视频碎片 · Video Effect · ▶ 在线运行案例

视频碎片

你将学到什么

  • OrbitControls 相机轨道交互
  • requestAnimationFrame 渲染循环与 resize 自适应

效果说明

本案例演示 视频碎片 效果:基于 WebGL 实现「视频碎片」可视化效果,附完整可运行源码;核心用到 OrbitControls。建议先打开文首在线案例查看动态画面,再对照下方源码逐步理解。

核心概念

  • Scene / Camera / WebGLRenderer 构成最小渲染闭环;大场景可开 logarithmicDepthBuffer 缓解 Z-fighting。
  • OrbitControls 提供轨道旋转/缩放;开启 enableDamping 后需在 animate 中 controls.update()
  • 阅读下方完整源码时,建议从 init / load / animate 三条主线入手,再深入 shader 与工具函数。

实现步骤

  1. 搭建 Scene、PerspectiveCamera、WebGLRenderer,挂载 canvas 并处理 resize
  2. 创建 OrbitControls(及 Raycaster 等交互控件,若源码包含)
  3. requestAnimationFrame 循环中更新状态并 render(Cesium 为 viewer.render 或自动渲染)

代码要点

import * as THREE from 'three'
import { OrbitControls } from 'three/examples/jsm/controls/OrbitControls.js'

const box = document.getElementById('box')

const scene = new THREE.Scene()

const camera = new THREE.PerspectiveCamera(50, box.clientWidth / box.clientHeight, 0.1, 1000)

camera.position.set(0, 0, 20)

const renderer = new THREE.WebGLRenderer({ antialias: true, alpha: true, logarithmicDepthBuffer: true })

renderer.setSize(box.clientWidth, box.clientHeight)

box.appendChild(renderer.domElement)

const controls = new OrbitControls(camera, renderer.domElement)

controls.enableDamping = true

const video = document.createElement('video')

video.crossOrigin = 'anonymous' // 跨域

video.src = 'https://z2586300277.github.io/3d-file-server/video/test.mp4'

video.loop = true // 循环播放

video.muted = true // 静音

video.play()

const texture = await new Promise(r => video.onloadeddata = () => r(new THREE.VideoTexture(video))) // 创建视频纹理

const group = new THREE.Group()
const config = {
    width: 16,
    height: 9,
    xGrid: 4,
    yGrid: 3,
    offset: 0.1
}
const ux = 1 / config.xGrid
const uy = 1 / config.yGrid
const planeWidth = config.width / config.xGrid - config.offset
const planeHeight = config.height / config.yGrid - config.offset
for (let i = 0; i < config.xGrid; i++) {
    for (let j = 0; j < config.yGrid; j++) {
        // 创建 4 * 3 子平面实现整体效果
        const geometry = new THREE.PlaneGeometry(planeWidth, planeHeight)
        const material = new THREE.MeshBasicMaterial({
            map: texture,
            side: THREE.DoubleSide
        })

        // 切割uv来实现纹理映射到全部平面
        const uvs = geometry.attributes.uv.array
        for (let index = 0; index < uvs.length; index += 2) {
            uvs[index] = (uvs[index] + i) * ux
            uvs[index + 1] = (uvs[index + 1] + j) * uy
        }

        const mesh = new THREE.Mesh(geometry, material)

        mesh.dx = 0.004 * (0.5 - Math.random())
        mesh.dy = 0.004 * (0.5 - Math.random())

        const x = (i - config.xGrid / 2) * planeWidth + planeWidth * 0.5 + (i * config.offset) / 2
        const y = (j - config.yGrid / 2) * planeHeight + planeHeight * 0.5 + (j * config.offset) / 2
        mesh.position.set(x, y, 0)
        group.add(mesh)

    }

}
scene.add(group)

const clock = new THREE.Clock()
animate()

function animate() {

    const elapsedTime = clock.getElapsedTime()

    for (const mesh of group.children) {
        mesh.rotation.x += Math.sin(elapsedTime * 0.1) * mesh.dx;
        mesh.rotation.y += Math.sin(elapsedTime * 0.2) * mesh.dy;

        mesh.position.x -= Math.sin(elapsedTime * 0.1) * mesh.dx;
        mesh.position.y += Math.sin(elapsedTime * 0.3) * mesh.dy;
        mesh.position.z += Math.cos(elapsedTime * 0.2) * mesh.dx;
    }

    requestAnimationFrame(animate)

    controls.update()

    renderer.render(scene, camera)

}

window.onresize = () => {

    renderer.setSize(box.clientWidth, box.clientHeight)

    camera.aspect = box.clientWidth / box.clientHeight

    camera.updateProjectionMatrix()

}

完整源码:GitHub

小结