codepens/grid-icosahedron-refraction/dist/script.js

834 lines
27 KiB
JavaScript

import * as THREE from "https://cdn.skypack.dev/three@0.124.0";
import { OrbitControls } from "https://cdn.skypack.dev/three@0.124.0/examples/jsm/controls/OrbitControls";
import { GLTFLoader } from "https://cdn.skypack.dev/three@0.124.0/examples/jsm/loaders/GLTFLoader";
import { FBXLoader } from "https://cdn.skypack.dev/three@0.124.0/examples/jsm/loaders/FBXLoader";
import { EffectComposer } from "https://cdn.skypack.dev/three@0.124.0/examples/jsm/postprocessing/EffectComposer";
import Stats from "https://cdn.skypack.dev/three@0.124.0/examples/jsm/libs/stats.module";
import { RenderPass } from "https://cdn.skypack.dev/three@0.124.0/examples/jsm/postprocessing/RenderPass.js";
import { ShaderPass } from "https://cdn.skypack.dev/three@0.124.0/examples/jsm/postprocessing/ShaderPass.js";
import gsap from "https://cdn.skypack.dev/gsap@3.6.0";
const calcAspect = (el) => el.clientWidth / el.clientHeight;
const getNormalizedMousePos = (e) => {
return {
x: (e.clientX / window.innerWidth) * 2 - 1,
y: -(e.clientY / window.innerHeight) * 2 + 1
};
};
const gridIcosahedronTextureUrl = `https://i.loli.net/2021/03/09/1Cglerjx3yLauOo.jpg`;
const gridIcosahedronShapeVertexShader = `
// https://gist.github.com/patriciogonzalezvivo/670c22f3966e662d2f83
vec4 permute(vec4 x){return mod(((x*34.)+1.)*x,289.);}
vec4 taylorInvSqrt(vec4 r){return 1.79284291400159-.85373472095314*r;}
vec3 fade(vec3 t){return t*t*t*(t*(t*6.-15.)+10.);}
float cnoise(vec3 P){
vec3 Pi0=floor(P);// Integer part for indexing
vec3 Pi1=Pi0+vec3(1.);// Integer part + 1
Pi0=mod(Pi0,289.);
Pi1=mod(Pi1,289.);
vec3 Pf0=fract(P);// Fractional part for interpolation
vec3 Pf1=Pf0-vec3(1.);// Fractional part - 1.0
vec4 ix=vec4(Pi0.x,Pi1.x,Pi0.x,Pi1.x);
vec4 iy=vec4(Pi0.yy,Pi1.yy);
vec4 iz0=Pi0.zzzz;
vec4 iz1=Pi1.zzzz;
vec4 ixy=permute(permute(ix)+iy);
vec4 ixy0=permute(ixy+iz0);
vec4 ixy1=permute(ixy+iz1);
vec4 gx0=ixy0/7.;
vec4 gy0=fract(floor(gx0)/7.)-.5;
gx0=fract(gx0);
vec4 gz0=vec4(.5)-abs(gx0)-abs(gy0);
vec4 sz0=step(gz0,vec4(0.));
gx0-=sz0*(step(0.,gx0)-.5);
gy0-=sz0*(step(0.,gy0)-.5);
vec4 gx1=ixy1/7.;
vec4 gy1=fract(floor(gx1)/7.)-.5;
gx1=fract(gx1);
vec4 gz1=vec4(.5)-abs(gx1)-abs(gy1);
vec4 sz1=step(gz1,vec4(0.));
gx1-=sz1*(step(0.,gx1)-.5);
gy1-=sz1*(step(0.,gy1)-.5);
vec3 g000=vec3(gx0.x,gy0.x,gz0.x);
vec3 g100=vec3(gx0.y,gy0.y,gz0.y);
vec3 g010=vec3(gx0.z,gy0.z,gz0.z);
vec3 g110=vec3(gx0.w,gy0.w,gz0.w);
vec3 g001=vec3(gx1.x,gy1.x,gz1.x);
vec3 g101=vec3(gx1.y,gy1.y,gz1.y);
vec3 g011=vec3(gx1.z,gy1.z,gz1.z);
vec3 g111=vec3(gx1.w,gy1.w,gz1.w);
vec4 norm0=taylorInvSqrt(vec4(dot(g000,g000),dot(g010,g010),dot(g100,g100),dot(g110,g110)));
g000*=norm0.x;
g010*=norm0.y;
g100*=norm0.z;
g110*=norm0.w;
vec4 norm1=taylorInvSqrt(vec4(dot(g001,g001),dot(g011,g011),dot(g101,g101),dot(g111,g111)));
g001*=norm1.x;
g011*=norm1.y;
g101*=norm1.z;
g111*=norm1.w;
float n000=dot(g000,Pf0);
float n100=dot(g100,vec3(Pf1.x,Pf0.yz));
float n010=dot(g010,vec3(Pf0.x,Pf1.y,Pf0.z));
float n110=dot(g110,vec3(Pf1.xy,Pf0.z));
float n001=dot(g001,vec3(Pf0.xy,Pf1.z));
