1.效果图
2.实现思路
使用three.js的套路几乎是固定的:
1 初始化场景(scene)
2.创建透视相机(camera)
3.设置相机位置(position)
4.创建纹理加载器对象(texture)
5.创建着色器材质(Material)
6.初始化渲染器(WebGLRenderer)
7.设置渲染尺寸大小(Size)
8.将渲染器添加到body(appendChild)
9.初始化控制器(controls)
10.设置控制器阻尼(enableDamping)
11.不停地调用渲染(animate)
ps:万事的开头,你都得先下载引入并初始化three对象
3.核心代码
import * as THREE from "three"; import { OrbitControls } from "three/examples/jsm/controls/OrbitControls"; import gsap from "gsap"; import * as dat from "dat.gui"; import vertexShader from "../shaders/flylight/vertex.glsl"; import fragmentShader from "../shaders/flylight/fragment.glsl"; import { RGBELoader } from "three/examples/jsm/loaders/RGBELoader"; import { GLTFLoader } from "three/examples/jsm/loaders/GLTFLoader"; // 目标:认识shader //创建gui对象 const gui = new dat.GUI(); // console.log(THREE); // 初始化场景 const scene = new THREE.Scene(); // 创建透视相机 const camera = new THREE.PerspectiveCamera( 90, window.innerHeight / window.innerHeight, 0.1, 1000 ); // 设置相机位置 // object3d具有position,属性是1个3维的向量 camera.position.set(0, 0, 2); // 更新摄像头 camera.aspect = window.innerWidth / window.innerHeight; // 更新摄像机的投影矩阵 camera.updateProjectionMatrix(); scene.add(camera); // 加入辅助轴,帮助我们查看3维坐标轴 // const axesHelper = new THREE.AxesHelper(5); // scene.add(axesHelper); // 加载纹理 // 创建纹理加载器对象 const rgbeLoader = new RGBELoader(); rgbeLoader.loadAsync("./assets/2k.hdr").then((texture) => { texture.mapping = THREE.EquirectangularReflectionMapping; scene.background = texture; scene.environment = texture; }); // 创建着色器材质; const shaderMaterial = new THREE.ShaderMaterial({ vertexShader: vertexShader, fragmentShader: fragmentShader, uniforms: {}, side: THREE.DoubleSide, // transparent: true, }); // 初始化渲染器 const renderer = new THREE.WebGLRenderer({ alpha: true }); // renderer.shadowMap.enabled = true; // renderer.shadowMap.type = THREE.BasicShadowMap; // renderer.shadowMap.type = THREE.VSMShadowMap; renderer.outputEncoding = THREE.sRGBEncoding; renderer.toneMapping = THREE.ACESFilmicToneMapping; // renderer.toneMapping = THREE.LinearToneMapping; // renderer.toneMapping = THREE.ReinhardToneMapping; // renderer.toneMapping = THREE.CineonToneMapping; renderer.toneMappingExposure = 0.2; const gltfLoader = new GLTFLoader(); let LightBox = null; gltfLoader.load("./assets/model/flyLight.glb", (gltf) => { console.log(gltf); LightBox = gltf.scene.children[1]; LightBox.material = shaderMaterial; for (let i = 0; i < 150; i++) { let flyLight = gltf.scene.clone(true); let x = (Math.random() - 0.5) * 300; let z = (Math.random() - 0.5) * 300; let y = Math.random() * 60 + 25; flyLight.position.set(x, y, z); gsap.to(flyLight.rotation, { y: 2 * Math.PI, duration: 10 + Math.random() * 30, repeat: -1, }); gsap.to(flyLight.position, { x: "+=" + Math.random() * 5, y: "+=" + Math.random() * 20, yoyo: true, duration: 5 + Math.random() * 10, repeat: -1, }); scene.add(flyLight); } }); // 设置渲染尺寸大小 renderer.setSize(window.innerWidth, window.innerHeight); // 监听屏幕大小改变的变化,设置渲染的尺寸 window.addEventListener("resize", () => { // console.log("resize"); // 更新摄像头 camera.aspect = window.innerWidth / window.innerHeight; // 更新摄像机的投影矩阵 camera.updateProjectionMatrix(); // 更新渲染器 renderer.setSize(window.innerWidth, window.innerHeight); // 设置渲染器的像素比例 renderer.setPixelRatio(window.devicePixelRatio); }); // 将渲染器添加到body document.body.appendChild(renderer.domElement); // 初始化控制器 const controls = new OrbitControls(camera, renderer.domElement); // 设置控制器阻尼 controls.enableDamping = true; // 设置自动旋转 controls.autoRotate = true; controls.autoRotateSpeed = 0.1; controls.maxPolarAngle = (Math.PI / 3) * 2; controls.minPolarAngle = (Math.PI / 3) * 2; const clock = new THREE.Clock(); function animate(t) { controls.update(); const elapsedTime = clock.getElapsedTime(); requestAnimationFrame(animate); // 使用渲染器渲染相机看这个场景的内容渲染出来 renderer.render(scene, camera); } animate();