文章目录
- 前言
- 一、安装three
- 二、新建waves.js文件
- 三、引入waves.js文件比查看效果
- `如有启发,可点赞收藏哟~`
前言
基于three.js生成动态波浪背景效果
一、安装three
npm i three -S
二、新建waves.js文件
注意
geometry.setAttribute
和geometry.addAttribute
和在不同版本会报错,切换其他一个即可兼容
import * as THREE from 'three';
var SEPARATION = 100,
AMOUNTX = 50,
AMOUNTY = 50;
var container;
var camera, scene, renderer;
var particles,
count = 0;
var mouseX = 0,
mouseY = 0;
var windowHalfX = window.innerWidth / 2;
var windowHalfY = window.innerHeight / 2;
function init(id) {
container = document.querySelector('#' + id) || document.createElement('div');
camera = new THREE.PerspectiveCamera(100, window.innerWidth / window.innerHeight, 1, 10000);
camera.position.y = 600;
camera.position.z = 1200;
scene = new THREE.Scene();
//
var numParticles = AMOUNTX * AMOUNTY;
var positions = new Float32Array(numParticles * 3);
var scales = new Float32Array(numParticles);
var i = 0,
j = 0;
for (var ix = 0; ix < AMOUNTX; ix++) {
for (var iy = 0; iy < AMOUNTY; iy++) {
positions[i] = ix * SEPARATION - (AMOUNTX * SEPARATION) / 2; // x
positions[i + 1] = 0; // y
positions[i + 2] = iy * SEPARATION - (AMOUNTY * SEPARATION) / 2; // z
scales[j] = 1;
i += 3;
j++;
}
}
var geometry = new THREE.BufferGeometry();
console.log('geometry_geometry', geometry)
geometry.setAttribute('position', new THREE.BufferAttribute(positions, 3));
geometry.setAttribute('scale', new THREE.BufferAttribute(scales, 1));
var material = new THREE.ShaderMaterial({
uniforms: {
color: { value: new THREE.Color('rgb(182, 232, 255)') },
},
// vertexShader: document.getElementById('vertexshader').textContent,
// fragmentShader: document.getElementById('fragmentshader').textContent,
vertexShader: `
attribute float scale;
void main() {
vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );
gl_PointSize = scale * ( 300.0 / - mvPosition.z );
gl_Position = projectionMatrix * mvPosition;
}`,
fragmentShader: `
uniform vec3 color;
void main() {
if ( length( gl_PointCoord - vec2( 0.5, 0.5 ) ) > 0.475 ) discard;
gl_FragColor = vec4( color, 1.0 );
}`,
alphaTest: 0.5,
});
//
particles = new THREE.Points(geometry, material);
scene.add(particles);
//
renderer = new THREE.WebGLRenderer({ antialias: true, alpha: true });
renderer.setPixelRatio(window.devicePixelRatio);
renderer.setSize(window.innerWidth, window.innerHeight >> 1);
container.appendChild(renderer.domElement);
document.addEventListener('mousemove', onDocumentMouseMove, false);
document.addEventListener('touchstart', onDocumentTouchStart, false);
document.addEventListener('touchmove', onDocumentTouchMove, false);
//
window.addEventListener('resize', onWindowResize, false);
}
function onWindowResize() {
windowHalfX = window.innerWidth / 2;
windowHalfY = window.innerHeight / 2;
camera.aspect = window.innerWidth / window.innerHeight;
camera.updateProjectionMatrix();
renderer.setSize(window.innerWidth, window.innerHeight >> 1);
}
//
function onDocumentMouseMove(event) {
mouseX = event.clientX - windowHalfX;
mouseY = event.clientY - windowHalfY;
}
function onDocumentTouchStart(event) {
if (event.touches.length === 1) {
event.preventDefault();
mouseX = event.touches[0].pageX - windowHalfX;
mouseY = event.touches[0].pageY - windowHalfY;
}
}
function onDocumentTouchMove(event) {
if (event.touches.length === 1) {
event.preventDefault();
mouseX = event.touches[0].pageX - windowHalfX;
mouseY = event.touches[0].pageY - windowHalfY;
}
}
//
function animate() {
requestAnimationFrame(animate);
render();
}
function render() {
var cy = (-mouseY - camera.position.y) * 0.01;
camera.position.x += (mouseX - camera.position.x) * 0.02;
// camera.position.y += (-mouseY - camera.position.y) * 0.01;
// camera.position.y += cy < -1 ? -1 : cy;
camera.lookAt(scene.position);
var positions = particles.geometry.attributes.position.array;
var scales = particles.geometry.attributes.scale.array;
var i = 0,
j = 0;
for (var ix = 0; ix < AMOUNTX; ix++) {
for (var iy = 0; iy < AMOUNTY; iy++) {
positions[i + 1] = Math.sin((ix + count) * 0.3) * 100 + Math.sin((iy + count) * 0.5) * 100;
scales[j] = (Math.sin((ix + count) * 0.3) + 1) * 5 + (Math.sin((iy + count) * 0.5) + 1) * 5;
i += 3;
j++;
}
}
particles.geometry.attributes.position.needsUpdate = true;
particles.geometry.attributes.scale.needsUpdate = true;
renderer.render(scene, camera);
count += 0.1;
}
export default function threeWaves(id) {
init(id);
animate();
}
三、引入waves.js文件比查看效果
- components/waves/index.vue
<script lang="ts" src="./index.ts" />
<template>
<div class="login flex-align-center">
<div class="brand-info waves" id="waves-js"></div>
<!-- <script type="x-shader/x-vertex" id="vertexshader">
attribute float scale;
void main() {
vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );
gl_PointSize = scale * ( 300.0 / - mvPosition.z );
gl_Position = projectionMatrix * mvPosition;
}
</script>
<script type="x-shader/x-fragment" id="fragmentshader">
uniform vec3 color;
void main() {
if ( length( gl_PointCoord - vec2( 0.5, 0.5 ) ) > 0.475 ) discard;
gl_FragColor = vec4( color, 1.0 );
}
</script> -->
</div>
</template>
<style scoped lang="less">
.login {
width: 100%;
height: 100%;
background: @273b84;
}
.brand-info {
color: #fff;
width: 100%;
height: 100%;
position: absolute;
left: 0;
background: none;
background-color: transparent;
&.particles {
top: 0;
z-index: 6
}
&.waves {
height: 50%;
bottom: 0;
z-index: 5;
}
}
</style>
- components/waves/index.js
import { defineComponent, onMounted } from 'vue'
import threeWaves from '@/assets/libs/waves';
export default defineComponent({
setup() {
onMounted(() => {
threeWaves('waves-js');
})
return {
};
},
});
效果