react中如何使用thress.js渲染动态背景

效果图(由于不会截动态,所以只给了个静态的截图)👇

修改后面整体的样式,只需要换fragmentShader中的源码 其他地方的都是微调的作用,比如动态背景动的快慢,是否随鼠标移动等

直接上代码

import * as THREE from 'three'
import { Outlet } from 'react-router'
 
useEffect(() => {
    iniThree()
  }, [])


  const iniThree = () => {
    const vertexShader = `     void main() {
    vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );
    gl_Position = projectionMatrix * mvPosition;
  }`
//修改背景的颜色透明度什么的都是再shader里面修改,需要你们一个个微调试
    const fragmentShader = `     /*
  * "Seascape" by Alexander Alekseev aka TDM - 2014
  * License Creative Commons Attribution-NonCommercial-ShareAlike 3.0 Unported License.
  * Contact: tdmaav@gmail.com
  */

  // 时间
uniform float iTime;
// 分辨率
uniform vec2 iResolution;
// 鼠标位置
uniform vec2 iMouse;

 const int NUM_STEPS = 8;
 const float PI      = 3.141592;
 const float EPSILON = 1e-3;
 #define EPSILON_NRM (0.1 / iResolution.x)

 // sea
 const int ITER_GEOMETRY = 3;
 const int ITER_FRAGMENT = 5;
 const float SEA_HEIGHT = 0.6;
 const float SEA_CHOPPY = 4.0;
 const float SEA_SPEED = 0.8;
 const float SEA_FREQ = 0.16;
 const vec3 SEA_BASE = vec3(0.1,0.19,0.22);
 const vec3 SEA_WATER_COLOR = vec3(0.8,0.9,0.6);
 #define SEA_TIME (1.0 + iTime * SEA_SPEED)
 const mat2 octave_m = mat2(1.6,1.2,-1.2,1.6);

 // math
 mat3 fromEuler(vec3 ang) {
     vec2 a1 = vec2(sin(ang.x),cos(ang.x));
     vec2 a2 = vec2(sin(ang.y),cos(ang.y));
     vec2 a3 = vec2(sin(ang.z),cos(ang.z));
     mat3 m;
     m[0] = vec3(a1.y*a3.y+a1.x*a2.x*a3.x,a1.y*a2.x*a3.x+a3.y*a1.x,-a2.y*a3.x);
     m[1] = vec3(-a2.y*a1.x,a1.y*a2.y,a2.x);
     m[2] = vec3(a3.y*a1.x*a2.x+a1.y*a3.x,a1.x*a3.x-a1.y*a3.y*a2.x,a2.y*a3.y);
     return m;
 }
 float hash( vec2 p ) {
     float h = dot(p,vec2(127.1,311.7));
     return fract(sin(h)*43758.5453123);
 }
 float noise( in vec2 p ) {
     vec2 i = floor( p );
     vec2 f = fract( p );
     vec2 u = f*f*(3.0-2.0*f);
     return -1.0+2.0*mix( mix( hash( i + vec2(0.0,0.0) ),
                      hash( i + vec2(1.0,0.0) ), u.x),
                 mix( hash( i + vec2(0.0,1.0) ),
                      hash( i + vec2(1.0,1.0) ), u.x), u.y);
 }

 // lighting
 float diffuse(vec3 n,vec3 l,float p) {
     return pow(dot(n,l) * 0.4 + 0.6,p);
 }
 float specular(vec3 n,vec3 l,vec3 e,float s) {
     float nrm = (s + 8.0) / (PI * 8.0);
     return pow(max(dot(reflect(e,n),l),0.0),s) * nrm;
 }

 // sky
 vec3 getSkyColor(vec3 e) {
     e.y = max(e.y,0.0);
     return vec3(pow(1.0-e.y,2.0), 1.0-e.y, 0.6+(1.0-e.y)*0.4);
 }

 // sea
 float sea_octave(vec2 uv, float choppy) {
     uv += noise(uv);
     vec2 wv = 1.0-abs(sin(uv));
     vec2 swv = abs(cos(uv));
     wv = mix(wv,swv,wv);
     return pow(1.0-pow(wv.x * wv.y,0.65),choppy);
 }

 float map(vec3 p) {
     float freq = SEA_FREQ;
     float amp = SEA_HEIGHT;
     float choppy = SEA_CHOPPY;
     vec2 uv = p.xz; uv.x *= 0.75;

     float d, h = 0.0;
     for(int i = 0; i < ITER_GEOMETRY; i++) {
         d = sea_octave((uv+SEA_TIME)*freq,choppy);
         d += sea_octave((uv-SEA_TIME)*freq,choppy);
         h += d * amp;
         uv *= octave_m; freq *= 1.9; amp *= 0.22;
         choppy = mix(choppy,1.0,0.2);
     }
     return p.y - h;
 }

 float map_detailed(vec3 p) {
     float freq = SEA_FREQ;
     float amp = SEA_HEIGHT;
     float choppy = SEA_CHOPPY;
     vec2 uv = p.xz; uv.x *= 0.75;

     float d, h = 0.0;
     for(int i = 0; i < ITER_FRAGMENT; i++) {
         d = sea_octave((uv+SEA_TIME)*freq,choppy);
         d += sea_octave((uv-SEA_TIME)*freq,choppy);
         h += d * amp;
         uv *= octave_m; freq *= 1.9; amp *= 0.22;
         choppy = mix(choppy,1.0,0.2);
     }
     return p.y - h;
 }

