【转】three.js 实现露珠滴落动画

演示地址:

https://codepen.io/alphardex/pen/BaQYXvy

原文:

https://mp.weixin.qq.com/s/bS8IXkdDyiO2I3o0UNRUBQ

html

<div class="relative w-screen h-screen">
  <div class="ray-marching w-full h-full bg-black"></div>
</div>

css

body {
  display: flex;
  justify-content: center;
  align-items: center;
  min-height: 100vh;
  margin: 0;
  background: hsl(240, 56%, 98%);
  overflow: hidden;
}

js

import * as THREE from "https://cdn.skypack.dev/three@0.124.0";
import ky from "https://cdn.skypack.dev/kyouka@1.2.2";
import { OrbitControls } from "https://cdn.skypack.dev/three@0.124.0/examples/jsm/controls/OrbitControls";
import { GLTFLoader } from "https://cdn.skypack.dev/three@0.124.0/examples/jsm/loaders/GLTFLoader";
import { FBXLoader } from "https://cdn.skypack.dev/three@0.124.0/examples/jsm/loaders/FBXLoader";
import { EffectComposer } from "https://cdn.skypack.dev/three@0.124.0/examples/jsm/postprocessing/EffectComposer";
import Stats from "https://cdn.skypack.dev/three@0.124.0/examples/jsm/libs/stats.module";
import * as dat from "https://cdn.skypack.dev/dat.gui@0.7.7";

const calcAspect = (el: HTMLElement) => el.clientWidth / el.clientHeight;

const getNormalizedMousePos = (e: MouseEvent | Touch) => {
  return {
    x: (e.clientX / window.innerWidth) * 2 - 1,
    y: -(e.clientY / window.innerHeight) * 2 + 1
  };
};

const matcapTextureUrl = "https://i.loli.net/2021/02/27/7zhBySIYxEqUFW3.png";

const rayMarchingVertexShader = `
varying vec2 vUv;

void main(){
    vec4 modelPosition=modelMatrix*vec4(position,1.);
    vec4 viewPosition=viewMatrix*modelPosition;
    vec4 projectedPosition=projectionMatrix*viewPosition;
    gl_Position=projectedPosition;
    
    vUv=uv;
}
`;

const rayMarchingFragmentShader = `
uniform float uTime;
uniform vec2 uMouse;
uniform vec2 uResolution;
uniform float uVelocityBox;
uniform float uProgress;
uniform float uAngle;
uniform float uDistance;
uniform float uVelocitySphere;
uniform sampler2D uTexture;

varying vec2 vUv;

const float EPSILON=.0001;
const float PI=3.14159265359;

// https://gist.github.com/yiwenl/3f804e80d0930e34a0b33359259b556c
mat4 rotationMatrix(vec3 axis,float angle){
    axis=normalize(axis);
    float s=sin(angle);
    float c=cos(angle);
    float oc=1.-c;
    
    return mat4(oc*axis.x*axis.x+c,oc*axis.x*axis.y-axis.z*s,oc*axis.z*axis.x+axis.y*s,0.,
        oc*axis.x*axis.y+axis.z*s,oc*axis.y*axis.y+c,oc*axis.y*axis.z-axis.x*s,0.,
        oc*axis.z*axis.x-axis.y*s,oc*axis.y*axis.z+axis.x*s,oc*axis.z*axis.z+c,0.,
    0.,0.,0.,1.);
}

vec3 rotate(vec3 v,vec3 axis,float angle){
    mat4 m=rotationMatrix(axis,angle);
    return(m*vec4(v,1.)).xyz;
}

vec3 background(vec2 uv){
    float dist=length(uv-vec2(.5));
    vec3 bg=mix(vec3(.3),vec3(.0),dist);
    return bg;
}

// https://www.iquilezles.org/www/articles/distfunctions/distfunctions.htm
float sdSphere(vec3 p,float r)
{
    return length(p)-r;
}

float sdBox(vec3 p,vec3 b)
{
    vec3 q=abs(p)-b;
    return length(max(q,0.))+min(max(q.x,max(q.y,q.z)),0.);
}

