
📷 咖啡
提示词
使用Three.js加载3D咖啡杯模型,并通过自定义着色器实现逼真的烟雾效果,结合Perlin噪声实现自然的烟雾运动。
效果拆解
| 效果 | 实现方式 |
|---|---|
| 3D模型加载 | 使用GLTFLoader加载咖啡杯模型 |
| 烟雾几何体 | 使用PlaneGeometry创建烟雾平面 |
| 噪声纹理 | 加载Perlin噪声纹理用于烟雾变形 |
| 顶点着色器 | 实现烟雾的旋转和风力效果 |
| 片元着色器 | 实现烟雾的透明度和颜色渐变 |
| 动画更新 | 在渲染循环中更新时间uniform |
核心技术点
1. 场景初始化
JAVASCRIPT
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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 };
};
2. 模型加载
JAVASCRIPT
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const gltfLoader = new GLTFLoader();
gltfLoader.load(
FILE_HOST+'files/model/coffeeMug.glb',
(gltf) => {
gltf.scene.getObjectByName("baked").material.map.anisotropy = 8;
controls.target.y += 3;
scene.add(gltf.scene);
}
);
3. 烟雾着色器材质
JAVASCRIPT
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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);
4. 动画循环
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const clock = new THREE.Clock();
const tick = () => {
requestAnimationFrame(tick);
stats.begin();
controls.update();
smokeMaterial.uniforms.uTime.value = clock.getElapsedTime();
stats.end();
renderer.render(scene, camera);
};
tick();
调试技巧
- 烟雾高度:调整smokeGeometry的scale改变烟雾高度
- 运动速度:修改uTime的乘数调整烟雾运动速度
- 风力强度:调整windOffset的乘数改变风力效果
- 透明度范围:修改smoothstep参数调整烟雾的可见范围
扩展思路
- 多股烟雾:创建多个烟雾平面增加效果
- 颜色变化:根据时间改变烟雾颜色
- 交互效果:添加鼠标交互影响烟雾方向
- 音频响应:根据音频强度改变烟雾密度
- 光照效果:添加动态光照增强烟雾立体感
- 粒子系统:使用粒子系统创建更真实的烟雾






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