 vec3 getSeaColor(vec3 p, vec3 n, vec3 l, vec3 eye, vec3 dist) {
     float fresnel = clamp(1.0 - dot(n,-eye), 0.0, 1.0);
     fresnel = pow(fresnel,3.0) * 0.65;

     vec3 reflected = getSkyColor(reflect(eye,n));
     vec3 refracted = SEA_BASE + diffuse(n,l,80.0) * SEA_WATER_COLOR * 0.12;

     vec3 color = mix(refracted,reflected,fresnel);

     float atten = max(1.0 - dot(dist,dist) * 0.001, 0.0);
     color += SEA_WATER_COLOR * (p.y - SEA_HEIGHT) * 0.18 * atten;

     color += vec3(specular(n,l,eye,60.0));

     return color;
 }

 // tracing
 vec3 getNormal(vec3 p, float eps) {
     vec3 n;
     n.y = map_detailed(p);
     n.x = map_detailed(vec3(p.x+eps,p.y,p.z)) - n.y;
     n.z = map_detailed(vec3(p.x,p.y,p.z+eps)) - n.y;
     n.y = eps;
     return normalize(n);
 }

 float heightMapTracing(vec3 ori, vec3 dir, out vec3 p) {
     float tm = 0.0;
     float tx = 1000.0;
     float hx = map(ori + dir * tx);
     if(hx > 0.0) return tx;
     float hm = map(ori + dir * tm);
     float tmid = 0.0;
     for(int i = 0; i < NUM_STEPS; i++) {
         tmid = mix(tm,tx, hm/(hm-hx));
         p = ori + dir * tmid;
         float hmid = map(p);
         if(hmid < 0.0) {
             tx = tmid;
             hx = hmid;
         } else {
             tm = tmid;
             hm = hmid;
         }
     }
     return tmid;
 }

 // main
 void main( ) {
     vec2 uv = gl_FragCoord.xy / iResolution.xy;
     uv = uv * 2.0 - 1.0;
     uv.x *= iResolution.x / iResolution.y;
     float time = iTime * 0.1 + iMouse.x*0.001;

     // ray
     vec3 ang = vec3(sin(time*3.0)*0.1,sin(time)*0.2+0.3,time);
     vec3 ori = vec3(0.0,3.5,time*5.0);
     vec3 dir = normalize(vec3(uv.xy,-2.0)); dir.z += length(uv) * 0.15;
     dir = normalize(dir) * fromEuler(ang);

     // tracing
     vec3 p;
     heightMapTracing(ori,dir,p);
     vec3 dist = p - ori;
     vec3 n = getNormal(p, dot(dist,dist) * EPSILON_NRM);
     vec3 light = normalize(vec3(0.0,1.0,0.5));

     // color
     vec3 color = mix(
         getSkyColor(dir),
         getSeaColor(p,n,light,dir,dist),
         pow(smoothstep(0.0,-0.05,dir.y),0.3));

     // post
     gl_FragColor = vec4(pow(color,vec3(0.75)), 1.0);
 }`
    var width = window.innerWidth // 画布的宽度
    var height = window.innerHeight // 画布的高度

    // 渲染器
    var renderer = new THREE.WebGLRenderer({ antialias: true })
    renderer.setSize(width, height)
    // 将canvas添加到指定元素
    var element = document.getElementById('seaBackground')
    element.appendChild(renderer.domElement)

    // 场景
    var scene = new THREE.Scene()
    // 摄像机
    var camera = new THREE.PerspectiveCamera(45, width / height, 1, 2000)
    camera.position.set(0, 0, 360)
    scene.add(camera)

    // 传递给着色器的uniform参数
    var uniforms = {
      iTime: { value: 1.0 },
      iResolution: { value: new THREE.Vector2(width * 1.0, height * 1.0) },
      iMouse: { value: new THREE.Vector2(0.0, 0.0) },
    }
    // 材质
    var material = new THREE.ShaderMaterial({
      // 着色器 uniform 参数
      uniforms: uniforms,
      // 顶点着色器文本内容
      vertexShader: vertexShader,
      // 片元着色器文本内容
      fragmentShader: fragmentShader,
    })
    // 平面几何体
    var geom = new THREE.PlaneBufferGeometry(width, height)
    // 网格对象
    var mesh = new THREE.Mesh(geom, material)
    scene.add(mesh)

    /* 利用requestAnimationFrame实现动画 */
    var clock = new THREE.Clock() // 时钟
    ;(function animate() {
      requestAnimationFrame(animate)

      var delta = clock.getDelta() // 获取本次和上次的时间间隔
      uniforms.iTime.value += delta // 设置着色器使用的 iTime 参数
      renderer.render(scene, camera) // 重新渲染
    })()

    /* 监听鼠标移动,并改变着色器使用的 iMouse 参数 */
    // var mouseStartPosition = null // 鼠标起始位置
    // window.addEventListener('mousemove', function (event) {
    //   if (!mouseStartPosition) {
    //     mouseStartPosition = { x: event.clientX, y: event.clientY }
    //   } else {
    //     uniforms.iMouse.value.x = event.clientX - mouseStartPosition.x
    //     uniforms.iMouse.value.y = event.clientY - mouseStartPosition.y
    //   }
    // })
  }

  return (
    <div id="seaBackground">
      <div className={styles.logo}></div>
      <Outlet />
    </div>
  )
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