float n101=dot(g101,vec3(Pf1.x,Pf0.y,Pf1.z));
float n011=dot(g011,vec3(Pf0.x,Pf1.yz));
float n111=dot(g111,Pf1);
vec3 fade_xyz=fade(Pf0);
vec4 n_z=mix(vec4(n000,n100,n010,n110),vec4(n001,n101,n011,n111),fade_xyz.z);
vec2 n_yz=mix(n_z.xy,n_z.zw,fade_xyz.y);
float n_xyz=mix(n_yz.x,n_yz.y,fade_xyz.x);
return 2.2*n_xyz;
}
varying vec2 vUv;
varying vec3 vNormal;
varying vec3 vEyeVector;
uniform float uNoiseDensity;
// https://tympanus.net/codrops/2019/10/29/real-time-multiside-refraction-in-three-steps/
vec3 getEyeVector(){
vec4 worldPosition=modelMatrix*vec4(position,1.);
vec3 eyeVector=normalize(worldPosition.xyz-cameraPosition);
return eyeVector;
}
void main(){
vec3 noise=pow(cnoise(normal),3.)*normal*uNoiseDensity;
vec3 newPosition=position+noise;
vec4 modelPosition=modelMatrix*vec4(newPosition,1.);
vec4 viewPosition=viewMatrix*modelPosition;
vec4 projectedPosition=projectionMatrix*viewPosition;
gl_Position=projectedPosition;
vUv=uv;
vNormal=normalize(normalMatrix*normal);
vEyeVector=getEyeVector();
}
`;
const gridIcosahedronShapeFragmentShader = `
uniform float uTime;
uniform vec2 uMouse;
uniform vec2 uResolution;
uniform sampler2D uTexture;
uniform float uRefractionStrength;
varying vec2 vUv;
varying vec3 vNormal;
varying vec3 vEyeVector;
// https://community.khronos.org/t/getting-the-normal-with-dfdx-and-dfdy/70177
vec3 computeNormal(vec3 normal){
vec3 X=dFdx(normal);
vec3 Y=dFdy(normal);
vec3 cNormal=normalize(cross(X,Y));
return cNormal;
}
// http://glslsandbox.com/e#47182.0
vec2 hash22(vec2 p){
p=fract(p*vec2(5.3983,5.4427));
p+=dot(p.yx,p.xy+vec2(21.5351,14.3137));
return fract(vec2(p.x*p.y*95.4337,p.x*p.y*97.597));
}
// https://www.shadertoy.com/view/4scSW4
float fresnel(float bias,float scale,float power,vec3 I,vec3 N)
{
return bias+scale*pow(1.+dot(I,N),power);
}
void main(){
vec3 cNormal=computeNormal(vNormal);
float diffuse=dot(cNormal,vec3(1.));
vec2 rand=hash22(vec2(floor(diffuse*10.)));
vec2 strength=vec2(sign((rand.x-.5))+(rand.x-.5)*.6,sign((rand.y-.5))+(rand.y-.5)*.6);
vec2 uv=strength*gl_FragCoord.xy/vec2(1000.);
vec3 refraction=uRefractionStrength*refract(vEyeVector,cNormal,1./3.);
uv+=refraction.xy;
vec4 color=texture2D(uTexture,uv);
float F=fresnel(0.,1.,2.,vEyeVector,cNormal);
color*=(1.-F);
gl_FragColor=color;
}
`;
const gridIcosahedronEdgeVertexShader = `
// https://gist.github.com/patriciogonzalezvivo/670c22f3966e662d2f83
vec4 permute(vec4 x){return mod(((x*34.)+1.)*x,289.);}
vec4 taylorInvSqrt(vec4 r){return 1.79284291400159-.85373472095314*r;}
vec3 fade(vec3 t){return t*t*t*(t*(t*6.-15.)+10.);}
float cnoise(vec3 P){
vec3 Pi0=floor(P);// Integer part for indexing
vec3 Pi1=Pi0+vec3(1.);// Integer part + 1
Pi0=mod(Pi0,289.);
Pi1=mod(Pi1,289.);
vec3 Pf0=fract(P);// Fractional part for interpolation
vec3 Pf1=Pf0-vec3(1.);// Fractional part - 1.0
vec4 ix=vec4(Pi0.x,Pi1.x,Pi0.x,Pi1.x);
vec4 iy=vec4(Pi0.yy,Pi1.yy);
vec4 iz0=Pi0.zzzz;
vec4 iz1=Pi1.zzzz;
vec4 ixy=permute(permute(ix)+iy);
vec4 ixy0=permute(ixy+iz0);
vec4 ixy1=permute(ixy+iz1);
vec4 gx0=ixy0/7.;
vec4 gy0=fract(floor(gx0)/7.)-.5;
gx0=fract(gx0);
vec4 gz0=vec4(.5)-abs(gx0)-abs(gy0);
vec4 sz0=step(gz0,vec4(0.));
