使用 React Three Fiber 和 GSAP 实现 WebGL 轮播动画
2023/5/22 14:22:20
本文主要是介绍使用 React Three Fiber 和 GSAP 实现 WebGL 轮播动画,对大家解决编程问题具有一定的参考价值,需要的程序猿们随着小编来一起学习吧!
参考:Building a WebGL Carousel with React Three Fiber and GSAP
- 在线 demo
- github 源码
效果来源于由 Eum Ray 创建的网站 alcre.co.kr,具有迷人的视觉效果和交互性,具有可拖动或滚动的轮播,具有有趣的图像展示效果。
本文将使用 WebGL、React Three Fiber 和 GSAP 实现类似的效果。通过本文,可以了解如何使用 WebGL、React Three Fiber 和 GSAP 创建交互式 3D 轮播。
准备
首先,用 createreact app
创建项目
npx create-react-app webgl-carsouel cd webgl-carsouel npm start
然后安装相关依赖
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 写法的一个非常出名的库
- @react-three/drei:@react-three/fiber 生态中的一个非常有用的库,是对 @react-three/fiber 的增强
- gsap: 一个非常出名的动画库
- leva: @react-three/fiber 生态中用以在几秒钟内创建GUI控件的库
- react-use: 一个流行的 react hooks 库
1. 生成具有纹理的 3D 平面
首先,创建一个任意大小的平面,放置于原点(0, 0, 0)并面向相机。然后,使用 shaderMaterial
材质将所需图像插入到材质中,修改 UV 位置,让图像填充整个几何体表面。
为了实现这一点,需要使用一个 glsl 函数,函数将平面和图像的比例作为转换参数:
/* -------------------------------- Background Cover UV -------------------------------- u = basic UV s = plane size i = 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
。每当改变视口大小时,这2个变量将会随之改变。使用 uRes
以像素为单位存储片面的大小,使用 uImageRes
存储图像纹理的大小。
下面是创建平面和设置着色器材质的代码:
// Plane.js import { 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、向平面添加缩放效果
首先, 设置一个新组件来包裹 <Plane />
,用以管理缩放效果的激活和停用。
使用着色器材质 shaderMaterial
调整 mesh
大小可保持几何空间的尺寸。因此,激活缩放效果后,必须显示一个新的透明平面,其尺寸与视口相当,方便点击整个图像恢复到初始状态。
此外,还需要在平面的着色器中实现波浪效果。
因此,在 uniforms
中添加一个新字段 uZoomScale
,存储缩放平面的值 x
、y
,从而得到顶点着色器的位置。缩放值通过在平面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
中添加一个新字段 uProgress
,来控制波浪效果的数量。通过使用 GSAP 修改 uProgress
,动画实现平滑的缓动效果。
创建波形效果,可以在顶点着色器中使用 sin
函数,函数在平面的 x 和 y 位置上添加波状运动。
// CarouselItem.js import { 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,支持参数及参数变更处理,更改后:
// Plane.js import { 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、实现可以用鼠标滚动或拖动移动的图像轮播
这部分是最有趣的,但也是最复杂的,因为必须考虑很多事情。
首先,需要使用 renderSlider
创建一个组用以包含所有图像,图像用 <CarouselItem />
渲染。
然后,需要使用 renderPlaneEvent()
创建一个片面用以管理事件。
轮播最重要的部分在 useFrame()
中,需要计算滑块进度,使用 displayItems()
函数设置所有item
位置。
另一个需要考虑的重要方面是 <CarouselItem />
的 z
位置,当它变为活动状态时,需要使其 z
位置更靠近相机,以便缩放效果不会与其他 meshs
冲突。这也是为什么当退出缩放时,需要 mesh
足够小以将 z
轴位置恢复为 0 (详见 <CarouselItem />
)。也是为什么禁用其他 meshs
的点击,直到缩放效果被停用。
// data/images.js const 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.js import { 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 settings const planeSettings = { width: 1, height: 2.5, gap: 0.1 } // gsap defaults gsap.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>
需要更改,以便根据参数显示不同的图像,及其他细节处理,更改后如下:
// CarouselItem.js import { 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 关闭动画的时间 } 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、实现后期处理效果,增强轮播体验
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效果。
过去,我通过 @react-three/postprocessing 来自定义着色器多次实现此效果。然而,最近我一直在使用 MeshTransmissionMaterial
,因此有了一个想法,尝试用这种材料覆盖 mesh
并调整设置实现效果。效果几乎相同!
诀窍是将 material
的 thickness
属性与轮播滚动进度的速度联系起来,仅此而已。
// PostProcessing.js import { 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,所以需要进行相应的更改,更改后如下:
// Carousel.js import { 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 settings const planeSettings = { width: 1, height: 2.5, gap: 0.1 } // gsap defaults gsap.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,可以根据 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 /** * 以金字塔形状返回索引值递减的数组,从具有最大值的指定索引开始。这些索引通常用于在元素之间创建重叠效果 * 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,通过使用 React Three Fiber 、GSAP 和一些创造力,可以在 WebGL 中创建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。希望这篇文章对您自己的项目有所帮助和启发!
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