参考:Building a WebGL Carousel with React Three Fiber and GSAP
- 在线 demo
- github 源码
成果来源于由 Eum Ray 创立的网站 alcre.co.kr,具备迷人的视觉效果和交互性,具备可拖动或滚动的轮播,具备乏味的图像展现成果。
本文将应用 WebGL、React Three Fiber 和 GSAP 实现相似的成果。通过本文,能够理解如何应用 WebGL、React Three Fiber 和 GSAP 创立交互式 3D 轮播。
筹备
首先,用 createreact app
创立我的项目
npx create-react-app webgl-carsouelcd webgl-carsouelnpm start
而后装置相干依赖
npm i @react-three/fiber @react-three/drei gsap leva react-use -S
- @react-three/fiber: 用 react 实现的简化 three.js 写法的一个十分闻名的库
- @react-three/drei:@react-three/fiber 生态中的一个十分有用的库,是对 @react-three/fiber 的加强
- gsap: 一个十分闻名的动画库
- leva: @react-three/fiber 生态中用以在几秒钟内创立GUI控件的库
- react-use: 一个风行的 react hooks 库
1. 生成具备纹理的 3D 立体
首先,创立一个任意大小的立体,搁置于原点(0, 0, 0)并面向相机。而后,应用 shaderMaterial
材质将所需图像插入到材质中,批改 UV 地位,让图像填充整个几何体外表。
为了实现这一点,须要应用一个 glsl 函数,函数将立体和图像的比例作为转换参数:
/* --------------------------------Background Cover UV--------------------------------u = basic UVs = plane sizei = image size*/vec2 CoverUV(vec2 u, vec2 s, vec2 i) { float rs = s.x / s.y; // aspect plane size float ri = i.x / i.y; // aspect image size vec2 st = rs < ri ? vec2(i.x * s.y / i.y, s.y) : vec2(s.x, i.y * s.x / i.x); // new st vec2 o = (rs < ri ? vec2((st.x - s.x) / 2.0, 0.0) : vec2(0.0, (st.y - s.y) / 2.0)) / st; // offset return u * s / st + o;}
接下来,将定义2个 uniforms
:uRes
和 uImageRes
。每当扭转视口大小时,这2个变量将会随之扭转。应用 uRes
以像素为单位存储全面的大小,应用 uImageRes
存储图像纹理的大小。
上面是创立立体和设置着色器材质的代码:
// Plane.jsimport { useEffect, useMemo, useRef } from "react"import { useThree } from "@react-three/fiber"import { useTexture } from "@react-three/drei"import { useControls } from 'leva'const Plane = () => { const $mesh = useRef() const { viewport } = useThree() const tex = useTexture( 'https://raw.githubusercontent.com/supahfunk/webgl-carousel/main/public/img/1.jpg' ) const { width, height } = useControls({ width: { value: 2, min: 0.5, max: viewport.width, }, height: { value: 3, min: 0.5, max: viewport.height, } }) useEffect(() => { if ($mesh.current.material) { $mesh.current.material.uniforms.uRes.value.x = width $mesh.current.material.uniforms.uRes.value.y = height } }, [viewport, width, height]) const shaderArgs = useMemo(() => ({ uniforms: { uTex: { value: tex }, uRes: { value: { x: 1, y: 1 } }, uImageRes: { value: { x: tex.source.data.width, y: tex.source.data.height } } }, vertexShader: /* glsl */ ` varying vec2 vUv; void main() { vUv = uv; vec3 pos = position; gl_Position = projectionMatrix * modelViewMatrix * vec4( pos, 1.0 ); } `, fragmentShader: /* glsl */ ` uniform sampler2D uTex; uniform vec2 uRes; uniform vec2 uImageRes; /* ------------------------------------- background Cover UV ------------------------------------- u = basic UV s = screen size i = image size */ vec2 CoverUV(vec2 u, vec2 s, vec2 i) { float rs = s.x / s.y; // aspect screen size float ri = i.x / i.y; // aspect image size vec2 st = rs < ri ? vec2(i.x * s.y / i.y, s.y) : vec2(s.x, i.y * s.x / i.x); // new st vec2 o = (rs < ri ? vec2((st.x - s.x) / 2.0, 0.0) : vec2(0.0, (st.y - s.y) / 2.0)) / st; // offset return u * s / st + o; } varying vec2 vUv; void main() { vec2 uv = CoverUV(vUv, uRes, uImageRes); vec3 tex = texture2D(uTex, uv).rgb; gl_FragColor = vec4(tex, 1.0); } ` }), [tex]) return ( <mesh ref={$mesh}> <planeGeometry args={[width, height, 30, 30]} /> <shaderMaterial args={[shaderArgs]} /> </mesh> )}export default Plane
