一、初识Points与点材质
// 设置点材质
const pointsMaterial = new THREE.PointsMaterial();
import * as THREE from "three";
// 导入轨道控制器
import { OrbitControls } from "three/examples/jsm/controls/OrbitControls";
// 导入动画库
import gsap from "gsap";
// 导入dat.gui
import * as dat from "dat.gui";// 目标:认识pointesconst gui = new dat.GUI();
// 1、创建场景
const scene = new THREE.Scene();// 2、创建相机
const camera = new THREE.PerspectiveCamera(75,window.innerWidth / window.innerHeight,0.1,1000
);// 设置相机位置
camera.position.set(0, 0, 10);
scene.add(camera);// 创建球几何体
const sphereGeometry = new THREE.SphereBufferGeometry(3, 30, 30);
delete sphereGeometry.attributes.uv;
// const material = new THREE.MeshBasicMaterial({
// color: 0xff0000,
// wireframe: true,
// });
// const mesh = new THREE.Mesh(sphereGeometry, material);
// scene.add(mesh);// 设置点材质
const pointsMaterial = new THREE.PointsMaterial();
pointsMaterial.size = 0.1;
pointsMaterial.color.set(0xfff000);
// 相机深度而衰减
pointsMaterial.sizeAttenuation = true;// 载入纹理
const textureLoader = new THREE.TextureLoader();
const texture = textureLoader.load("./textures/particles/2.png");
// 设置点材质纹理
pointsMaterial.map = texture;
pointsMaterial.alphaMap = texture;
pointsMaterial.transparent = true;
pointsMaterial.depthWrite = false;
pointsMaterial.blending = THREE.AdditiveBlending;const points = new THREE.Points(sphereGeometry, pointsMaterial);scene.add(points);// 初始化渲染器
const renderer = new THREE.WebGLRenderer();
// 设置渲染的尺寸大小
renderer.setSize(window.innerWidth, window.innerHeight);
// 开启场景中的阴影贴图
renderer.shadowMap.enabled = true;
renderer.physicallyCorrectLights = true;// console.log(renderer);
// 将webgl渲染的canvas内容添加到body
document.body.appendChild(renderer.domElement);// // 使用渲染器,通过相机将场景渲染进来
// renderer.render(scene, camera);// 创建轨道控制器
const controls = new OrbitControls(camera, renderer.domElement);
// 设置控制器阻尼,让控制器更有真实效果,必须在动画循环里调用.update()。
controls.enableDamping = true;// 添加坐标轴辅助器
const axesHelper = new THREE.AxesHelper(5);
scene.add(axesHelper);
// 设置时钟
const clock = new THREE.Clock();function render() {let time = clock.getElapsedTime();controls.update();renderer.render(scene, camera);// 渲染下一帧的时候就会调用render函数requestAnimationFrame(render);
}render();// 监听画面变化,更新渲染画面
window.addEventListener("resize", () => {// console.log("画面变化了");// 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renderer.setPixelRatio(window.devicePixelRatio);
});
二、深度解析点材质属性
import * as THREE from "three";
// 导入轨道控制器
import { OrbitControls } from "three/examples/jsm/controls/OrbitControls";
// 导入动画库
import gsap from "gsap";
// 导入dat.gui
import * as dat from "dat.gui";// 目标:认识pointesconst gui = new dat.GUI();
// 1、创建场景
const scene = new THREE.Scene();// 2、创建相机
const camera = new THREE.PerspectiveCamera(75,window.innerWidth / window.innerHeight,0.1,1000
);// 设置相机位置
camera.position.set(0, 0, 10);
scene.add(camera);// 创建球几何体
const sphereGeometry = new THREE.SphereBufferGeometry(3, 30, 30);
// const material = new THREE.MeshBasicMaterial({
// color: 0xff0000,
// wireframe: true,
// });
// const mesh = new THREE.Mesh(sphereGeometry, material);
// scene.add(mesh);// 设置点材质
const pointsMaterial = new THREE.PointsMaterial();
pointsMaterial.size = 0.1;
pointsMaterial.color.set(0xfff000);
// 相机深度而衰减
pointsMaterial.sizeAttenuation = true;// 载入纹理
const textureLoader = new THREE.TextureLoader();
const texture = textureLoader.load("./textures/particles/2.png");
// 设置点材质纹理
pointsMaterial.map = texture;
pointsMaterial.alphaMap = texture;
pointsMaterial.transparent = true; // 允许透明
pointsMaterial.depthWrite = false; // 叠加时使用
pointsMaterial.blending = THREE.AdditiveBlending; // 例子重合之后颜色叠加const points = new THREE.Points(sphereGeometry, pointsMaterial);scene.add(points);// 初始化渲染器
const renderer = new THREE.WebGLRenderer();
// 设置渲染的尺寸大小
renderer.setSize(window.innerWidth, window.innerHeight);
// 开启场景中的阴影贴图
renderer.shadowMap.enabled = true;
renderer.physicallyCorrectLights = true;// console.log(renderer);