gx0-=sz0*(step(0.,gx0)-.5);
gy0-=sz0*(step(0.,gy0)-.5);
vec4 gx1=ixy1/7.;
vec4 gy1=fract(floor(gx1)/7.)-.5;
gx1=fract(gx1);
vec4 gz1=vec4(.5)-abs(gx1)-abs(gy1);
vec4 sz1=step(gz1,vec4(0.));
gx1-=sz1*(step(0.,gx1)-.5);
gy1-=sz1*(step(0.,gy1)-.5);
vec3 g000=vec3(gx0.x,gy0.x,gz0.x);
vec3 g100=vec3(gx0.y,gy0.y,gz0.y);
vec3 g010=vec3(gx0.z,gy0.z,gz0.z);
vec3 g110=vec3(gx0.w,gy0.w,gz0.w);
vec3 g001=vec3(gx1.x,gy1.x,gz1.x);
vec3 g101=vec3(gx1.y,gy1.y,gz1.y);
vec3 g011=vec3(gx1.z,gy1.z,gz1.z);
vec3 g111=vec3(gx1.w,gy1.w,gz1.w);
vec4 norm0=taylorInvSqrt(vec4(dot(g000,g000),dot(g010,g010),dot(g100,g100),dot(g110,g110)));
g000*=norm0.x;
g010*=norm0.y;
g100*=norm0.z;
g110*=norm0.w;
vec4 norm1=taylorInvSqrt(vec4(dot(g001,g001),dot(g011,g011),dot(g101,g101),dot(g111,g111)));
g001*=norm1.x;
g011*=norm1.y;
g101*=norm1.z;
g111*=norm1.w;
float n000=dot(g000,Pf0);
float n100=dot(g100,vec3(Pf1.x,Pf0.yz));
float n010=dot(g010,vec3(Pf0.x,Pf1.y,Pf0.z));
float n110=dot(g110,vec3(Pf1.xy,Pf0.z));
float n001=dot(g001,vec3(Pf0.xy,Pf1.z));
float n101=dot(g101,vec3(Pf1.x,Pf0.y,Pf1.z));
float n011=dot(g011,vec3(Pf0.x,Pf1.yz));
float n111=dot(g111,Pf1);
vec3 fade_xyz=fade(Pf0);
vec4 n_z=mix(vec4(n000,n100,n010,n110),vec4(n001,n101,n011,n111),fade_xyz.z);
vec2 n_yz=mix(n_z.xy,n_z.zw,fade_xyz.y);
float n_xyz=mix(n_yz.x,n_yz.y,fade_xyz.x);
return 2.2*n_xyz;
}
varying vec2 vUv;
varying vec3 vCenter;
attribute vec3 aCenter;
uniform float uNoiseDensity;
void main(){
vec3 noise=pow(cnoise(normal),3.)*normal*uNoiseDensity;
vec3 newPosition=position+noise;
vec4 modelPosition=modelMatrix*vec4(newPosition,1.);
vec4 viewPosition=viewMatrix*modelPosition;
vec4 projectedPosition=projectionMatrix*viewPosition;
gl_Position=projectedPosition;
vUv=uv;
vCenter=aCenter;
}
`;
const gridIcosahedronEdgeFragmentShader = `
uniform float uTime;
uniform vec2 uMouse;
uniform vec2 uResolution;
uniform float uWidth;
varying vec2 vUv;
varying vec3 vCenter;
// https://threejs.org/examples/?q=wire#webgl_materials_wireframe
float edgeFactorTri(){
vec3 d=fwidth(vCenter);
vec3 a3=smoothstep(d*(uWidth-.5),d*(uWidth+.5),vCenter);
return min(min(a3.x,a3.y),a3.z);
}
float invert(float n){
return 1.-n;
}
void main(){
float line=invert(edgeFactorTri());
if(line<.1){
discard;
}
vec4 color=vec4(vec3(line),1.);
gl_FragColor=color;
}
`;
const gridIcosahedronPostprocessingVertexShader = `
varying vec2 vUv;
void main(){
vec4 modelPosition=modelMatrix*vec4(position,1.);
vec4 viewPosition=viewMatrix*modelPosition;
vec4 projectedPosition=projectionMatrix*viewPosition;
gl_Position=projectedPosition;
vUv=uv;
}
`;
const gridIcosahedronPostprocessingFragmentShader = `
uniform float uTime;
uniform vec2 uMouse;
uniform vec2 uResolution;
uniform sampler2D tDiffuse;
uniform float uRGBShift;
varying vec2 vUv;
// https://gist.github.com/patriciogonzalezvivo/670c22f3966e662d2f83
float hash(vec2 p){return fract(1e4*sin(17.*p.x+p.y*.1)*(.1+abs(sin(p.y*13.+p.x))));}
vec3 blackAndWhite(vec3 color){
return vec3((color.r+color.g+color.b)/5.);
}
// https://github.com/spite/Wagner/blob/master/fragment-shaders/rgb-split-fs.glsl
vec4 RGBShift(sampler2D tDiffuse,vec2 uv,vec2 offset,float isBlackWhite){