2、向立体增加缩放成果
首先, 设置一个新组件来包裹 <Plane />
,用以治理缩放成果的激活和停用。
应用着色器材质 shaderMaterial
调整 mesh
大小可放弃几何空间的尺寸。因而,激活缩放成果后,必须显示一个新的通明立体,其尺寸与视口相当,不便点击整个图像复原到初始状态。
此外,还须要在立体的着色器中实现波浪成果。
因而,在 uniforms
中增加一个新字段 uZoomScale
,存储缩放立体的值 x
、y
,从而失去顶点着色器的地位。缩放值通过在立体尺寸和视口尺寸比例来计算:
$mesh.current.material.uniforms.uZoomScale.value.x = viewport.width / width$mesh.current.material.uniforms.uZoomScale.value.y = viewport.height / height
接下来,在 uniforms
中增加一个新字段 uProgress
,来管制波浪成果的数量。通过应用 GSAP 批改 uProgress
,动画实现平滑的缓动成果。
创立波形成果,能够在顶点着色器中应用 sin
函数,函数在立体的 x 和 y 地位上增加波状静止。
// CarouselItem.jsimport { useEffect, useRef, useState } from "react"import { useThree } from "@react-three/fiber"import gsap from "gsap"import Plane from './Plane'const CarouselItem = () => { const $root = useRef() const [hover, setHover] = useState(false) const [isActive, setIsActive] = useState(false) const { viewport } = useThree() useEffect(() => { gsap.killTweensOf($root.current.position) gsap.to($root.current.position, { z: isActive ? 0 : -0.01, duration: 0.2, ease: "power3.out", delay: isActive ? 0 : 2 }) }, [isActive]) // hover effect useEffect(() => { const hoverScale = hover && !isActive ? 1.1 : 1 gsap.to($root.current.scale, { x: hoverScale, y: hoverScale, duration: 0.5, ease: "power3.out" }) }, [hover, isActive]) const handleClose = (e) => { e.stopPropagation() if (!isActive) return setIsActive(false) } const textureUrl = 'https://raw.githubusercontent.com/supahfunk/webgl-carousel/main/public/img/1.jpg' return ( <group ref={$root} onClick={() => setIsActive(true)} onPointerEnter={() => setHover(true)} onPointerLeave={() => setHover(false)} > <Plane width={1} height={2.5} texture={textureUrl} active={isActive} /> {isActive ? ( <mesh position={[0, 0, 0]} onClick={handleClose}> <planeGeometry args={[viewport.width, viewport.height]} /> <meshBasicMaterial transparent={true} opacity={0} color="red" /> </mesh> ) : null} </group> )}export default CarouselItem
<Plane />
组件也要进行更改,反对参数及参数变更解决,更改后:
// Plane.jsimport { useEffect, useMemo, useRef } from "react"import { useThree } from "@react-three/fiber"import { useTexture } from "@react-three/drei"import gsap from "gsap"const Plane = ({ texture, width, height, active, ...props}) => { const $mesh = useRef() const { viewport } = useThree() const tex = useTexture(texture) useEffect(() => { if ($mesh.current.material) { // setting $mesh.current.material.uniforms.uZoomScale.value.x = viewport.width / width $mesh.current.material.uniforms.uZoomScale.value.y = viewport.height / height gsap.to($mesh.current.material.uniforms.uProgress, { value: active ? 1 : 0, duration: 2.5, ease: 'power3.out' }) gsap.to($mesh.current.material.uniforms.uRes.value, { x: active ? viewport.width : width, y: active? viewport.height : height, duration: 2.5, ease: 'power3.out' }) } }, [viewport, active]); const shaderArgs = useMemo(() => ({ uniforms: { uProgress: { value: 0 }, uZoomScale: { value: { x: 1, y: 1 } }, uTex: { value: tex }, uRes: { value: { x: 1, y: 1 } }, uImageRes: { value: { x: tex.source.data.width, y: tex.source.data.height } } }, vertexShader: /* glsl */ ` varying vec2 vUv; uniform float uProgress; uniform vec2 uZoomScale; void main() { vUv = uv; vec3 pos = position; float angle = uProgress * 3.14159265 / 2.; float wave = cos(angle); float c = sin(length(uv - .5) * 15. + uProgress * 12.) * .5 + .5; pos.x *= mix(1., uZoomScale.x + wave * c, uProgress); pos.y *= mix(1., uZoomScale.y + wave * c, uProgress); gl_Position = projectionMatrix * modelViewMatrix * vec4( pos, 1.0 ); } `, fragmentShader: /* glsl */ ` uniform sampler2D uTex; uniform vec2 uRes; // uniform vec2 uZoomScale; uniform vec2 uImageRes; /* ------------------------------------- background Cover UV ------------------------------------- u = basic UV s = screen size i = image size */ vec2 CoverUV(vec2 u, vec2 s, vec2 i) { float rs = s.x / s.y; // aspect screen size float ri = i.x / i.y; // aspect image size vec2 st = rs < ri ? vec2(i.x * s.y / i.y, s.y) : vec2(s.x, i.y * s.x / i.x); // new st vec2 o = (rs < ri ? vec2((st.x - s.x) / 2.0, 0.0) : vec2(0.0, (st.y - s.y) / 2.0)) / st; // offset return u * s / st + o; } varying vec2 vUv; void main() { vec2 uv = CoverUV(vUv, uRes, uImageRes); vec3 tex = texture2D(uTex, uv).rgb; gl_FragColor = vec4(tex, 1.0); } ` }), [tex]) return ( <mesh ref={$mesh} {...props}> <planeGeometry args={[width, height, 30, 30]} /> <shaderMaterial args={[shaderArgs]} /> </mesh> )}export default Plane
3、实现能够用鼠标滚动或拖动挪动的图像轮播
这部分是最乏味的,但也是最简单的,因为必须思考很多事件。
首先,须要应用 renderSlider
创立一个组用以蕴含所有图像,图像用 <CarouselItem />
渲染。
而后,须要应用 renderPlaneEvent()
创立一个全面用以治理事件。
轮播最重要的局部在 useFrame()
中,须要计算滑块进度,应用 displayItems()
函数设置所有item
地位。
另一个须要思考的重要方面是 <CarouselItem />
的 z
地位,当它变为活动状态时,须要使其 z
地位更凑近相机,以便缩放成果不会与其余 meshs
抵触。这也是为什么当退出缩放时,须要 mesh
足够小以将 z
轴地位复原为 0 (详见 <CarouselItem />
)。也是为什么禁用其余 meshs
的点击,直到缩放成果被停用。
// data/images.jsconst images = [ { image: 'https://raw.githubusercontent.com/supahfunk/webgl-carousel/main/public/img/1.jpg' }, { image: 'https://raw.githubusercontent.com/supahfunk/webgl-carousel/main/public/img/2.jpg' }, { image: 'https://raw.githubusercontent.com/supahfunk/webgl-carousel/main/public/img/3.jpg' }, { image: 'https://raw.githubusercontent.com/supahfunk/webgl-carousel/main/public/img/4.jpg' }, { image: 'https://raw.githubusercontent.com/supahfunk/webgl-carousel/main/public/img/5.jpg' }, { image: 'https://raw.githubusercontent.com/supahfunk/webgl-carousel/main/public/img/6.jpg' }, { image: 'https://raw.githubusercontent.com/supahfunk/webgl-carousel/main/public/img/7.jpg' }, { image: 'https://raw.githubusercontent.com/supahfunk/webgl-carousel/main/public/img/8.jpg' }, { image: 'https://raw.githubusercontent.com/supahfunk/webgl-carousel/main/public/img/9.jpg' }, { image: 'https://raw.githubusercontent.com/supahfunk/webgl-carousel/main/public/img/10.jpg' }, { image: 'https://raw.githubusercontent.com/supahfunk/webgl-carousel/main/public/img/11.jpg' }, { image: 'https://raw.githubusercontent.com/supahfunk/webgl-carousel/main/public/img/12.jpg' }]export default images