// 将webgl渲染的canvas内容添加到body
document.body.appendChild(renderer.domElement);// // 使用渲染器,通过相机将场景渲染进来
// renderer.render(scene, camera);// 创建轨道控制器
const controls = new OrbitControls(camera, renderer.domElement);
// 设置控制器阻尼,让控制器更有真实效果,必须在动画循环里调用.update()。
controls.enableDamping = true;// 添加坐标轴辅助器
const axesHelper = new THREE.AxesHelper(5);
scene.add(axesHelper);
// 设置时钟
const clock = new THREE.Clock();function render() {let time = clock.getElapsedTime();controls.update();renderer.render(scene, camera);// 渲染下一帧的时候就会调用render函数requestAnimationFrame(render);
}render();// 监听画面变化,更新渲染画面
window.addEventListener("resize", () => {// console.log("画面变化了");// 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renderer.setPixelRatio(window.devicePixelRatio);
});
三、应用顶点着色打造绚丽多彩的星空
import * as THREE from "three";
// 导入轨道控制器
import { OrbitControls } from "three/examples/jsm/controls/OrbitControls";
// 导入动画库
import gsap from "gsap";
// 导入dat.gui
import * as dat from "dat.gui";// 目标:使用pointes设置随机顶点打造星河const gui = new dat.GUI();
// 1、创建场景
const scene = new THREE.Scene();// 2、创建相机
const camera = new THREE.PerspectiveCamera(75,window.innerWidth / window.innerHeight,0.1,1000
);// 设置相机位置
camera.position.set(0, 0, 10);
scene.add(camera);const particlesGeometry = new THREE.BufferGeometry();
const count = 5000;// 设置缓冲区数组
const positions = new Float32Array(count * 3);
// 设置粒子顶点颜色
const colors = new Float32Array(count * 3);
// 设置顶点
for (let i = 0; i < count * 3; i++) {positions[i] = (Math.random() - 0.5) * 100;colors[i] = Math.random();
}
particlesGeometry.setAttribute("position",new THREE.BufferAttribute(positions, 3)
);
particlesGeometry.setAttribute("color", new THREE.BufferAttribute(colors, 3));// 设置点材质
const pointsMaterial = new THREE.PointsMaterial();
pointsMaterial.size = 0.5;
pointsMaterial.color.set(0xfff000);
// 相机深度而衰减
pointsMaterial.sizeAttenuation = true;// 载入纹理
const textureLoader = new THREE.TextureLoader();
const texture = textureLoader.load("./textures/particles/zs2.png");
// 设置点材质纹理
pointsMaterial.map = texture;
pointsMaterial.alphaMap = texture;
pointsMaterial.transparent = true;
pointsMaterial.depthWrite = false;
pointsMaterial.blending = THREE.AdditiveBlending;
// 设置启动顶点颜色
pointsMaterial.vertexColors = true;const points = new THREE.Points(particlesGeometry, pointsMaterial);scene.add(points);// 初始化渲染器
const renderer = new THREE.WebGLRenderer();
// 设置渲染的尺寸大小
renderer.setSize(window.innerWidth, window.innerHeight);
// 开启场景中的阴影贴图
renderer.shadowMap.enabled = true;
renderer.physicallyCorrectLights = true;// console.log(renderer);
// 将webgl渲染的canvas内容添加到body
document.body.appendChild(renderer.domElement);// // 使用渲染器,通过相机将场景渲染进来
// renderer.render(scene, camera);// 创建轨道控制器
const controls = new OrbitControls(camera, renderer.domElement);
// 设置控制器阻尼,让控制器更有真实效果,必须在动画循环里调用.update()。
controls.enableDamping = true;// 添加坐标轴辅助器
const axesHelper = new THREE.AxesHelper(5);
scene.add(axesHelper);
// 设置时钟
const clock = new THREE.Clock();function render() {let time = clock.getElapsedTime();controls.update();renderer.render(scene, camera);// 渲染下一帧的时候就会调用render函数requestAnimationFrame(render);
}render();// 监听画面变化,更新渲染画面
window.addEventListener("resize", () => {// console.log("画面变化了");// 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renderer.setPixelRatio(window.devicePixelRatio);
});import * as THREE from "three";
import { texture, equirectUV } from "three/nodes";import WebGPU from "three/addons/capabilities/WebGPU.js";
import WebGPURenderer from "three/addons/renderers/webgpu/WebGPURenderer.js";import { OrbitControls } from "three/addons/controls/OrbitControls.js";if (WebGPU.isAvailable() === false) {document.body.appendChild(WebGPU.getErrorMessage());throw new Error("No WebGPU support");
}const container = document.createElement("div");
document.body.appendChild(container);camera = new THREE.PerspectiveCamera(45,window.innerWidth / window.innerHeight,0.25,20
);