// https://www.iquilezles.org/www/articles/smin/smin.htm
float smin(float a,float b,float k)
{
    float h=clamp(.5+.5*(b-a)/k,0.,1.);
    return mix(b,a,h)-k*h*(1.-h);
}

float movingSphere(vec3 p,float shape){
    float rad=uAngle*PI;
    vec3 pos=vec3(cos(rad),sin(rad),0.)*uDistance;
    vec3 displacement=pos*fract(uTime*uVelocitySphere);
    float gotoCenter=sdSphere(p-displacement,.1);
    return smin(shape,gotoCenter,.3);
}

float sdf(vec3 p){
    vec3 p1=rotate(p,vec3(1.),uTime*uVelocityBox);
    float box=sdBox(p1,vec3(.3));
    float sphere=sdSphere(p,.3);
    float sBox=smin(box,sphere,.3);
    float mixedBox=mix(sBox,box,uProgress);
    mixedBox=movingSphere(p,mixedBox);
    float aspect=uResolution.x/uResolution.y;
    vec2 mousePos=uMouse;
    mousePos.x*=aspect;
    float mouseSphere=sdSphere(p-vec3(mousePos,0.),.15);
    return smin(mixedBox,mouseSphere,.1);
}

// http://jamie-wong.com/2016/07/15/ray-marching-signed-distance-functions/
// https://gist.github.com/sephirot47/f942b8c252eb7d1b7311
float rayMarch(vec3 eye,vec3 ray,float end,int maxIter){
    float depth=0.;
    for(int i=0;i<maxIter;i++){
        vec3 pos=eye+depth*ray;
        float dist=sdf(pos);
        depth+=dist;
        if(dist<EPSILON||dist>=end){
            break;
        }
    }
    return depth;
}

vec2 centerUv(vec2 uv){
    uv=2.*uv-1.;
    float aspect=uResolution.x/uResolution.y;
    uv.x*=aspect;
    return uv;
}

// https://www.iquilezles.org/www/articles/normalsSDF/normalsSDF.htm
vec3 calcNormal(in vec3 p)
{
    const float eps=.0001;
    const vec2 h=vec2(eps,0);
    return normalize(vec3(sdf(p+h.xyy)-sdf(p-h.xyy),
    sdf(p+h.yxy)-sdf(p-h.yxy),
    sdf(p+h.yyx)-sdf(p-h.yyx)));
}

// https://github.com/hughsk/matcap/blob/master/matcap.glsl
vec2 matcap(vec3 eye,vec3 normal){
    vec3 reflected=reflect(eye,normal);
    float m=2.8284271247461903*sqrt(reflected.z+1.);
    return reflected.xy/m+.5;
}

// https://www.shadertoy.com/view/4scSW4
float fresnel(float bias,float scale,float power,vec3 I,vec3 N)
{
    return bias+scale*pow(1.+dot(I,N),power);
}

void main(){
    vec2 cUv=centerUv(vUv);
    vec3 eye=vec3(0.,0.,2.5);
    vec3 ray=normalize(vec3(cUv,-eye.z));
    vec3 bg=background(vUv);
    vec3 color=bg;
    float end=5.;
    int maxIter=256;
    float depth=rayMarch(eye,ray,end,maxIter);
    if(depth<end){
        vec3 pos=eye+depth*ray;
        vec3 normal=calcNormal(pos);
        vec2 matcapUv=matcap(ray,normal);
        color=texture2D(uTexture,matcapUv).rgb;
        float F=fresnel(0.,.4,3.2,ray,normal);
        color=mix(color,bg,F);
    }
    gl_FragColor=vec4(color,1.);
}
`;

