【可视化学习】18-打造烟花效果
发表于:2023-06-07 |

前言

今天带大家做一个烟花效果,这个效果是基于之前的孔明灯,水波纹学习制作的,如果你还没有看过,可以先看一下,这里就不再赘述了。

1.复制之前孔明灯的案例代码

main.js

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import * as THREE from "three";

import { OrbitControls } from "three/examples/jsm/controls/OrbitControls";
import gsap from "gsap";
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";

// 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,
});

// 初始化渲染器
const renderer = new THREE.WebGLRenderer({ alpha: true });
renderer.outputEncoding = THREE.sRGBEncoding;
renderer.toneMapping = THREE.ACESFilmicToneMapping;
renderer.toneMappingExposure = 0.2;

const gltfLoader = new GLTFLoader();
let LightBox = null;
gltfLoader.load("./assets/model/flyLight.glb", (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;

function animate() {
controls.update();
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();

顶点着色器

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precision lowp float;
varying vec4 vPosition;
varying vec4 gPosition;
void main(){
vec4 modelPosition = modelMatrix * vec4( position, 1.0 );
vPosition = modelPosition;
gPosition = vec4( position, 1.0 );
gl_Position = projectionMatrix * viewMatrix * modelPosition;
}

片元着色器

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precision lowp float;
varying vec4 vPosition;
varying vec4 gPosition;

void main(){
vec4 redColor = vec4(1,0,0,1);
vec4 yellowColor = vec4(1,1,0.5,1);
vec4 mixColor = mix(yellowColor,redColor,gPosition.y/3.0);
if(gl_FrontFacing){
gl_FragColor = vec4(mixColor.xyz-(vPosition.y-20.0)/80.0-0.1,1);
// gl_FragColor = vec4(1,1,1,1);
}else{
gl_FragColor = vec4(mixColor.xyz,1);
}
}

效果图

ok,接下来我们要考虑下,怎么实现这样的一个烟花效果,首先发射出去是一个点,之后到一定距离就炸开,然后消失。
那么我们就可以简单理解为这是两个步骤,第一步是创建一个点,直行上天,第二步是炸开,然后消失。

随机创建一个点

新建文件夹,放置shader,切记,记得能拆出去的代码就不要在一个文件写

效果图

在main文件夹下新建firework.js

暴露出一个烟火的类,需要创建的时候去调用这个类,产生烟花效果(color是颜色,to是目标点,from是起始点)

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import * as Three from "three";
import startPointFragment from "../shaders/startpoint/fragment.glsl";
import startPointVertex from "../shaders/startpoint/vertex.glsl";
export default class Fireworks {
constructor(color, to, from = { x: 0, y: 0, z: 0 }) {
this.color = new Three.Color(color);

// 创建烟花发射的球点
this.startGeometry = new Three.BufferGeometry();
const startPositionArray = new Float32Array(3);
startPositionArray[0] = from.x;
startPositionArray[1] = from.y;
startPositionArray[2] = from.z;
this.startGeometry.setAttribute(
"position",
new Three.BufferAttribute(startPositionArray, 3)
);

// 得到向量,用来的到轨迹
const astepArray = new Float32Array(3);
astepArray[0] = to.x - from.x;
astepArray[1] = to.y - from.y;
astepArray[2] = to.z - from.x;
this.startGeometry.setAttribute(
"aStep",
new Three.BufferAttribute(astepArray, 3)
);

// 设置着色器材质
this.startMaterial = new Three.ShaderMaterial({
vertexShader: startPointVertex,
fragmentShader: startPointFragment,
transparent: true,
blending: Three.AdditiveBlending,
depthWrite: false,
uniforms: {
uSize: {
value: 20,
},
uColor: { value: this.color },
},
});
// 创建烟花点球
this.startPoint = new Three.Points(this.startGeometry, this.startMaterial);
}
// 创建一个点,添加到场景中
addScene(scene, camera) {
scene.add(this.startPoint);
this.scene = scene;
}
}

在main.js中引入这个类

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import Fireworks from "./firework";

// 管理烟花
let fireworks = [];
// 在每次animate的时候渲染烟花
function animate() {
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();

// 设置创建烟花函数
let createFireworks = () => {
// 随机颜色
let color = `hsl(${Math.floor(Math.random() * 360)},100%,80%)`;
// 随机位置
let position = {
x: (Math.random() - 0.5) * 40,
z: -(Math.random() - 0.5) * 40,
y: 3 + Math.random() * 15,
};

// 随机生成颜色和烟花放的位置
let firework = new Fireworks(color, position);
// 添加到场景中
firework.addScene(scene, camera);
fireworks.push(firework);
};
// 监听点击事件
window.addEventListener("click", createFireworks);

