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制作超好看的個人網站:用ThreeJs為你的網站打造個性的動畫背景

目錄

一、示例

二、教程

1.第一步,寫一個頂點着色器

2.在ShaderToy上選一個自己喜歡的Shader

3.添加有關變量

4.将源代碼改寫成GLSL語言

4.把材質添加在寫好的threejs架構中

一、示例

先上圖(無視蕾姆醬)

制作超好看的個人網站:用ThreeJs為你的網站打造個性的動畫背景

檢視示例

二、教程

廢話不多說了,即使你不看了解那部分的解釋,無法了解這些代碼到底是怎麼做到的也沒關系,隻要按照步驟來也能寫出來。

算是面向小白的基礎教程。

1.第一步,寫一個頂點着色器

頂點着色器大部分情況下是通用的,直接複制下段代碼即可

<script id="vertexShader" type="x-shader/x-vertex">
void main() {
  vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );
  gl_Position = projectionMatrix * mvPosition;
}
</script>
           

了解:

注意,變量vUv非常重要,片元着色器通過vUv來辨識紋理圖的位置。因為我們沒有用網頁中的場景坐标(分辨率)來解決問題,而是使用了紋理相關的坐标。

2.在ShaderToy上選一個自己喜歡的Shader

ShaerToy位址:https://www.shadertoy.com/

點選浏覽就會出來非常多的預覽圖

制作超好看的個人網站:用ThreeJs為你的網站打造個性的動畫背景

這裡我選擇的非常受歡迎的海洋相關的Shader:https://www.shadertoy.com/view/Ms2SD1

 在Shadertoy裡有非常多好玩有趣或者漂亮的Shader,都是大佬們的傑作。找到你喜歡的Shader複制就好。原Shader代碼如下:

const int NUM_STEPS = 8;
const float PI	 	= 3.141592;
const float EPSILON	= 1e-3;
#define EPSILON_NRM (0.1 / iResolution.x)
#define AA

// sea
const int ITER_GEOMETRY = 3;
const int ITER_FRAGMENT = 5;
const float SEA_HEIGHT = 0.6;
const float SEA_CHOPPY = 4.0;
const float SEA_SPEED = 0.8;
const float SEA_FREQ = 0.16;
const vec3 SEA_BASE = vec3(0.0,0.09,0.18);
const vec3 SEA_WATER_COLOR = vec3(0.8,0.9,0.6)*0.6;
#define SEA_TIME (1.0 + iTime * SEA_SPEED)
const mat2 octave_m = mat2(1.6,1.2,-1.2,1.6);

// math
mat3 fromEuler(vec3 ang) {
	vec2 a1 = vec2(sin(ang.x),cos(ang.x));
    vec2 a2 = vec2(sin(ang.y),cos(ang.y));
    vec2 a3 = vec2(sin(ang.z),cos(ang.z));
    mat3 m;
    m[0] = vec3(a1.y*a3.y+a1.x*a2.x*a3.x,a1.y*a2.x*a3.x+a3.y*a1.x,-a2.y*a3.x);
	m[1] = vec3(-a2.y*a1.x,a1.y*a2.y,a2.x);
	m[2] = vec3(a3.y*a1.x*a2.x+a1.y*a3.x,a1.x*a3.x-a1.y*a3.y*a2.x,a2.y*a3.y);
	return m;
}
float hash( vec2 p ) {
	float h = dot(p,vec2(127.1,311.7));	
    return fract(sin(h)*43758.5453123);
}
float noise( in vec2 p ) {
    vec2 i = floor( p );
    vec2 f = fract( p );	
	vec2 u = f*f*(3.0-2.0*f);
    return -1.0+2.0*mix( mix( hash( i + vec2(0.0,0.0) ), 
                     hash( i + vec2(1.0,0.0) ), u.x),
                mix( hash( i + vec2(0.0,1.0) ), 
                     hash( i + vec2(1.0,1.0) ), u.x), u.y);
}

// lighting
float diffuse(vec3 n,vec3 l,float p) {
    return pow(dot(n,l) * 0.4 + 0.6,p);
}
float specular(vec3 n,vec3 l,vec3 e,float s) {    
    float nrm = (s + 8.0) / (PI * 8.0);
    return pow(max(dot(reflect(e,n),l),0.0),s) * nrm;
}

// sky
vec3 getSkyColor(vec3 e) {
    e.y = (max(e.y,0.0)*0.8+0.2)*0.8;
    return vec3(pow(1.0-e.y,2.0), 1.0-e.y, 0.6+(1.0-e.y)*0.4) * 1.1;
}