class Base {
  debug: boolean;
  container: HTMLElement | null;
  scene!: THREE.Scene;
  camera!: THREE.PerspectiveCamera | THREE.OrthographicCamera;
  rendererParams!: Record<string, any>;
  perspectiveCameraParams!: Record<string, any>;
  orthographicCameraParams!: Record<string, any>;
  cameraPosition!: THREE.Vector3;
  lookAtPosition!: THREE.Vector3;
  renderer!: THREE.WebGLRenderer;
  controls!: OrbitControls;
  mousePos!: THREE.Vector2;
  raycaster!: THREE.Raycaster;
  sound!: THREE.Audio;
  stats!: Stats;
  composer!: EffectComposer;
  shaderMaterial!: THREE.ShaderMaterial;
  mouseSpeed!: number;
  constructor(sel: string, debug = false) {
    this.debug = debug;
    this.container = document.querySelector(sel);
    this.perspectiveCameraParams = {
      fov: 75,
      near: 0.1,
      far: 100
    };
    this.orthographicCameraParams = {
      zoom: 2,
      near: -100,
      far: 1000
    };
    this.cameraPosition = new THREE.Vector3(0, 3, 10);
    this.lookAtPosition = new THREE.Vector3(0, 0, 0);
    this.rendererParams = {
      outputEncoding: THREE.LinearEncoding,
      config: {
        alpha: true,
        antialias: true
      }
    };
    this.mousePos = new THREE.Vector2(0, 0);
    this.mouseSpeed = 0;
  }
  // 初始化
  init() {
    this.createScene();
    this.createPerspectiveCamera();
    this.createRenderer();
    this.createMesh({});
    this.createLight();
    this.createOrbitControls();
    this.addListeners();
    this.setLoop();
  }
  // 创建场景
  createScene() {
    const scene = new THREE.Scene();
    if (this.debug) {
      scene.add(new THREE.AxesHelper());
      const stats = Stats();
      this.container!.appendChild(stats.dom);
      this.stats = stats;
    }
    this.scene = scene;
  }
  // 创建透视相机
  createPerspectiveCamera() {
    const { perspectiveCameraParams, cameraPosition, lookAtPosition } = this;
    const { fov, near, far } = perspectiveCameraParams;
    const aspect = calcAspect(this.container!);
    const camera = new THREE.PerspectiveCamera(fov, aspect, near, far);
    camera.position.copy(cameraPosition);
    camera.lookAt(lookAtPosition);
    this.camera = camera;
  }
  // 创建正交相机
  createOrthographicCamera() {
    const { orthographicCameraParams, cameraPosition, lookAtPosition } = this;
    const { left, right, top, bottom, near, far } = orthographicCameraParams;
    const camera = new THREE.OrthographicCamera(
      left,
      right,
      top,
      bottom,
      near,
      far
    );
    camera.position.copy(cameraPosition);
    camera.lookAt(lookAtPosition);
    this.camera = camera;
  }
  // 更新正交相机参数
  updateOrthographicCameraParams() {
    const { container } = this;
    const { zoom, near, far } = this.orthographicCameraParams;
    const aspect = calcAspect(container!);
    this.orthographicCameraParams = {
      left: -zoom * aspect,
      right: zoom * aspect,
      top: zoom,
      bottom: -zoom,
      near,
      far,
      zoom
    };
  }
  // 创建渲染
  createRenderer(useWebGL1 = false) {
    const { rendererParams } = this;
    const { outputEncoding, config } = rendererParams;
    const renderer = !useWebGL1
      ? new THREE.WebGLRenderer(config)
      : new THREE.WebGL1Renderer(config);
    renderer.setSize(this.container!.clientWidth, this.container!.clientHeight);
    renderer.outputEncoding = outputEncoding;
    this.resizeRendererToDisplaySize();
    this.container?.appendChild(renderer.domElement);
    this.renderer = renderer;
    this.renderer.setClearColor(0x000000, 0);
  }
  // 允许投影
  enableShadow() {
    this.renderer.shadowMap.enabled = true;
  }
  // 调整渲染器尺寸
  resizeRendererToDisplaySize() {
    const { renderer } = this;
    if (!renderer) {
      return;
    }
    const canvas = renderer.domElement;
    const pixelRatio = window.devicePixelRatio;
    const { clientWidth, clientHeight } = canvas;