vec4 color1=texture2D(tDiffuse,vUv-offset);
vec4 color2=texture2D(tDiffuse,vUv);
vec4 color3=texture2D(tDiffuse,vUv+offset);
if(isBlackWhite==1.){
color1.rgb=blackAndWhite(color1.rgb);
color2.rgb=blackAndWhite(color2.rgb);
color3.rgb=blackAndWhite(color3.rgb);
}
vec4 color=vec4(color1.r,color2.g,color3.b,color1.a+color2.a+color3.a);
return color;
}
void main(){
float noise=hash(vUv+uTime)*.1;
vec4 color=RGBShift(tDiffuse,vUv,vec2(.01)*uRGBShift,1.);
color.rgb+=vec3(noise);
gl_FragColor=color;
}
`;
class Base {
constructor(sel, debug = false) {
this.debug = debug;
this.container = document.querySelector(sel);
this.perspectiveCameraParams = {
fov: 75,
near: 0.1,
far: 100
};
this.orthographicCameraParams = {
zoom: 2,
near: -100,
far: 1000
};
this.cameraPosition = new THREE.Vector3(0, 3, 10);
this.lookAtPosition = new THREE.Vector3(0, 0, 0);
this.rendererParams = {
outputEncoding: THREE.LinearEncoding,
config: {
alpha: true,
antialias: true
}
};
this.mousePos = new THREE.Vector2(0, 0);
}
// 初始化
init() {
this.createScene();
this.createPerspectiveCamera();
this.createRenderer();
this.createMesh({});
this.createLight();
this.createOrbitControls();
this.addListeners();
this.setLoop();
}
// 创建场景
createScene() {
const scene = new THREE.Scene();
if (this.debug) {
scene.add(new THREE.AxesHelper());
const stats = Stats();
this.container.appendChild(stats.dom);
this.stats = stats;
}
this.scene = scene;
}
// 创建透视相机
createPerspectiveCamera() {
const { perspectiveCameraParams, cameraPosition, lookAtPosition } = this;
const { fov, near, far } = perspectiveCameraParams;
const aspect = calcAspect(this.container);
const camera = new THREE.PerspectiveCamera(fov, aspect, near, far);
camera.position.copy(cameraPosition);
camera.lookAt(lookAtPosition);
this.camera = camera;
}
// 创建正交相机
createOrthographicCamera() {
const { orthographicCameraParams, cameraPosition, lookAtPosition } = this;
const { left, right, top, bottom, near, far } = orthographicCameraParams;
const camera = new THREE.OrthographicCamera(left, right, top, bottom, near, far);
camera.position.copy(cameraPosition);
camera.lookAt(lookAtPosition);
this.camera = camera;
}
// 更新正交相机参数
updateOrthographicCameraParams() {
const { container } = this;
const { zoom, near, far } = this.orthographicCameraParams;
const aspect = calcAspect(container);
this.orthographicCameraParams = {
left: -zoom * aspect,
right: zoom * aspect,
top: zoom,
bottom: -zoom,
near,
far,
zoom
};
}
// 创建渲染
createRenderer(useWebGL1 = false) {
var _a;
const { rendererParams } = this;
const { outputEncoding, config } = rendererParams;
const renderer = !useWebGL1
? new THREE.WebGLRenderer(config)
: new THREE.WebGL1Renderer(config);
renderer.setSize(this.container.clientWidth, this.container.clientHeight);
renderer.outputEncoding = outputEncoding;
this.resizeRendererToDisplaySize();
(_a = this.container) === null || _a === void 0 ? void 0 : _a.appendChild(renderer.domElement);
this.renderer = renderer;
this.renderer.setClearColor(0x000000, 0);
}
// 允许投影
enableShadow() {
this.renderer.shadowMap.enabled = true;
}
// 调整渲染器尺寸
resizeRendererToDisplaySize() {
const { renderer } = this;