// sea
float sea_octave(vec2 uv, float choppy) {
    uv += noise(uv);        
    vec2 wv = 1.0-abs(sin(uv));
    vec2 swv = abs(cos(uv));    
    wv = mix(wv,swv,wv);
    return pow(1.0-pow(wv.x * wv.y,0.65),choppy);
}

float map(vec3 p) {
    float freq = SEA_FREQ;
    float amp = SEA_HEIGHT;
    float choppy = SEA_CHOPPY;
    vec2 uv = p.xz; uv.x *= 0.75;
    
    float d, h = 0.0;    
    for(int i = 0; i < ITER_GEOMETRY; i++) {        
    	d = sea_octave((uv+SEA_TIME)*freq,choppy);
    	d += sea_octave((uv-SEA_TIME)*freq,choppy);
        h += d * amp;        
    	uv *= octave_m; freq *= 1.9; amp *= 0.22;
        choppy = mix(choppy,1.0,0.2);
    }
    return p.y - h;
}

float map_detailed(vec3 p) {
    float freq = SEA_FREQ;
    float amp = SEA_HEIGHT;
    float choppy = SEA_CHOPPY;
    vec2 uv = p.xz; uv.x *= 0.75;
    
    float d, h = 0.0;    
    for(int i = 0; i < ITER_FRAGMENT; i++) {        
    	d = sea_octave((uv+SEA_TIME)*freq,choppy);
    	d += sea_octave((uv-SEA_TIME)*freq,choppy);
        h += d * amp;        
    	uv *= octave_m; freq *= 1.9; amp *= 0.22;
        choppy = mix(choppy,1.0,0.2);
    }
    return p.y - h;
}

vec3 getSeaColor(vec3 p, vec3 n, vec3 l, vec3 eye, vec3 dist) {  
    float fresnel = clamp(1.0 - dot(n,-eye), 0.0, 1.0);
    fresnel = pow(fresnel,3.0) * 0.5;
        
    vec3 reflected = getSkyColor(reflect(eye,n));    
    vec3 refracted = SEA_BASE + diffuse(n,l,80.0) * SEA_WATER_COLOR * 0.12; 
    
    vec3 color = mix(refracted,reflected,fresnel);
    
    float atten = max(1.0 - dot(dist,dist) * 0.001, 0.0);
    color += SEA_WATER_COLOR * (p.y - SEA_HEIGHT) * 0.18 * atten;
    
    color += vec3(specular(n,l,eye,60.0));
    
    return color;
}

// tracing
vec3 getNormal(vec3 p, float eps) {
    vec3 n;
    n.y = map_detailed(p);    
    n.x = map_detailed(vec3(p.x+eps,p.y,p.z)) - n.y;
    n.z = map_detailed(vec3(p.x,p.y,p.z+eps)) - n.y;
    n.y = eps;
    return normalize(n);
}

float heightMapTracing(vec3 ori, vec3 dir, out vec3 p) {  
    float tm = 0.0;
    float tx = 1000.0;    
    float hx = map(ori + dir * tx);
    if(hx > 0.0) return tx;   
    float hm = map(ori + dir * tm);    
    float tmid = 0.0;
    for(int i = 0; i < NUM_STEPS; i++) {
        tmid = mix(tm,tx, hm/(hm-hx));                   
        p = ori + dir * tmid;                   
    	float hmid = map(p);
		if(hmid < 0.0) {
        	tx = tmid;
            hx = hmid;
        } else {
            tm = tmid;
            hm = hmid;
        }
    }
    return tmid;
}

vec3 getPixel(in vec2 coord, float time) {    
    vec2 uv = coord / iResolution.xy;
    uv = uv * 2.0 - 1.0;
    uv.x *= iResolution.x / iResolution.y;    
        
    // ray
    vec3 ang = vec3(sin(time*3.0)*0.1,sin(time)*0.2+0.3,time);    
    vec3 ori = vec3(0.0,3.5,time*5.0);
    vec3 dir = normalize(vec3(uv.xy,-2.0)); dir.z += length(uv) * 0.14;
    dir = normalize(dir) * fromEuler(ang);
    
    // tracing
    vec3 p;
    heightMapTracing(ori,dir,p);
    vec3 dist = p - ori;
    vec3 n = getNormal(p, dot(dist,dist) * EPSILON_NRM);
    vec3 light = normalize(vec3(0.0,1.0,0.8)); 
             
    // color
    return mix(
        getSkyColor(dir),
        getSeaColor(p,n,light,dir,dist),
    	pow(smoothstep(0.0,-0.02,dir.y),0.2));
}

// main
void mainImage( out vec4 fragColor, in vec2 fragCoord ) {
    float time = iTime * 0.3 + iMouse.x*0.01;
	
#ifdef AA
    vec3 color = vec3(0.0);
    for(int i = -1; i <= 1; i++) {
        for(int j = -1; j <= 1; j++) {
        	vec2 uv = fragCoord+vec2(i,j)/3.0;
    		color += getPixel(uv, time);
        }
    }
    color /= 9.0;
#else
    vec3 color = getPixel(fragCoord, time);
#endif
    
