javascript
复制代码
const initializeScene = ({ root, antialias = true } = {}) => {
const scene = new THREE.Scene();
const camera = new THREE.PerspectiveCamera(
35,
window.innerWidth / window.innerHeight,
0.1,
1000
);
camera.position.z = 110;
const renderer = new THREE.WebGLRenderer({ antialias });
renderer.setSize(window.innerWidth, window.innerHeight);
const controls = new OrbitControls(camera, renderer.domElement);
controls.enableDamping = true;
root.appendChild(renderer.domElement);
const gui = new GUI({ container: root });
const stats = new Stats();
stats.showPanel(0);
root.appendChild(stats.domElement);
return { scene, renderer, camera, controls, gui, stats };
};
javascript
复制代码
const textureLoader = new THREE.TextureLoader();
const perlinTexture = textureLoader.load(FILE_HOST+'images/perlin.png');
perlinTexture.wrapS = THREE.RepeatWrapping;
perlinTexture.wrapT = THREE.RepeatWrapping;
const smokeGeometry = new THREE.PlaneGeometry(1, 1, 16, 64);
smokeGeometry.translate(0, 0.5, 0);
smokeGeometry.scale(1.5, 6, 1.5);
const smokeMaterial = new THREE.ShaderMaterial({
vertexShader: `#define M_PI 3.1415926535897932384626433832795
varying vec2 vUv;
uniform float uTime;
uniform sampler2D uPerlinTexture;
vec2 rotate2D(vec2 value, float angle) {
float s = sin(angle);
float c = cos(angle);
mat2 m = mat2(c, s, -s, c);
return m * value;
}
void main() {
vUv = uv;
vec3 newPosition = position;
float angle = texture(
uPerlinTexture,
vec2(0.5, uv.y * 0.3 + uTime * 0.02)
).x * 7.;
newPosition.xz = rotate2D(position.xz, angle);
vec2 windOffset = vec2(
texture(uPerlinTexture, vec2(0.2, uTime * 0.02)).x - 0.5,
texture(uPerlinTexture, vec2(0.7, uTime * 0.02)).x - 0.5
);
newPosition.xz += windOffset * pow(uv.y, 2.) * 8.;
gl_Position = projectionMatrix * viewMatrix * modelMatrix * vec4(newPosition, 1.0);
}
`,
fragmentShader: `varying vec2 vUv;
uniform float uTime;
uniform sampler2D uPerlinTexture;
void main() {
vec2 uv = vec2(vUv.x * 0.5, vUv.y * 0.3 - uTime / 15.);
float intensity = texture2D(uPerlinTexture, uv).x;
intensity = smoothstep(0.4, 1.0, intensity);
intensity *= smoothstep(0.0, 0.1, vUv.x);
intensity *= smoothstep(1.0, 0.9, vUv.x);
intensity *= smoothstep(0.0, 0.1, vUv.y);
intensity *= smoothstep(1.0, 0.4, vUv.y);
gl_FragColor = vec4(1.0, 0.8, 0.6, intensity);
#include <tonemapping_fragment>
#include <colorspace_fragment>
}
`,
uniforms: {
uTime: { value: 0 },
uPerlinTexture: { value: perlinTexture },
},
transparent: true,
depthWrite: false,
side: THREE.DoubleSide,
});
const smoke = new THREE.Mesh(smokeGeometry, smokeMaterial);
smoke.position.y = 1.83;
scene.add(smoke);