camera.position.set(1, 0, 0);const equirectTexture = new THREE.TextureLoader().load("textures/2294472375_24a3b8ef46_o.jpg"
);
equirectTexture.flipY = false;scene = new THREE.Scene();
scene.backgroundNode = texture(equirectTexture, equirectUV(), 0);function render() {controls.update();renderer.render(scene, camera);
}renderer = new WebGPURenderer();
renderer.setPixelRatio(window.devicePixelRatio);
renderer.setSize(window.innerWidth, window.innerHeight);
renderer.setAnimationLoop(render);
container.appendChild(renderer.domElement);controls = new OrbitControls(camera, renderer.domElement);
controls.autoRotate = true;
controls.rotateSpeed = -0.125; // negative, to track mouse pointer
controls.autoRotateSpeed = 1.0;window.addEventListener("resize", onWindowResize);function onWindowResize() {camera.aspect = window.innerWidth / window.innerHeight;camera.updateProjectionMatrix();renderer.setSize(window.innerWidth, window.innerHeight);
}
四、通过封装与相机裁剪实现漫天飞舞的雪花
雪花纷飞的效果可以使用旋转模拟
function render() {let time = clock.getElapsedTime();points.rotation.x = time * 0.3;points2.rotation.x = time * 0.5;points2.rotation.y = time * 0.4;points3.rotation.x = time * 0.2;points3.rotation.y = time * 0.2;controls.update();renderer.render(scene, camera);// 渲染下一帧的时候就会调用render函数requestAnimationFrame(render);
}render();
import * as THREE from "three";
// 导入轨道控制器
import { OrbitControls } from "three/examples/jsm/controls/OrbitControls";
// 导入动画库
import gsap from "gsap";
// 导入dat.gui
import * as dat from "dat.gui";// 目标:设置漫天的雪花const gui = new dat.GUI();
// 1、创建场景
const scene = new THREE.Scene();// 2、创建相机
const camera = new THREE.PerspectiveCamera(75,window.innerWidth / window.innerHeight,0.1,30
);// 设置相机位置
camera.position.set(0, 0, 40);
scene.add(camera);function createPoints(url, size = 0.5) {const particlesGeometry = new THREE.BufferGeometry();const count = 10000;// 设置缓冲区数组const positions = new Float32Array(count * 3);// 设置粒子顶点颜色const colors = new Float32Array(count * 3);// 设置顶点for (let i = 0; i < count * 3; i++) {positions[i] = (Math.random() - 0.5) * 100;colors[i] = Math.random();}particlesGeometry.setAttribute("position",new THREE.BufferAttribute(positions, 3));particlesGeometry.setAttribute("color", new THREE.BufferAttribute(colors, 3));// 设置点材质const pointsMaterial = new THREE.PointsMaterial();pointsMaterial.size = 0.5;pointsMaterial.color.set(0xfff000);// 相机深度而衰减pointsMaterial.sizeAttenuation = true;// 载入纹理const textureLoader = new THREE.TextureLoader();const texture = textureLoader.load(`./textures/particles/${url}.png`);// 设置点材质纹理pointsMaterial.map = texture;pointsMaterial.alphaMap = texture;pointsMaterial.transparent = true;pointsMaterial.depthWrite = false;pointsMaterial.blending = THREE.AdditiveBlending;// 设置启动顶点颜色pointsMaterial.vertexColors = true;const points = new THREE.Points(particlesGeometry, pointsMaterial);scene.add(points);return points;
}const points = createPoints("1", 1.5);
const points2 = createPoints("xh", 1);
const points3 = createPoints("xh", 2);// 初始化渲染器
const renderer = new THREE.WebGLRenderer();
// 设置渲染的尺寸大小
renderer.setSize(window.innerWidth, window.innerHeight);
// 开启场景中的阴影贴图
renderer.shadowMap.enabled = true;
renderer.physicallyCorrectLights = true;// console.log(renderer);
// 将webgl渲染的canvas内容添加到body
document.body.appendChild(renderer.domElement);// // 使用渲染器,通过相机将场景渲染进来
// renderer.render(scene, camera);// 创建轨道控制器
const controls = new OrbitControls(camera, renderer.domElement);
// 设置控制器阻尼,让控制器更有真实效果,必须在动画循环里调用.update()。
controls.enableDamping = true;// 添加坐标轴辅助器
const axesHelper = new THREE.AxesHelper(5);
scene.add(axesHelper);
// 设置时钟
const clock = new THREE.Clock();function render() {let time = clock.getElapsedTime();points.rotation.x = time * 0.3;points2.rotation.x = time * 0.5;points2.rotation.y = time * 0.4;points3.rotation.x = time * 0.2;points3.rotation.y = time * 0.2;controls.update();renderer.render(scene, camera);// 渲染下一帧的时候就会调用render函数requestAnimationFrame(render);