创建起始点

添加shader

顶点着色器

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attribute vec3 aStep;
uniform float uSize;
void main(){
vec4 modelPosition = modelMatrix * vec4( position, 1.0 );
modelPosition.xyz += aStep;
vec4 viewPosition = viewMatrix * modelPosition;
gl_Position = projectionMatrix * viewPosition;
// 设置顶点大小
gl_PointSize =uSize;
}

片元着色器
这里我使用了之前做过的小圆的片元着色器
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uniform vec3 uColor;
void main(){
float distanceToCenter = distance(gl_PointCoord,vec2(0.5));
float strength = distanceToCenter*2.0;
strength = 1.0-strength;
strength = pow(strength,1.5);
gl_FragColor = vec4(uColor,strength);
}

添加起始点到目标点的动画

既然我们已经有了起始点和目标点,那么我们就可以根据起始点和目标点的向量,做一个轨迹动画

在main.js中添加一个update函数,用来每一帧调用firework的update方法,这样就可以在update中定义一个时间,传给起始点的顶点着色器进行轨迹变化

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let fireworks = [];
// 在每次animate的时候渲染烟花
function animate() {
controls.update();
fireworks.forEach((item, i) => {
item.update();
});
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();

在firework.js中添加update方法更新时间

  1. 定义变量

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    uniforms: {
    uTime: {
    value: 0,
    },
    uSize: {
    value: 20,
    },
    uColor: { value: this.color },
    },
  2. 开始计时

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    // 开始计时
    this.clock = new Three.Clock();
  3. 更新时间

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    update() {
    const elapsedTime = this.clock.getElapsedTime();
    this.startMaterial.uniforms.uTime.value = elapsedTime;
    this.startMaterial.uniforms.uSize.value = 20;
    }

在顶点着色器接受时间变化

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uniform float uTime;
modelPosition.xyz += (aStep*uTime);

轨迹动画

添加烟花爆炸效果

上面我们说过,我们需要将这一个点变成很多点,然后散开,这样就可以形成爆炸效果
一样的,先去新建一个着色器文件夹命名为fireworks

在fireworks文件夹中新建一个vertex.glsl文件

在这里我们添加一个随机方向的参数aRandom(向量),让爆炸随机产生方向,增加一个时间参数,一个scale参数来让爆炸之后的多个小球变小

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attribute float aScale;
attribute vec3 aRandom;
uniform float uTime;
uniform float uSize;
void main(){
vec4 modelPosition = modelMatrix * vec4( position, 1.0 );
modelPosition.xyz+=aRandom*uTime*10.0;
vec4 viewPosition = viewMatrix * modelPosition;
gl_Position = projectionMatrix * viewPosition;
// 设置顶点大小
gl_PointSize =uSize*aScale-(uTime*20.0);

}

片元着色器fragment.glsl不用变化

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uniform vec3 uColor;
void main(){
float distanceToCenter = distance(gl_PointCoord,vec2(0.5));
float strength = distanceToCenter*2.0;
strength = 1.0-strength;
strength = pow(strength,1.5);
gl_FragColor = vec4(uColor,strength);
}

在firework.js中添加一个新的材质

导入

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import fireworksFragment from "../shaders/fireworks/fragment.glsl";
import fireworksVertex from "../shaders/fireworks/vertex.glsl";

编写
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// 创建爆炸的烟花
this.fireworkGeometry = new Three.BufferGeometry();
this.FireworksCount = 180 + Math.floor(Math.random() * 180);
const positionFireworksArray = new Float32Array(this.FireworksCount * 3);
const scaleFireArray = new Float32Array(this.FireworksCount);
const directionArray = new Float32Array(this.FireworksCount * 3);
for (let i = 0; i < this.FireworksCount; i++) {
// 一开始烟花位置
positionFireworksArray[i * 3 + 0] = to.x;
positionFireworksArray[i * 3 + 1] = to.y;
positionFireworksArray[i * 3 + 2] = to.z;
// 设置烟花所有粒子初始化大小
scaleFireArray[i] = Math.random();
// 设置四周发射的角度

let theta = Math.random() * 2 * Math.PI;
let beta = Math.random() * 2 * Math.PI;
let r = Math.random();
// 这里运用了一定的数学知识,在一个立体里面,如何计算x,y,z轴上的投影
directionArray[i * 3 + 0] = r * Math.sin(theta) + r * Math.sin(beta);
directionArray[i * 3 + 1] = r * Math.cos(theta) + r * Math.cos(beta);
directionArray[i * 3 + 2] = r * Math.sin(theta) + r * Math.cos(beta);
}
this.fireworkGeometry.setAttribute(
"position",
new Three.BufferAttribute(positionFireworksArray, 3)
);
this.fireworkGeometry.setAttribute(
"aScale",
new Three.BufferAttribute(scaleFireArray, 1)
);
this.fireworkGeometry.setAttribute(
"aRandom",
new Three.BufferAttribute(directionArray, 3)
);

this.fireworksMaterial = new Three.ShaderMaterial({
uniforms: {
uTime: {
value: 0,
},
uSize: {
value: 0,
},
uColor: { value: this.color },
},
transparent: true,
blending: Three.AdditiveBlending,
depthWrite: false,
vertexShader: fireworksVertex,
fragmentShader: fireworksFragment,
});

this.fireworks = new Three.Points(
this.fireworkGeometry,
this.fireworksMaterial
);