if (!renderer) {
return;
}
const canvas = renderer.domElement;
const pixelRatio = window.devicePixelRatio;
const { clientWidth, clientHeight } = canvas;
const width = (clientWidth * pixelRatio) | 0;
const height = (clientHeight * pixelRatio) | 0;
const isResizeNeeded = canvas.width !== width || canvas.height !== height;
if (isResizeNeeded) {
renderer.setSize(width, height, false);
}
return isResizeNeeded;
}
// 创建网格
createMesh(meshObject, container = this.scene) {
const { geometry = new THREE.BoxGeometry(1, 1, 1), material = new THREE.MeshStandardMaterial({
color: new THREE.Color("#d9dfc8")
}), position = new THREE.Vector3(0, 0, 0) } = meshObject;
const mesh = new THREE.Mesh(geometry, material);
mesh.position.copy(position);
container.add(mesh);
return mesh;
}
// 创建光源
createLight() {
const dirLight = new THREE.DirectionalLight(new THREE.Color("#ffffff"), 0.5);
dirLight.position.set(0, 50, 0);
this.scene.add(dirLight);
const ambiLight = new THREE.AmbientLight(new THREE.Color("#ffffff"), 0.4);
this.scene.add(ambiLight);
}
// 创建轨道控制
createOrbitControls() {
const controls = new OrbitControls(this.camera, this.renderer.domElement);
const { lookAtPosition } = this;
controls.target.copy(lookAtPosition);
controls.update();
this.controls = controls;
}
// 监听事件
addListeners() {
this.onResize();
}
// 监听画面缩放
onResize() {
window.addEventListener("resize", (e) => {
if (this.camera instanceof THREE.PerspectiveCamera) {
const aspect = calcAspect(this.container);
const camera = this.camera;
camera.aspect = aspect;
camera.updateProjectionMatrix();
}
else if (this.camera instanceof THREE.OrthographicCamera) {
this.updateOrthographicCameraParams();
const camera = this.camera;
const { left, right, top, bottom, near, far } = this.orthographicCameraParams;
camera.left = left;
camera.right = right;
camera.top = top;
camera.bottom = bottom;
camera.near = near;
camera.far = far;
camera.updateProjectionMatrix();
}
this.renderer.setSize(this.container.clientWidth, this.container.clientHeight);
});
}
// 动画
update() {
console.log("animation");
}
// 渲染
setLoop() {
this.renderer.setAnimationLoop(() => {
this.resizeRendererToDisplaySize();
this.update();
if (this.controls) {
this.controls.update();
}
if (this.stats) {
this.stats.update();
}
if (this.composer) {
this.composer.render();
}
else {
this.renderer.render(this.scene, this.camera);
}
});
}
// 创建文本
createText(text = "", config, material = new THREE.MeshStandardMaterial({
color: "#ffffff"
})) {
const geo = new THREE.TextGeometry(text, config);
const mesh = new THREE.Mesh(geo, material);
return mesh;
}
// 创建音效源
createAudioSource() {
const listener = new THREE.AudioListener();
this.camera.add(listener);
const sound = new THREE.Audio(listener);
this.sound = sound;
}
// 加载音效
loadAudio(url) {
const loader = new THREE.AudioLoader();
return new Promise((resolve) => {
loader.load(url, (buffer) => {
this.sound.setBuffer(buffer);
resolve(buffer);
});
});
}
// 加载模型
loadModel(url) {
const loader = new GLTFLoader();
return new Promise((resolve, reject) => {
loader.load(url, (gltf) => {
const model = gltf.scene;
resolve(model);
}, undefined, (err) => {
console.log(err);
