three.js中使用PlaneBufferGeometry和ShaderMaterial实现水晶球效果
时间: 2023-07-21 20:25:05 浏览: 203
要实现水晶球效果,可以按照以下步骤进行:
1. 创建一个球体,并使用PlaneBufferGeometry替换默认的球体几何体。
```
let geometry = new THREE.PlaneBufferGeometry(1, 1, 32, 32);
```
2. 创建一个ShaderMaterial,并使用GLSL编写着色器代码。
```
let material = new THREE.ShaderMaterial({
vertexShader: document.getElementById('vertexShader').textContent,
fragmentShader: document.getElementById('fragmentShader').textContent,
uniforms: {
uTime: { value: 0 },
uResolution: { value: new THREE.Vector2() },
uTexture: { value: null }
}
});
```
其中,uniforms是传递给着色器的参数,uTime表示时间,uResolution表示屏幕分辨率,uTexture表示贴图。
3. 将着色器代码写入HTML中,并使用JavaScript获取。
```
<script type="x-shader/x-vertex" id="vertexShader">
// vertex shader code
</script>
<script type="x-shader/x-fragment" id="fragmentShader">
// fragment shader code
</script>
```
4. 加载一个纹理贴图,并传递给ShaderMaterial。
```
let texture = new THREE.TextureLoader().load('texture.png');
material.uniforms.uTexture.value = texture;
```
5. 在渲染循环中更新时间,并将屏幕分辨率传递给ShaderMaterial。
```
function render() {
requestAnimationFrame(render);
material.uniforms.uTime.value += 0.1;
material.uniforms.uResolution.value.set(window.innerWidth, window.innerHeight);
renderer.render(scene, camera);
}
```
6. 将球体添加到场景中,并使用ShaderMaterial进行渲染。
```
let sphere = new THREE.Mesh(geometry, material);
scene.add(sphere);
```
完整代码如下:
HTML:
```
<script type="x-shader/x-vertex" id="vertexShader">
void main() {
gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);
}
</script>
<script type="x-shader/x-fragment" id="fragmentShader">
uniform float uTime;
uniform vec2 uResolution;
uniform sampler2D uTexture;
void main() {
vec2 uv = gl_FragCoord.xy / uResolution.xy;
uv.y += uTime * 0.05;
vec4 color = texture2D(uTexture, uv);
gl_FragColor = color;
}
</script>
<script>
let renderer = new THREE.WebGLRenderer();
renderer.setSize(window.innerWidth, window.innerHeight);
document.body.appendChild(renderer.domElement);
let camera = new THREE.PerspectiveCamera(45, window.innerWidth / window.innerHeight, 1, 1000);
camera.position.z = 5;
let scene = new THREE.Scene();
let geometry = new THREE.PlaneBufferGeometry(1, 1, 32, 32);
let material = new THREE.ShaderMaterial({
vertexShader: document.getElementById('vertexShader').textContent,
fragmentShader: document.getElementById('fragmentShader').textContent,
uniforms: {
uTime: { value: 0 },
uResolution: { value: new THREE.Vector2() },
uTexture: { value: null }
}
});
let texture = new THREE.TextureLoader().load('texture.png');
material.uniforms.uTexture.value = texture;
let sphere = new THREE.Mesh(geometry, material);
scene.add(sphere);
function render() {
requestAnimationFrame(render);
material.uniforms.uTime.value += 0.1;
material.uniforms.uResolution.value.set(window.innerWidth, window.innerHeight);
renderer.render(scene, camera);
}
render();
</script>
```
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