添加时加上
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//   添加到场景
addScene(scene, camera) {
scene.add(this.startPoint);
scene.add(this.fireworks);
this.scene = scene;
}

在更新时的时候设置效果
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update() {
const elapsedTime = this.clock.getElapsedTime();
if (elapsedTime > 0.2 && elapsedTime < 1) {
this.startMaterial.uniforms.uTime.value = elapsedTime;
this.startMaterial.uniforms.uSize.value = 20;
} else if (elapsedTime > 0.2) {
const time = elapsedTime - 1;
// 让点元素消失
this.startMaterial.uniforms.uSize.value = 0;
this.startPoint.clear();
this.startGeometry.dispose();
this.startMaterial.dispose();
//设置烟花显示
this.fireworksMaterial.uniforms.uSize.value = 20;
// console.log(time);
this.fireworksMaterial.uniforms.uTime.value = time;

if (time > 5) {
this.fireworksMaterial.uniforms.uSize.value = 0;
this.fireworks.clear();
this.fireworkGeometry.dispose();
this.fireworksMaterial.dispose();
this.scene.remove(this.fireworks);
this.scene.remove(this.startPoint);
return "remove";
}
}
}

在main.js删除数组中的值,避免渲染错误

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let fireworks = [];
// 在每次animate的时候渲染烟花
function animate() {
controls.update();
fireworks.forEach((item, i) => {
const type = item.update();
if (type == "remove") {
fireworks.splice(i, 1);
}
});
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();

绽放效果

添加xiu的发射声音和bool爆炸的音效

资源可以通过爱给网去找
在firework.js中

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import * as Three from "three";
import startPointFragment from "../shaders/startpoint/fragment.glsl";
import startPointVertex from "../shaders/startpoint/vertex.glsl";
import fireworksFragment from "../shaders/fireworks/fragment.glsl";
import fireworksVertex from "../shaders/fireworks/vertex.glsl";

export default class Fireworks {
constructor(color, to, from = { x: 0, y: 0, z: 0 }) {
this.color = new Three.Color(color);

// 创建烟花发射的球点
this.startGeometry = new Three.BufferGeometry();
const startPositionArray = new Float32Array(3);
startPositionArray[0] = from.x;
startPositionArray[1] = from.y;
startPositionArray[2] = from.z;
this.startGeometry.setAttribute(
"position",
new Three.BufferAttribute(startPositionArray, 3)
);

const astepArray = new Float32Array(3);
astepArray[0] = to.x - from.x;
astepArray[1] = to.y - from.y;
astepArray[2] = to.z - from.x;
this.startGeometry.setAttribute(
"aStep",
new Three.BufferAttribute(astepArray, 3)
);

// 设置着色器材质
this.startMaterial = new Three.ShaderMaterial({
vertexShader: startPointVertex,
fragmentShader: startPointFragment,
transparent: true,
blending: Three.AdditiveBlending,
depthWrite: false,
uniforms: {
uTime: {
value: 0,
},
uSize: {
value: 20,
},
uColor: { value: this.color },
},
});

// 创建烟花点球
this.startPoint = new Three.Points(this.startGeometry, this.startMaterial);

// 开始计时
this.clock = new Three.Clock();

// 创建爆炸的烟花
this.fireworkGeometry = new Three.BufferGeometry();
this.FireworksCount = 180 + Math.floor(Math.random() * 180);
const positionFireworksArray = new Float32Array(this.FireworksCount * 3);
const scaleFireArray = new Float32Array(this.FireworksCount);
const directionArray = new Float32Array(this.FireworksCount * 3);
for (let i = 0; i < this.FireworksCount; i++) {
// 一开始烟花位置
positionFireworksArray[i * 3 + 0] = to.x;
positionFireworksArray[i * 3 + 1] = to.y;
positionFireworksArray[i * 3 + 2] = to.z;
// 设置烟花所有粒子初始化大小
scaleFireArray[i] = Math.random();
// 设置四周发射的角度

let theta = Math.random() * 2 * Math.PI;
let beta = Math.random() * 2 * Math.PI;
let r = Math.random();