reject();
});
});
}
// 加载FBX模型
loadFBXModel(url) {
const loader = new FBXLoader();
return new Promise((resolve, reject) => {
loader.load(url, (obj) => {
resolve(obj);
}, undefined, (err) => {
console.log(err);
reject();
});
});
}
// 加载字体
loadFont(url) {
const loader = new THREE.FontLoader();
return new Promise((resolve) => {
loader.load(url, (font) => {
resolve(font);
});
});
}
// 创建点选模型
createRaycaster() {
this.raycaster = new THREE.Raycaster();
this.trackMousePos();
}
// 追踪鼠标位置
trackMousePos() {
window.addEventListener("mousemove", (e) => {
this.setMousePos(e);
});
window.addEventListener("mouseout", () => {
this.clearMousePos();
});
window.addEventListener("mouseleave", () => {
this.clearMousePos();
});
window.addEventListener("touchstart", (e) => {
this.setMousePos(e.touches[0]);
}, { passive: false });
window.addEventListener("touchmove", (e) => {
this.setMousePos(e.touches[0]);
});
window.addEventListener("touchend", () => {
this.clearMousePos();
});
}
// 设置鼠标位置
setMousePos(e) {
const { x, y } = getNormalizedMousePos(e);
this.mousePos.x = x;
this.mousePos.y = y;
}
// 清空鼠标位置
clearMousePos() {
this.mousePos.x = -100000;
this.mousePos.y = -100000;
}
// 获取点击物
getInterSects() {
this.raycaster.setFromCamera(this.mousePos, this.camera);
const intersects = this.raycaster.intersectObjects(this.scene.children, true);
return intersects;
}
// 选中点击物时
onChooseIntersect(target) {
const intersects = this.getInterSects();
const intersect = intersects[0];
if (!intersect || !intersect.face) {
return null;
}
const { object } = intersect;
return target === object ? intersect : null;
}
}
class GridIcosahedron extends Base {
constructor(sel, debug) {
super(sel, debug);
this.clock = new THREE.Clock();
this.cameraPosition = new THREE.Vector3(0, 0, 2);
this.params = {
uNoiseDensity: 0
};
this.mouseSpeed = 0;
}
// 初始化
init() {
this.createScene();
this.createPerspectiveCamera();
this.createRenderer();
this.createGridIcosahedronShapeMaterial();
this.createGridIcosahedronEdgeMaterial();
this.createIcoShape();
this.createIcoEdge();
this.createPostprocessingEffect();
this.createLight();
this.trackMouseSpeed();
this.createOrbitControls();
this.addListeners();
this.setLoop();
}
// 创建图形材质
createGridIcosahedronShapeMaterial() {
const loader = new THREE.TextureLoader();
const texture = loader.load(gridIcosahedronTextureUrl);
texture.wrapS = texture.wrapT = THREE.MirroredRepeatWrapping;
const gridIcosahedronShapeMaterial = new THREE.ShaderMaterial({
vertexShader: gridIcosahedronShapeVertexShader,
fragmentShader: gridIcosahedronShapeFragmentShader,
side: THREE.DoubleSide,
uniforms: {
uTime: {
value: 0
},
uMouse: {
value: new THREE.Vector2(0, 0)
},
uResolution: {
value: new THREE.Vector2(window.innerWidth, window.innerHeight)
},
uTexture: {
value: texture
},
uRefractionStrength: {
value: 0.2
},
uNoiseDensity: {
value: this.params.uNoiseDensity
}
}
});
this.gridIcosahedronShapeMaterial = gridIcosahedronShapeMaterial;
}
// 创建边框材质
createGridIcosahedronEdgeMaterial() {
const gridIcosahedronEdgeMaterial = new THREE.ShaderMaterial({
vertexShader: gridIcosahedronEdgeVertexShader,
fragmentShader: gridIcosahedronEdgeFragmentShader,
