如何在Three.js Fiber与React中实现GLSL着色器的时间动态演化?
实现React Three Fiber网格的动态气泡动画
核心实现要点
- 使用
useFrame钩子替代原生Three.js的动画循环,在每帧更新uTimeuniform变量 - 通过
useMemo缓存ShaderMaterial实例,避免组件重渲染时重复创建材质 - 用
useRef获取网格引用,方便在动画帧中操作材质的uniforms - 保留原GLSL噪声、旋转逻辑及dat.GUI控制,适配R3F的组件化结构
完整代码实现
import { Canvas, useFrame, useMemo, useRef } from '@react-three/fiber'; import { OrbitControls } from '@react-three/drei'; import * as THREE from 'three'; import * as dat from 'dat.gui'; // 初始化GUI控制器 const gui = new dat.GUI(); const settings = { speed: 0.2, density: 1.5, strength: 0.2, frequency: 3.0, amplitude: 6.0, intensity: 7.0, }; const folder1 = gui.addFolder('Noise'); const folder2 = gui.addFolder('Rotation'); const folder3 = gui.addFolder('Color'); folder1.add(settings, 'speed', 0.1, 1, 0.01); folder1.add(settings, 'density', 0, 10, 0.01); folder1.add(settings, 'strength', 0, 2, 0.01); folder2.add(settings, 'frequency', 0, 10, 0.1); folder2.add(settings, 'amplitude', 0, 10, 0.1); folder3.add(settings, 'intensity', 0, 10, 0.1); // GLSL噪声函数 const noise = ` // GLSL textureless classic 3D noise "cnoise", // with an RSL-style periodic variant "pnoise". // Author: Stefan Gustavson (stefan.gustavson@liu.se) // Version: 2011-10-11 // // Many thanks to Ian McEwan of Ashima Arts for the // ideas for permutation and gradient selection. // // Copyright (c) 2011 Stefan Gustavson. All rights reserved. // Distributed under the MIT license. See LICENSE file. // https://github.com/ashima/webgl-noise // vec3 mod289(vec3 x) { return x - floor(x * (1.0 / 289.0)) * 289.0; } vec4 mod289(vec4 x) { return x - floor(x * (1.0 / 289.0)) * 289.0; } vec4 permute(vec4 x) { return mod289(((x*34.0)+1.0)*x); } vec4 taylorInvSqrt(vec4 r) { return 1.79284291400159 - 0.85373472095314 * r; } vec3 fade(vec3 t) { return t*t*t*(t*(t*6.0-15.0)+10.0); } // Classic Perlin noise, periodic variant float pnoise(vec3 P, vec3 rep) { vec3 Pi0 = mod(floor(P), rep); // Integer part, modulo period vec3 Pi1 = mod(Pi0 + vec3(1.0), rep); // Integer part + 1, mod period Pi0 = mod289(Pi0); Pi1 = mod289(Pi1); vec3 Pf0 = fract(P); // Fractional part for interpolation vec3 Pf1 = Pf0 - vec3(1.0); // Fractional part - 1.0 vec4 ix = vec4(Pi0.x, Pi1.x, Pi0.x, Pi1.x); vec4 iy = vec4(Pi0.yy, Pi1.yy); vec4 iz0 = Pi0.zzzz; vec4 iz1 = Pi1.zzzz; vec4 ixy = permute(permute(ix) + iy); vec4 ixy0 = permute(ixy + iz0); vec4 ixy1 = permute(ixy + iz1); vec4 gx0 = ixy0 * (1.0 / 7.0); vec4 gy0 = fract(floor(gx0) * (1.0 / 7.0)) - 0.5; gx0 = fract(gx0); vec4 gz0 = vec4(0.5) - abs(gx0) - abs(gy0); vec4 sz0 = step(gz0, vec4(0.0)); gx0 -= sz0 * (step(0.0, gx0) - 0.5); gy0 -= sz0 * (step(0.0, gy0) - 0.5); vec4 gx1 = ixy1 * (1.0 / 7.0); vec4 gy1 = fract(floor(gx1) * (1.0 / 7.0)) - 0.5; gx1 = fract(gx1); vec4 gz1 = vec4(0.5) - abs(gx1) - abs(gy1); vec4 sz1 = step(gz1, vec4(0.0)); gx1 -= sz1 * (step(0.0, gx1) - 0.5); gy1 -= sz1 * (step(0.0, gy1) - 0.5); vec3 g000 = vec3(gx0.x,gy0.x,gz0.x); vec3 g100 = vec3(gx0.y,gy0.y,gz0.y); vec3 g010 = vec3(gx0.z,gy0.z,gz0.z); vec3 g110 = vec3(gx0.w,gy0.w,gz0.w); vec3 g001 = vec3(gx1.x,gy1.x,gz1.x); vec3 g101 = vec3(gx1.y,gy1.y,gz1.y); vec3 g011 = vec3(gx1.z,gy1.z,gz1.z); vec3 g111 = vec3(gx1.w,gy1.w,gz1.w); vec4 norm0 = taylorInvSqrt(vec4(dot(g000, g000), dot(g010, g010), dot(g100, g100), dot(g110, g110))); g000 *= norm0.x; g010 *= norm0.y; g100 *= norm0.z; g110 *= norm0.w; vec4 norm1 = taylorInvSqrt(vec4(dot(g001, g001), dot(g011, g011), dot(g101, g101), dot(g111, g111))); g001 *= norm1.x; g011 *= norm1.y; g101 *= norm1.z; g111 *= norm1.w; float n000 = dot(g000, Pf0); float n100 = dot(g100, vec3(Pf1.x, Pf0.yz)); float n010 = dot(g010, vec3(Pf0.x, Pf1.y, Pf0.z)); float n110 = dot(g110, vec3(Pf1.xy, Pf0.z)); float