}render();// 监听画面变化,更新渲染画面
window.addEventListener("resize", () => {// console.log("画面变化了");// 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renderer.setPixelRatio(window.devicePixelRatio);
});
五、运用数学知识打造复杂形状臂旋星系
import * as THREE from "three";
// 导入轨道控制器
import { OrbitControls } from "three/examples/jsm/controls/OrbitControls";
// 导入动画库
import gsap from "gsap";
// 导入dat.gui
import * as dat from "dat.gui";// 目标:运用数学知识设计特定形状的星系const gui = new dat.GUI();
// 1、创建场景
const scene = new THREE.Scene();// 2、创建相机
const camera = new THREE.PerspectiveCamera(75,window.innerWidth / window.innerHeight,0.1,30
);const textureLoader = new THREE.TextureLoader();
const particlesTexture = textureLoader.load("./textures/particles/1.png");
// 设置相机位置
camera.position.set(0, 0, 10);
scene.add(camera);const params = {count: 10000,size: 0.1,radius: 5,branch: 3,color: "#ff6030",rotateScale: 0.3,endColor: "#1b3984",
};let geometry = null;
let material = null;
let points = null;
const centerColor = new THREE.Color(params.color);
const endColor = new THREE.Color(params.endColor);
const generateGalaxy = () => {// 生成顶点geometry = new THREE.BufferGeometry();// 随机生成位置和const positions = new Float32Array(params.count * 3);// 设置顶点颜色const colors = new Float32Array(params.count * 3);// 循环生成点for (let i = 0; i < params.count; i++) {// 当前的点应该在哪一条分支的角度上const branchAngel = (i % params.branch) * ((2 * Math.PI) / params.branch);// 当前点距离圆心的距离const distance = Math.random() * params.radius * Math.pow(Math.random(), 3);const current = i * 3;const randomX =(Math.pow(Math.random() * 2 - 1, 3) * (params.radius - distance)) / 5;const randomY =(Math.pow(Math.random() * 2 - 1, 3) * (params.radius - distance)) / 5;const randomZ =(Math.pow(Math.random() * 2 - 1, 3) * (params.radius - distance)) / 5;// const randomX = (Math.pow(Math.random() * 2 - 1, 3) * distance) / 5;// const randomY = (Math.pow(Math.random() * 2 - 1, 3) * distance) / 5;// const randomZ = (Math.pow(Math.random() * 2 - 1, 3) * distance) / 5;positions[current] =Math.cos(branchAngel + distance * params.rotateScale) * distance +randomX;positions[current + 1] = 0 + randomY;positions[current + 2] =Math.sin(branchAngel + distance * params.rotateScale) * distance +randomZ;// 混合颜色,形成渐变色const mixColor = centerColor.clone();mixColor.lerp(endColor, distance / params.radius);colors[current] = mixColor.r;colors[current + 1] = mixColor.g;colors[current + 2] = mixColor.b;}geometry.setAttribute("position", new THREE.BufferAttribute(positions, 3));geometry.setAttribute("color", new THREE.BufferAttribute(colors, 3));// 设置点材质material = new THREE.PointsMaterial({// color: new THREE.Color(params.color),size: params.size,sizeAttenuation: true,depthWrite: false,blending: THREE.AdditiveBlending,map: particlesTexture,alphaMap: particlesTexture,transparent: true,vertexColors: true,});points = new THREE.Points(geometry, material);scene.add(points);
};
generateGalaxy();// 初始化渲染器
const renderer = new THREE.WebGLRenderer();
// 设置渲染的尺寸大小
renderer.setSize(window.innerWidth, window.innerHeight);
// 开启场景中的阴影贴图
renderer.shadowMap.enabled = true;
renderer.physicallyCorrectLights = true;// console.log(renderer);
// 将webgl渲染的canvas内容添加到body
document.body.appendChild(renderer.domElement);// // 使用渲染器,通过相机将场景渲染进来
// renderer.render(scene, camera);// 创建轨道控制器
const controls = new OrbitControls(camera, renderer.domElement);
// 设置控制器阻尼,让控制器更有真实效果,必须在动画循环里调用.update()。
controls.enableDamping = true;// 添加坐标轴辅助器
const axesHelper = new THREE.AxesHelper(5);
scene.add(axesHelper);
// 设置时钟
const clock = new THREE.Clock();function render() {let time = clock.getElapsedTime();controls.update();renderer.render(scene, camera);// 渲染下一帧的时候就会调用render函数requestAnimationFrame(render);
}render();// 监听画面变化,更新渲染画面
window.addEventListener("resize", () => {// console.log("画面变化了");// 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renderer.setPixelRatio(window.devicePixelRatio);
});