side: THREE.DoubleSide,
uniforms: {
uTime: {
value: 0
},
uMouse: {
value: new THREE.Vector2(0, 0)
},
uResolution: {
value: new THREE.Vector2(window.innerWidth, window.innerHeight)
},
uWidth: {
value: 2
},
uNoiseDensity: {
value: this.params.uNoiseDensity
}
}
});
this.gridIcosahedronEdgeMaterial = gridIcosahedronEdgeMaterial;
}
// 创建二十面体图形
createIcoShape() {
const geometry = new THREE.IcosahedronBufferGeometry(1, 1);
const material = this.gridIcosahedronShapeMaterial;
this.createMesh({
geometry,
material
});
}
// 创建二十面体边框
createIcoEdge() {
const geometry = new THREE.IcosahedronBufferGeometry(1.001, 1);
this.getBaryCoord(geometry);
const material = this.gridIcosahedronEdgeMaterial;
this.createMesh({
geometry,
material
});
}
// 获取重心坐标系
getBaryCoord(bufferGeometry) {
// https://gist.github.com/mattdesl/e399418558b2b52b58f5edeafea3c16c
const length = bufferGeometry.attributes.position.array.length;
const count = length / 3;
const bary = [];
for (let i = 0; i < count; i++) {
bary.push(0, 0, 1, 0, 1, 0, 1, 0, 0);
}
const aCenter = new Float32Array(bary);
bufferGeometry.setAttribute("aCenter", new THREE.BufferAttribute(aCenter, 3));
}
// 创建后期处理特效
createPostprocessingEffect() {
const composer = new EffectComposer(this.renderer);
const renderPass = new RenderPass(this.scene, this.camera);
composer.addPass(renderPass);
const customPass = new ShaderPass({
vertexShader: gridIcosahedronPostprocessingVertexShader,
fragmentShader: gridIcosahedronPostprocessingFragmentShader,
uniforms: {
tDiffuse: {
value: null
},
uTime: {
value: 0
},
uRGBShift: {
value: 0.3
}
}
});
customPass.renderToScreen = true;
composer.addPass(customPass);
this.composer = composer;
this.customPass = customPass;
}
// 动画
update() {
const elapsedTime = this.clock.getElapsedTime();
const mousePos = this.mousePos;
const mouseSpeed = this.mouseSpeed * 5;
if (this.gridIcosahedronShapeMaterial) {
this.gridIcosahedronShapeMaterial.uniforms.uTime.value = elapsedTime;
this.gridIcosahedronShapeMaterial.uniforms.uMouse.value = mousePos;
this.scene.rotation.x = elapsedTime / 15;
this.scene.rotation.y = elapsedTime / 15;
gsap.to(this.gridIcosahedronShapeMaterial.uniforms.uNoiseDensity, {
value: mouseSpeed,
duration: 2
});
gsap.to(this.gridIcosahedronEdgeMaterial.uniforms.uNoiseDensity, {
value: mouseSpeed,
duration: 2
});
}
if (this.customPass) {
this.customPass.uniforms.uTime.value = elapsedTime;
gsap.to(this.customPass.uniforms.uRGBShift, {
value: mouseSpeed / 10,
duration: 2
});
}
}
// 追踪鼠标速度
trackMouseSpeed() {
// https://stackoverflow.com/questions/6417036/track-mouse-speed-with-js
let lastMouseX = -1;
let lastMouseY = -1;
let mouseSpeed = 0;
window.addEventListener("mousemove", (e) => {
const mousex = e.pageX;
const mousey = e.pageY;
if (lastMouseX > -1) {
mouseSpeed = Math.max(Math.abs(mousex - lastMouseX), Math.abs(mousey - lastMouseY));
this.mouseSpeed = mouseSpeed / 100;
}
lastMouseX = mousex;
lastMouseY = mousey;
});
document.addEventListener("mouseleave", () => {
this.mouseSpeed = 0;
});
}
}
const start = () => {
const gridIcosahedron = new GridIcosahedron(".grid-icosahedron", false);
gridIcosahedron.init();
};
start();