You need to enable JavaScript to run this app.
优惠活动
大模型
产品
解决方案
定价
更多

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uTime uniform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

  1. 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。
  2. 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。
  3. 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。
  4. 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

相关产品推荐
方舟 Agent Plan

超全模态模型 × Harness 升级,最新支持 Deepseek-V4.1-Flash、GLM-5.3 系列、Doubao-Seedream-5.0-pro、Kimi-K3 (部分), 限时 9.9 元起

最近更新时间:2026.08.07 07:31:09