; mat.uniforms[bcolor].value options.perlin.bcolor;requestAnimationFrame(animation); renderer.render(scene, camera); }createWorld(); createGUI(); createPrimitive(); animation();完整源码GitHub小结本文提供一团揉动完整 Three.js 源码与在线 Demo建议先运行案例再改 uniform/参数做二次实验更多 Three.js 实战案例见 three-cesium-examples 合集 与 GitHub 开源仓库

相关新闻