// Carousel.jsimport { useEffect, useRef, useState, useMemo } from "react";import { useFrame, useThree } from "@react-three/fiber";import { usePrevious } from 'react-use'import gsap from 'gsap'import CarouselItem from './CarouselItem'import images from '../data/images'// Plane settingsconst planeSettings = { width: 1, height: 2.5, gap: 0.1}// gsap defaultsgsap.defaults({ duration: 2.5, ease: 'power3.out'})const Carousel = () => { const [$root, setRoot] = useState(); const [activePlane, setActivePlane] = useState(null); const prevActivePlane = usePrevious(activePlane) const { viewport } = useThree() // vars const progress = useRef(0) const startX = useRef(0) const isDown = useRef(false) const speedWheel = 0.02 const speedDrag = -0.3 const $items = useMemo(() => { if ($root) return $root.children }, [$root]) const displayItems = (item, index, active) => { gsap.to(item.position, { x: (index - active) * (planeSettings.width + planeSettings.gap), y: 0 }) } useFrame(() => { progress.current = Math.max(0, Math.min(progress.current, 100)) const active = Math.floor((progress.current / 100) * ($items.length - 1)) $items.forEach((item, index) => displayItems(item, index, active)) }) const handleWheel = (e) => { if (activePlane !== null) return const isVerticalScroll = Math.abs(e.deltaY) > Math.abs(e.deltaX) const wheelProgress = isVerticalScroll ? e.deltaY : e.deltaX progress.current = progress.current + wheelProgress * speedWheel } const handleDown = (e) => { if (activePlane !== null) return isDown.current = true startX.current = e.clientX || (e.touches && e.touches[0].clientX) || 0 } const handleUp = () => { isDown.current = false } const handleMove = (e) => { if (activePlane !== null || !isDown.current) return const x = e.clientX || (e.touches && e.touches[0].clientX) || 0 const mouseProgress = (x - startX.current) * speedDrag progress.current = progress.current + mouseProgress startX.current = x } // click useEffect(() => { if (!$items) return if (activePlane !== null && prevActivePlane === null) { progress.current = (activePlane / ($items.length - 1)) * 100 } }, [activePlane, $items]); const renderPlaneEvents = () => { return ( <mesh position={[0, 0, -0.01]} onWheel={handleWheel} onPointerDown={handleDown} onPointerUp={handleUp} onPointerMove={handleMove} onPointerLeave={handleUp} onPointerCancel={handleUp} > <planeGeometry args={[viewport.width, viewport.height]} /> <meshBasicMaterial transparent={true} opacity={0} /> </mesh> ) } const renderSlider = () => { return ( <group ref={setRoot}> {images.map((item, i) => ( <CarouselItem width={planeSettings.width} height={planeSettings.height} setActivePlane={setActivePlane} activePlane={activePlane} key={item.image} item={item} index={i} /> ))} </group> ) } return ( <group> {renderPlaneEvents()} {renderSlider()} </group> )}export default Carousel
<CarouselItem>
须要更改,以便依据参数显示不同的图像,及其他细节解决,更改后如下:
// CarouselItem.jsimport { useEffect, useRef, useState } from "react"import { useThree } from "@react-three/fiber"import gsap from "gsap"import Plane from './Plane'const CarouselItem = ({ index, width, height, setActivePlane, activePlane, item}) => { const $root = useRef() const [hover, setHover] = useState(false) const [isActive, setIsActive] = useState(false) const [isCloseActive, setIsCloseActive] = useState(false); const { viewport } = useThree() const timeoutID = useRef() useEffect(() => { if (activePlane === index) { setIsActive(activePlane === index) setIsCloseActive(true) } else { setIsActive(null) } }, [activePlane]); useEffect(() => { gsap.killTweensOf($root.current.position) gsap.to($root.current.position, { z: isActive ? 