directionArray[i * 3 + 0] = r * Math.sin(theta) + r * Math.sin(beta);
directionArray[i * 3 + 1] = r * Math.cos(theta) + r * Math.cos(beta);
directionArray[i * 3 + 2] = r * Math.sin(theta) + r * Math.cos(beta);
}
this.fireworkGeometry.setAttribute(
"position",
new Three.BufferAttribute(positionFireworksArray, 3)
);
this.fireworkGeometry.setAttribute(
"aScale",
new Three.BufferAttribute(scaleFireArray, 1)
);
this.fireworkGeometry.setAttribute(
"aRandom",
new Three.BufferAttribute(directionArray, 3)
);

this.fireworksMaterial = new Three.ShaderMaterial({
uniforms: {
uTime: {
value: 0,
},
uSize: {
value: 0,
},
uColor: { value: this.color },
},
transparent: true,
blending: Three.AdditiveBlending,
depthWrite: false,
vertexShader: fireworksVertex,
fragmentShader: fireworksFragment,
});

this.fireworks = new Three.Points(
this.fireworkGeometry,
this.fireworksMaterial
);

// 创建音频
this.linstener = new Three.AudioListener();
this.linstener1 = new Three.AudioListener();
this.sound = new Three.Audio(this.linstener);
this.sendSound = new Three.Audio(this.linstener1);

// 创建音频加载器
const audioLoader = new Three.AudioLoader();
audioLoader.load(
`./assets/audio/pow${Math.floor(Math.random() * 4) + 1}.ogg`,
(buffer) => {
this.sound.setBuffer(buffer);
this.sound.setLoop(false);
this.sound.setVolume(1);
}
);

audioLoader.load(`./assets/audio/send.mp3`, (buffer) => {
this.sendSound.setBuffer(buffer);
this.sendSound.setLoop(false);
this.sendSound.setVolume(1);
});
}
// 添加到场景
addScene(scene, camera) {
scene.add(this.startPoint);
scene.add(this.fireworks);
this.scene = scene;
}
// update变量
update() {
const elapsedTime = this.clock.getElapsedTime();
if (elapsedTime > 0.2 && elapsedTime < 1) {
if (!this.sendSound.isPlaying && !this.sendSoundplay) {
this.sendSound.play();
this.sendSoundplay = true;
}
this.startMaterial.uniforms.uTime.value = elapsedTime;
this.startMaterial.uniforms.uSize.value = 20;
} else if (elapsedTime > 0.2) {
const time = elapsedTime - 1;
// 让点元素消失
this.startMaterial.uniforms.uSize.value = 0;
this.startPoint.clear();
this.startGeometry.dispose();
this.startMaterial.dispose();
if (!this.sound.isPlaying && !this.play) {
this.sound.play();
this.play = true;
}
//设置烟花显示
this.fireworksMaterial.uniforms.uSize.value = 20;
this.fireworksMaterial.uniforms.uTime.value = time;

if (time > 5) {
this.fireworksMaterial.uniforms.uSize.value = 0;
this.fireworks.clear();
this.fireworkGeometry.dispose();
this.fireworksMaterial.dispose();
this.scene.remove(this.fireworks);
this.scene.remove(this.startPoint);
return "remove";
}
}
}
}

导入模型

在main.js中导入,模型我通过溜溜网找到的,这里为了给水面加上波纹效果,使用了three自带的水波纹,代码可以参考之前写过的文章

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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";

import Fireworks from "./firework";

// 导入水模块
import { Water } from "three/examples/jsm/objects/Water2";

// 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, 30);
// 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 = 0.1;

const gltfLoader = new GLTFLoader();
let LightBox = null;
gltfLoader.load("./assets/model/newyears_min.glb", (gltf) => {
scene.add(gltf.scene);

// 创建水面
const waterGeometry = new THREE.PlaneBufferGeometry(100, 100);
let water = new Water(waterGeometry, {
scale: 4,
textureHeight: 1024,
textureWidth: 1024,
});
water.position.y = 1;
water.rotation.x = -Math.PI / 2;
scene.add(water);
});

gltfLoader.load("./assets/model/flyLight.glb", (gltf) => {
console.log(gltf);

LightBox = gltf.scene.children[0];
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 + 5;
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();
// 管理烟花
let fireworks = [];
function animate(t) {
controls.update();
const elapsedTime = clock.getElapsedTime();
// console.log(fireworks);
fireworks.forEach((item, i) => {
const type = item.update();
if (type == "remove") {
fireworks.splice(i, 1);
}
});

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();

// 设置创建烟花函数
let createFireworks = () => {
let color = `hsl(${Math.floor(Math.random() * 360)},100%,80%)`;
let position = {
x: (Math.random() - 0.5) * 40,
z: -(Math.random() - 0.5) * 40,
y: 3 + Math.random() * 15,
};

// 随机生成颜色和烟花放的位置
let firework = new Fireworks(color, position);
firework.addScene(scene, camera);
fireworks.push(firework);
};
// 监听点击事件
window.addEventListener("click", createFireworks);


最终效果图

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