Threejs Shader 光带练习

在这里插入图片描述
代码

<template>
  <div class="circle" ref="circle"></div>
</template>

<script setup>
import {onMounted, ref} from "vue";
import * as THREE from 'three';
import {OrbitControls} from 'three/examples/jsm/controls/OrbitControls'

let scene, camera, renderer, controls, circle = ref(null);
let timeValue = {value: 0.0}

function init() {
  let width = circle.value.clientWidth;
  let height = circle.value.clientHeight
  scene = new THREE.Scene();
  renderer = new THREE.WebGLRenderer({
    antialias: true, //开启锯齿
  });
  renderer.setSize(width, height)
  renderer.setPixelRatio(Math.min(window.devicePixelRatio, 2));
  renderer.setClearColor(new THREE.Color('#32373E'), 1);
  camera = new THREE.PerspectiveCamera(45, width / height, 1, 10000)
  camera.position.set(500, 500, 500)
  controls = new OrbitControls(camera, renderer.domElement);
  let light = new THREE.AmbientLight(0xadadad, 0.8); // soft white light
  scene.add(light)
  let light_2 = new THREE.HemisphereLight(0x00AAFF, 0xFFAA00, 0.8)
  scene.add(light_2)
  scene.add(new THREE.AxesHelper(500))
  const geometry = new THREE.PlaneGeometry(500, 500);
  geometry.translate(250, 250, 0)
  geometry.rotateX(Math.PI/2)
  const material = new THREE.MeshBasicMaterial({color: 0xffff00, side: THREE.DoubleSide});

  let vertexShader = `
    // uniform mat4 modelMatrix;//不需要声明
    varying vec3 v_position;
    void main(){
      // 模型矩阵modelMatrix对顶点位置坐标进行模型变换
      gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);
      v_position = position;
  }`

  let fragmentShader = `
    varying vec3 v_position;
    uniform float v_time;
    void main() {
       // 定义速度
       float v = 2.0;
       // 定义宽度
       float w = v * v_time;
       if (v_position.x <=  w + 20.0 && v_position.x >= w-20.0) {
           // 颜色插值计算
           vec3 color = mix(vec3(1.0, 1.0, 0.0), vec3(1.0, 0.0, 0.0), abs(w-v_position.x)/20.0);
           gl_FragColor = vec4(color, 1.0);
       } else {
           gl_FragColor = vec4(1.0, 0.0, 0.0, 1.0);
       }
    }
  `

  let material2 = new THREE.ShaderMaterial({
    vertexShader,
    fragmentShader,
    side: THREE.DoubleSide,
    transparent: true,
    uniforms: {
      v_time: timeValue
    }
  })

  const plane = new THREE.Mesh(geometry, material2);
  scene.add(plane);
  // plane.rotateX(Math.PI/2)
}

function animal() {
  renderer.render(scene, camera);
  timeValue.value += 0.5
  if (timeValue.value >= 250) {
    timeValue.value = 0.0;
  }
  requestAnimationFrame(animal)
}

onMounted(() => {
  init();
  circle.value.appendChild(renderer.domElement)
  animal();
})
</script>

<style scoped lang="less">
.circle {
  height: 100%;
}
</style>

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