    // post
	fragColor = vec4(pow(color,vec3(0.65)), 1.0);
}
           

超級長,看不懂也沒太大關系,你隻需要知道這裡寫了相應的片元着色器。把這一段複制粘貼到你的檔案中。

3.添加有關變量

// 時間
uniform float iTime;
// 分辨率
uniform vec2 iResolution;
// 滑鼠位置
uniform vec2 iMouse;
           

4.将源代碼改寫成GLSL語言

其實差距不大,改寫部分GLSL預定好的變量和main函數就行:

(1)void mainImage()改寫為main(),去掉參數

改寫前:

void mainImage( out vec4 fragColor, in vec2 fragCoord )
           

改寫後:

void main()
           

(2)FragCoord改寫為gl_FragCoord

(3)FragColor改寫為 gl_FragColor

改寫後的main函數:

void main() {


    vec2 uv = gl_FragCoord.xy / iResolution.xy;
    uv = uv * 2.0 - 1.0;
    uv.x *= iResolution.x / iResolution.y;    
    float time = iTime * 0.3 + iMouse.x*0.001;

    // ray
    vec3 ang = vec3(sin(time*3.0)*0.1,sin(time)*0.2+0.3,time);    
    vec3 ori = vec3(0.0,3.5,time*5.0);
    vec3 dir = normalize(vec3(uv.xy,-2.0)); dir.z += length(uv) * 0.15;
    dir = normalize(dir) * fromEuler(ang);

    // tracing
    vec3 p;
    heightMapTracing(ori,dir,p);
    vec3 dist = p - ori;
    vec3 n = getNormal(p, dot(dist,dist) * EPSILON_NRM);
    vec3 light = normalize(vec3(0.0,1.0,0.8)); 

    // color
    vec3 color = mix(
        getSkyColor(dir),
        getSeaColor(p,n,light,dir,dist),
        pow(smoothstep(0.0,-0.05,dir.y),0.3));

    // post
    gl_FragColor = vec4(pow(color,vec3(0.75)), 1.0);
}
           

了解:

  (2)和(3)都是GLSL中預定義的變量

4.把材質添加在寫好的threejs架構中

這裡貼一個寫好的Threejs架構,不懂Threejs的可以看下相關教程。其中material就是我們改寫好的Shader材質。

<script>
        var container;
        var camera, scene, renderer;
        var uniforms;
        var width = window.innerWidth; // 畫布的寬度
        var height = window.innerHeight; // 畫布的高度

        container = document.getElementById('container');
        renderer = new THREE.WebGLRenderer();
        renderer.setSize(width, height);
        renderer.setPixelRatio(window.devicePixelRatio);
        container.appendChild(renderer.domElement);
        scene = new THREE.Scene();
          

        camera = new THREE.PerspectiveCamera(45, width/height, 1, 2000);;
        camera.position.set(0,0,360);
        scene.add(camera);

         

        var geometry = new THREE.PlaneBufferGeometry(width, height);

        var imouse = new THREE.Vector2();
        window.addEventListener("touchmove", function(evt) {
        imouse.x = evt["touches"][0].clientX;
        imouse.y = evt["touches"][0].clientY;
        })

        uniforms = {
           iTime: { value: 1.0 },
           iResolution: { value: new THREE.Vector2(width * 1.0, height * 1.0)},
           iMouse: { value: new THREE.Vector2(0.0, 0.0) }
        };

        var material = new THREE.ShaderMaterial({
              uniforms: uniforms,
              vertexShader: document.getElementById('vertexShader').textContent,
              fragmentShader: document.getElementById('fragmentShader').textContent
            });
        var geom = new THREE.PlaneBufferGeometry(width, height);

        var mesh = new THREE.Mesh(geometry, material);
        scene.add(mesh);

        var clock = new THREE.Clock(); // 時鐘
        (function animate() {
            requestAnimationFrame( animate );

            var delta = clock.getDelta(); // 擷取本次和上次的時間間隔
            uniforms.iTime.value += delta; // 設定着色器使用的 iTime 參數
            renderer.render( scene, camera ); // 重新渲染
        })();

         var mouseStartPosition = null; // 滑鼠起始位置
        window.addEventListener("mousemove", function (event) {
            if (!mouseStartPosition) {
                    mouseStartPosition = {x: event.clientX, y: event.clientY}
            } else {
                    uniforms.iMouse.value.x = event.clientX - mouseStartPosition.x;
                    uniforms.iMouse.value.y = event.clientY - mouseStartPosition.y;
        }
        })
      </script>
           

另外不要忘了配置上js相關檔案位址,這裡要根據自己的情況修改

<script src="js/three.js"></script>
  <script src="js/jquery.min.js"></script>
           

把上面的js代碼組合進html中即可。

threejs檔案和網頁檔案放在了我的github上

github位址

如果有其它喜歡的Shader并且應用過程中遇到問題,歡迎咨詢

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