n001 = dot(g001, vec3(Pf0.xy, Pf1.z)); float n101 = dot(g101, vec3(Pf1.x, Pf0.y, Pf1.z)); float n011 = dot(g011, vec3(Pf0.x, Pf1.yz)); float n111 = dot(g111, Pf1); vec3 fade_xyz = fade(Pf0); vec4 n_z = mix(vec4(n000, n100, n010, n110), vec4(n001, n101, n011, n111), fade_xyz.z); vec2 n_yz = mix(n_z.xy, n_z.zw, fade_xyz.y); float n_xyz = mix(n_yz.x, n_yz.y, fade_xyz.x); return 2.2 * n_xyz; } `; // GLSL旋转函数 const rotation = ` mat3 rotation3dY(float angle) { float s = sin(angle); float c = cos(angle); return mat3( c, 0.0, -s, 0.0, 1.0, 0.0, s, 0.0, c ); } vec3 rotateY(vec3 v, float angle) { return rotation3dY(angle) * v; } `; // 顶点着色器 const vertexShader = ` varying vec2 vUv; varying float vDistort; uniform float uTime; uniform float uSpeed; uniform float uNoiseDensity; uniform float uNoiseStrength; uniform float uFrequency; uniform float uAmplitude; ${noise} ${rotation} void main() { vUv = uv; float t = uTime * uSpeed; float distortion = pnoise((normal + t) * uNoiseDensity, vec3(10.0)) * uNoiseStrength; vec3 pos = position + (normal * distortion); float angle = sin(uv.y * uFrequency + t) * uAmplitude; pos = rotateY(pos, angle); vDistort = distortion; gl_Position = projectionMatrix * modelViewMatrix * vec4(pos, 1.); } `; // 片元着色器 const fragmentShader = ` varying vec2 vUv; varying float vDistort; uniform float uTime; uniform float uIntensity; vec3 cosPalette(float t, vec3 a, vec3 b, vec3 c, vec3 d) { return a + b * cos(6.28318 * (c * t + d)); } void main() { float distort = vDistort * uIntensity; vec3 brightness = vec3(0.5, 0.5, 0.5); vec3 contrast = vec3(0.5, 0.5, 0.5); vec3 oscilation = vec3(1.0, 1.0, 1.0); vec3 phase = vec3(0.0, 0.1, 0.2); vec3 color = cosPalette(distort, brightness, contrast, oscilation, phase); gl_FragColor = vec4(color, 1.0); } `; // 自定义网格组件 const AnimatedMesh = () => { const meshRef = useRef(null); // 用useMemo缓存材质,只有当settings变化时才重新创建 const material = useMemo(() => { return new THREE.ShaderMaterial({ vertexShader, fragmentShader, uniforms: { uTime: { value: 0 }, uSpeed: { value: settings.speed }, uNoiseDensity: { value: settings.density }, uNoiseStrength: { value: settings.strength }, uFrequency: { value: settings.frequency }, uAmplitude: { value: settings.amplitude }, uIntensity: { value: settings.intensity }, }, // wireframe: true, }); }, [settings]); // useFrame钩子,每帧更新uniforms useFrame((state) => { if (!meshRef.current) return; // 更新时间变量 meshRef.current.material.uniforms.uTime.value = state.clock.getElapsedTime(); // 同步GUI设置的参数 meshRef.current.material.uniforms.uSpeed.value = settings.speed; meshRef.current.material.uniforms.uNoiseDensity.value = settings.density; meshRef.current.material.uniforms.uNoiseStrength.value = settings.strength; meshRef.current.material.uniforms.uFrequency.value = settings.frequency; meshRef.current.material.uniforms.uAmplitude.value = settings.amplitude; meshRef.current.material.uniforms.uIntensity.value = settings.intensity; }); return ( <mesh ref={meshRef}> <icosahedronGeometry args={[1, 64]} /> <primitive object={material} attach="material" /> </mesh> ); }; // 主App组件 export default function App() { return ( <Canvas camera={{ position: [0, 0, 4], fov: 45 }}> <AnimatedMesh /> <OrbitControls /> </Canvas> ); }
关键代码解释
- useFrame钩子:R3F提供的动画循环钩子,接收
state参数,其中state.clock.getElapsedTime()可以获取自Canvas启动以来的累计时间,替代原生Three.js的Clock逻辑。 - useMemo缓存材质:将ShaderMaterial的创建包裹在useMemo中,依赖项设为
settings,确保只有当GUI参数变化时才重新生成材质,优化性能。 - useRef引用网格:通过useRef获取mesh实例,在useFrame中直接操作其材质的uniforms,实现动态更新。
- R3F组件结构:用
<Canvas>替代原生的Scene、Renderer初始化,用<mesh>、<icosahedronGeometry>等组件替代原生的Mesh、Geometry创建,符合React组件化逻辑。
内容的提问来源于stack exchange,提问作者aa bb
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