0 : -0.01, duration: 0.2, ease: "power3.out", delay: isActive ? 0 : 2 }) }, [isActive]) // hover effect useEffect(() => { const hoverScale = hover && !isActive ? 1.1 : 1 gsap.to($root.current.scale, { x: hoverScale, y: hoverScale, duration: 0.5, ease: "power3.out" }) }, [hover, isActive]) const handleClose = (e) => { e.stopPropagation() if (!isActive) return setActivePlane(null) setHover(false) clearTimeout(timeoutID.current) timeoutID.current = setTimeout(() => { setIsCloseActive(false) }, 1500); // 这个计时器的持续时间取决于 plane 敞开动画的工夫 } return ( <group ref={$root} onClick={() => setActivePlane(index)} onPointerEnter={() => setHover(true)} onPointerLeave={() => setHover(false)} > <Plane width={width} height={height} texture={item.image} active={isActive} /> {isCloseActive ? ( <mesh position={[0, 0, 0.01]} onClick={handleClose}> <planeGeometry args={[viewport.width, viewport.height]} /> <meshBasicMaterial transparent={true} opacity={0} color="red" /> </mesh> ) : null} </group> )}export default CarouselItem
4、实现前期解决成果,加强轮播体验
真正吸引我眼球并激发我复制次轮播的是视口边缘拉伸像素的成果。
过来,我通过 @react-three/postprocessing 来自定义着色器屡次实现此成果。然而,最近我始终在应用 MeshTransmissionMaterial
,因而有了一个想法,尝试用这种资料笼罩 mesh
并调整设置实现成果。成果简直雷同!
窍门是将 material
的 thickness
属性与轮播滚动进度的速度分割起来,仅此而已。
// PostProcessing.jsimport { forwardRef } from "react";import { useThree } from "@react-three/fiber";import { MeshTransmissionMaterial } from "@react-three/drei";import { Color } from "three";import { useControls } from 'leva'const PostProcessing = forwardRef((_, ref) => { const { viewport } = useThree() const { active, ior } = useControls({ active: { value: true }, ior: { value: 0.9, min: 0.8, max: 1.2 } }) return active ? ( <mesh position={[0, 0, 1]}> <planeGeometry args={[viewport.width, viewport.height]} /> <MeshTransmissionMaterial ref={ref} background={new Color('white')} transmission={0.7} roughness={0} thickness={0} chromaticAberration={0.06} anisotropy={0} ior={ior} /> </mesh> ) : null})export default PostProcessing
因为后处理作用于 <Carousel />
组件,所以须要进行相应的更改,更改后如下:
// Carousel.jsimport { useEffect, useRef, useState, useMemo } from "react";import { useFrame, useThree } from "@react-three/fiber";import { usePrevious } from 'react-use'import gsap from 'gsap'import PostProcessing from "./PostProcessing";import CarouselItem from './CarouselItem'import { lerp, getPiramidalIndex } from "../utils";import images from '../data/images'// Plane settingsconst planeSettings = { width: 1, height: 2.5, gap: 0.1}// gsap defaultsgsap.defaults({ duration: 2.5, ease: 'power3.out'})const Carousel = () => { const [$root, setRoot] = useState(); const $post = useRef() const [activePlane, setActivePlane] = useState(null); const prevActivePlane = usePrevious(activePlane) const { viewport } = useThree() // vars const progress = useRef(0) const startX = useRef(0) const isDown = useRef(false) const speedWheel = 0.02 const speedDrag = -0.3 const oldProgress = useRef(0) const speed = useRef(0) const $items = useMemo(() => { if ($root) return $root.children }, [$root]) const displayItems = (item, index, active) => { const piramidalIndex = getPiramidalIndex($items, active)[index] gsap.to(item.position, { x: (index - active) * (planeSettings.width + planeSettings.gap), y: $items.length * -0.1 + piramidalIndex * 0.1 }) } useFrame(() => { progress.current = Math.max(0, Math.min(progress.current, 100)) const active = Math.floor((progress.current / 100) * ($items.length - 1)) $items.forEach((item, index) => displayItems(item, index, active)) speed.current = lerp(speed.current, Math.abs(oldProgress.current - progress.current), 0.1) oldProgress.current = lerp(oldProgress.current, progress.current, 0.1) if ($post.current) { $post.current.thickness = speed.current } }) const handleWheel = (e) => { if (activePlane !== null) return const isVerticalScroll = Math.abs(e.deltaY) > Math.abs(e.deltaX) const wheelProgress = isVerticalScroll ? e.deltaY : e.deltaX progress.current = progress.current + wheelProgress * speedWheel } const handleDown = (e) => { if (activePlane !== null) return isDown.current = true startX.current = e.clientX || (e.touches && e.touches[0].clientX) || 0 } const handleUp = () => { isDown.current = false } const handleMove = (e) => { if (activePlane !== null || !isDown.current) return const x = e.clientX || (e.touches && e.touches[0].clientX) || 0 const mouseProgress = (x - startX.current) * speedDrag progress.current = progress.current + mouseProgress startX.current = x } // click useEffect(() => { if (!$items) return if (activePlane !== null && prevActivePlane === null) { progress.current = (activePlane / ($items.length - 1)) * 100 } }, [activePlane, $items]); const renderPlaneEvents = () => { return ( <mesh position={[0, 0, -0.01]} onWheel={handleWheel} onPointerDown={handleDown} onPointerUp={handleUp} onPointerMove={handleMove} onPointerLeave={handleUp} onPointerCancel={handleUp} > <planeGeometry args={[viewport.width, viewport.height]} /> <meshBasicMaterial transparent={true} opacity={0} /> </mesh> ) } const renderSlider = () => { return ( <group ref={setRoot}> {images.map((item, i) => ( <CarouselItem width={planeSettings.width} height={planeSettings.height} setActivePlane={setActivePlane} activePlane={activePlane} key={item.image} item={item} index={i} /> ))} </group> ) } return ( <group> {renderPlaneEvents()} {renderSlider()} <PostProcessing ref={$post} /> </group> )}export default Carousel
// utils/index.js/** * 返回 v0, v1 之间的一个值,能够依据 t 进行计算 * 示例: * lerp(5, 10, 0) // 5 * lerp(5, 10, 1) // 10 * lerp(5, 10, 0.2) // 6 */export const lerp = (v0, v1, t) => v0 * (1 - t) + v1 * t/** * 以金字塔形态返回索引值递加的数组,从具备最大值的指定索引开始。这些索引通常用于在元素之间创立重叠成果 * 示例:array = [0, 1, 2, 3, 4, 5] * getPiramidalIndex(array, 0) // [ 6, 5, 4, 3, 2, 1 ] * getPiramidalIndex(array, 1) // [ 5, 6, 5, 4, 3, 2 ] * getPiramidalIndex(array, 2) // [ 4, 5, 6, 5, 4, 3 ] * getPiramidalIndex(array, 3) // [ 3, 4, 5, 6, 5, 4 ] * getPiramidalIndex(array, 4) // [ 2, 3, 4, 5, 6, 5 ] * getPiramidalIndex(array, 5) // [ 1, 2, 3, 4, 5, 6 ] */export const getPiramidalIndex = (array, index) => { return array.map((_, i) => index === i ? array.length : array.length - Math.abs(index - i))}
总之,通过应用 React Three Fiber 、GSAP 和一些创造力,能够在 WebGL 中创立令人惊叹的视觉效果和交互式组件,就像受 alcre.co.kr 启发的轮播一样。心愿这篇文章对您本人的我的项目有所帮忙和启发!