切换ShaderToy · shaderToy · ▶ 在线运行案例

切换ShaderToy

你将学到什么

  • ShaderMaterial 自定义着色器实现核心视觉效果
  • 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 切换ShaderToy 效果:基于 WebGL 实现「切换ShaderToy」可视化效果,附完整可运行源码;核心用到 ShaderMaterial、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。
  • ShaderMaterial 通过 uniforms + 自定义 GLSL 控制逐像素/逐点效果;透明粒子常配合 depthTest: false
  • OrbitControls 提供轨道旋转/缩放;开启 enableDamping 后需在 animate 中 controls.update()

实现步骤

  1. 搭建 Scene、PerspectiveCamera、WebGLRenderer,挂载 canvas 并处理 resize
  2. 定义 uniforms / onBeforeCompile 或 ShaderMaterial,编写 GLSL 与材质参数
  3. 创建 OrbitControls(及 Raycaster 等交互控件,若源码包含)
  4. 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'
import * as dat from 'dat.gui'

const DOM = document.getElementById('box')

const scene = new THREE.Scene()

const camera = new THREE.PerspectiveCamera(75, DOM.clientWidth / DOM.clientHeight, 0.1, 1000)

camera.position.set(0, 10, 10)

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

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

DOM.appendChild(renderer.domElement)

new OrbitControls(camera, renderer.domElement)

window.onresize = () => {

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

    camera.aspect = DOM.clientWidth / DOM.clientHeight

    camera.updateProjectionMatrix()

}

scene.add(new THREE.AmbientLight(0xffffff, 8))

const mesh = new THREE.Mesh(new THREE.BoxGeometry(4, 4, 4), new THREE.MeshBasicMaterial({ color: 0xffffff }));

scene.add(mesh);

// GUI 对象
const GUI = new dat.GUI()

const fileList = new Array(6).fill().map((_, i) => FILE_HOST + `files/glsl/${i}.frag`)

GUI.add({ url: fileList[0] }, 'url', fileList).onChange((url) => changeShader(url))

changeShader(fileList[5])

let shader = null

animate()

// 渲染 
function animate() {

    shader && (shader.uniforms.u_time.value += 0.02)

    renderer.render(scene, camera)

    requestAnimationFrame(animate)

}

async function changeShader(url) {

    const str = await fetch(url).then(res => res.text())

    shader = {

        uniforms: THREE.UniformsUtils.merge([

            THREE.ShaderLib['phong'].uniforms,

            {
                u_resolution: {
                    type: 'v2',
                    value: new THREE.Vector2(DOM.clientWidth, DOM.clientHeight)
                },

                u_time: {
                    type: 'f',
                    value: 0.0
                },

                u_mouse: {
                    type: 'v2',
                    value: new THREE.Vector2(0, 0)
                }

            }

        ]),

        side: THREE.DoubleSide,

        vertexShader: `
            varying vec2 vUv;
            void main() {
                vUv = uv;
                vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );
                gl_Position = projectionMatrix * mvPosition;
            }
        `,

        fragmentShader: str,

    }

    shader.fragmentShader = shader.fragmentShader.replace(/gl_FragCoord/, 'vUv * u_resolution.xy')

    shader.fragmentShader = shader.fragmentShader.replace(/uniform float u_time;/, `
        uniform float u_time;
        varying vec2 vUv;
    `)

    const material = new THREE.ShaderMaterial(shader);

    mesh.material.dispose()

    mesh.material = material

}

完整源码:GitHub

小结