    const width = (clientWidth * pixelRatio) | 0;
    const height = (clientHeight * pixelRatio) | 0;
    const isResizeNeeded = canvas.width !== width || canvas.height !== height;
    if (isResizeNeeded) {
      renderer.setSize(width, height, false);
    }
    return isResizeNeeded;
  }
  // 创建网格
  createMesh(
    meshObject: MeshObject,
    container: THREE.Scene | THREE.Mesh = this.scene
  ) {
    const {
      geometry = new THREE.BoxGeometry(1, 1, 1),
      material = new THREE.MeshStandardMaterial({
        color: new THREE.Color("#d9dfc8")
      }),
      position = new THREE.Vector3(0, 0, 0)
    } = meshObject;
    const mesh = new THREE.Mesh(geometry, material);
    mesh.position.copy(position);
    container.add(mesh);
    return mesh;
  }
  // 创建光源
  createLight() {
    const dirLight = new THREE.DirectionalLight(
      new THREE.Color("#ffffff"),
      0.5
    );
    dirLight.position.set(0, 50, 0);
    this.scene.add(dirLight);
    const ambiLight = new THREE.AmbientLight(new THREE.Color("#ffffff"), 0.4);
    this.scene.add(ambiLight);
  }
  // 创建轨道控制
  createOrbitControls() {
    const controls = new OrbitControls(this.camera, this.renderer.domElement);
    const { lookAtPosition } = this;
    controls.target.copy(lookAtPosition);
    controls.update();
    this.controls = controls;
  }
  // 监听事件
  addListeners() {
    this.onResize();
  }
  // 监听画面缩放
  onResize() {
    window.addEventListener("resize", (e) => {
      if (this.shaderMaterial) {
        this.shaderMaterial.uniforms.uResolution.value.x = window.innerWidth;
        this.shaderMaterial.uniforms.uResolution.value.y = window.innerHeight;
        this.renderer.setSize(window.innerWidth, window.innerHeight);
      } else {
        if (this.camera instanceof THREE.PerspectiveCamera) {
          const aspect = calcAspect(this.container!);
          const camera = this.camera as THREE.PerspectiveCamera;
          camera.aspect = aspect;
          camera.updateProjectionMatrix();
        } else if (this.camera instanceof THREE.OrthographicCamera) {
          this.updateOrthographicCameraParams();
          const camera = this.camera as THREE.OrthographicCamera;
          const {
            left,
            right,
            top,
            bottom,
            near,
            far
          } = this.orthographicCameraParams;
          camera.left = left;
          camera.right = right;
          camera.top = top;
          camera.bottom = bottom;
          camera.near = near;
          camera.far = far;
          camera.updateProjectionMatrix();
        }
        this.renderer.setSize(
          this.container!.clientWidth,
          this.container!.clientHeight
        );
      }
    });
  }
  // 动画
  update() {
    console.log("animation");
  }
  // 渲染
  setLoop() {
    this.renderer.setAnimationLoop(() => {
      this.resizeRendererToDisplaySize();
      this.update();
      if (this.controls) {
        this.controls.update();
      }
      if (this.stats) {
        this.stats.update();
      }
      if (this.composer) {
        this.composer.render();
      } else {
        this.renderer.render(this.scene, this.camera);
      }
    });
  }
  // 创建文本
  createText(
    text = "",
    config: THREE.TextGeometryParameters,
    material: THREE.Material = new THREE.MeshStandardMaterial({
      color: "#ffffff"
    })
  ) {
    const geo = new THREE.TextGeometry(text, config);
    const mesh = new THREE.Mesh(geo, material);
    return mesh;
  }
  // 创建音效源
  createAudioSource() {
    const listener = new THREE.AudioListener();
    this.camera.add(listener);
    const sound = new THREE.Audio(listener);
    this.sound = sound;
  }
  // 加载音效
  loadAudio(url: string): Promise<AudioBuffer> {
    const loader = new THREE.AudioLoader();
    return new Promise((resolve) => {
      loader.load(url, (buffer) => {
        this.sound.setBuffer(buffer);
        resolve(buffer);
      });
    });
  }
  // 加载模型
  loadModel(url: string): Promise<THREE.Object3D> {
    const loader = new GLTFLoader();
    return new Promise((resolve, reject) => {
      loader.load(
        url,
        (gltf) => {
          const model = gltf.scene;
          console.log(model);
          resolve(model);
        },
        undefined,
        (err) => {
          console.log(err);
          reject();
        }
      );
    });
  }
  // 加载FBX模型
  loadFBXModel(url: string): Promise<THREE.Object3D> {
    const loader = new FBXLoader();
    return new Promise((resolve, reject) => {
      loader.load(
        url,
        (obj) => {
          resolve(obj);
        },
        undefined,
        (err) => {
          console.log(err);
          reject();
        }
      );
    });
  }
  // 加载字体
  loadFont(url: string): Promise<THREE.Font> {
    const loader = new THREE.FontLoader();
    return new Promise((resolve) => {
      loader.load(url, (font) => {
        resolve(font);
      });
    });
  }
  // 创建点选模型
  createRaycaster() {
    this.raycaster = new THREE.Raycaster();
    this.trackMousePos();
  }
  // 追踪鼠标位置
  trackMousePos() {
    window.addEventListener("mousemove", (e) => {
      this.setMousePos(e);
    });
    window.addEventListener(
      "touchstart",
      (e: TouchEvent) => {
        this.setMousePos(e.touches[0]);
      },
      { passive: false }
    );
    window.addEventListener("touchmove", (e: TouchEvent) => {
      this.setMousePos(e.touches[0]);
    });
  }
  // 设置鼠标位置
  setMousePos(e: MouseEvent | Touch) {
    const { x, y } = getNormalizedMousePos(e);
    this.mousePos.x = x;
    this.mousePos.y = y;
  }
  // 获取点击物
  getInterSects(): THREE.Intersection[] {
    this.raycaster.setFromCamera(this.mousePos, this.camera);
    const intersects = this.raycaster.intersectObjects(
      this.scene.children,
      true
    );
    return intersects;
  }
  // 选中点击物时
  onChooseIntersect(target: THREE.Object3D) {
    const intersects = this.getInterSects();
    const intersect = intersects[0];
    if (!intersect || !intersect.face) {
      return null;
    }
    const { object } = intersect;
    return target === object ? intersect : null;
  }
  // 获取跟屏幕同像素的fov角度
  getScreenFov() {
    return ky.rad2deg(
      2 * Math.atan(window.innerHeight / 2 / this.cameraPosition.z)
    );
  }
  // 获取重心坐标系
  getBaryCoord(bufferGeometry: THREE.BufferGeometry) {
    // https://gist.github.com/mattdesl/e399418558b2b52b58f5edeafea3c16c
    const length = bufferGeometry.attributes.position.array.length;
    const count = length / 3;
    const bary = [];
    for (let i = 0; i < count; i++) {
      bary.push(0, 0, 1, 0, 1, 0, 1, 0, 0);
    }
    const aCenter = new Float32Array(bary);
    bufferGeometry.setAttribute(
      "aCenter",
      new THREE.BufferAttribute(aCenter, 3)
    );
  }
  // 追踪鼠标速度
  trackMouseSpeed() {
    // https://stackoverflow.com/questions/6417036/track-mouse-speed-with-js
    let lastMouseX = -1;
    let lastMouseY = -1;
    let mouseSpeed = 0;
    window.addEventListener("mousemove", (e) => {
      const mousex = e.pageX;
      const mousey = e.pageY;
      if (lastMouseX > -1) {
        mouseSpeed = Math.max(
          Math.abs(mousex - lastMouseX),
          Math.abs(mousey - lastMouseY)
        );
        this.mouseSpeed = mouseSpeed / 100;
      }
      lastMouseX = mousex;
      lastMouseY = mousey;
    });
    document.addEventListener("mouseleave", () => {
      this.mouseSpeed = 0;
    });
  }
  // 使用PCFSoft阴影
  usePCFSoftShadowMap() {
    this.renderer.shadowMap.type = THREE.PCFSoftShadowMap;
  }
  // 使用VSM阴影
  useVSMShadowMap() {
    this.renderer.shadowMap.type = THREE.VSMShadowMap;
  }
  // 将相机的方向设为z轴
  setCameraUpZ() {
    this.camera.up.set(0, 0, 1);
  }
}

class RayMarching extends Base {
  clock!: THREE.Clock;
  rayMarchingMaterial!: THREE.ShaderMaterial;
  constructor(sel: string, debug: boolean) {
    super(sel, debug);
    this.clock = new THREE.Clock();
    this.cameraPosition = new THREE.Vector3(0, 0, 0);
  }
  // 初始化
  init() {
    this.createScene();
    this.createOrthographicCamera();
    this.createRenderer();
    this.createRayMarchingMaterial();
    this.createPlane();
    this.createLight();
    this.trackMousePos();
    this.addListeners();
    // this.createDebugPanel();
    this.setLoop();
  }
  // 创建光线追踪材质
  createRayMarchingMaterial() {
    const loader = new THREE.TextureLoader();
    const texture = loader.load(matcapTextureUrl);
    const rayMarchingMaterial = new THREE.ShaderMaterial({
      vertexShader: rayMarchingVertexShader,
      fragmentShader: rayMarchingFragmentShader,
      side: THREE.DoubleSide,
      uniforms: {
        uTime: {
          value: 0
        },
        uMouse: {
          value: new THREE.Vector2(0, 0)
        },
        uResolution: {
          value: new THREE.Vector2(window.innerWidth, window.innerHeight)
        },
        uTexture: {
          value: texture
        },
        uProgress: {
          value: 1
        },
        uVelocityBox: {
          value: 0.25
        },
        uVelocitySphere: {
          value: 0.5
        },
        uAngle: {
          value: 1.5
        },
        uDistance: {
          value: 1.2
        }
      }
    });
    this.rayMarchingMaterial = rayMarchingMaterial;
    this.shaderMaterial = rayMarchingMaterial;
  }
  // 创建平面
  createPlane() {
    const geometry = new THREE.PlaneBufferGeometry(2, 2, 100, 100);
    const material = this.rayMarchingMaterial;
    this.createMesh({
      geometry,
      material
    });
  }
  // 动画
  update() {
    const elapsedTime = this.clock.getElapsedTime();
    const mousePos = this.mousePos;
    if (this.rayMarchingMaterial) {
      this.rayMarchingMaterial.uniforms.uTime.value = elapsedTime;
      this.rayMarchingMaterial.uniforms.uMouse.value = mousePos;
    }
  }
  // 创建调试面板
  createDebugPanel() {
    const { rayMarchingMaterial } = this;
    const gui = new dat.GUI({ width: 300 });
    gui
      .add(rayMarchingMaterial.uniforms.uProgress, "value")
      .min(0)
      .max(1)
      .step(0.01)
      .name("progress");
    gui
      .add(rayMarchingMaterial.uniforms.uVelocityBox, "value")
      .min(0)
      .max(1)
      .step(0.01)
      .name("velocityBox");
    gui
      .add(rayMarchingMaterial.uniforms.uVelocitySphere, "value")
      .min(0)
      .max(1)
      .step(0.01)
      .name("velocitySphere");
    gui
      .add(rayMarchingMaterial.uniforms.uAngle, "value")
      .min(0)
      .max(2)
      .step(0.01)
      .name("angle");
    gui
      .add(rayMarchingMaterial.uniforms.uDistance, "value")
      .min(0)
      .max(2)
      .step(0.01)
      .name("distance");
  }
}

const start = () => {
  const rayMarching = new RayMarching(".ray-marching", false);
  rayMarching.init();
};

start();

  

posted @ 2021-04-26 14:51  居无常  阅读(410)  评论(0编辑  收藏  举报