概述
简单的扫光雷达效果
shader
js
const frag_basic = `
precision mediump float;
float atan2(float y, float x){
float t0, t1, t2, t3, t4;
t3 = abs(x);
t1 = abs(y);
t0 = max(t3, t1);
t1 = min(t3, t1);
t3 = float(1) / t0;
t3 = t1 * t3;
t4 = t3 * t3;
t0 = -float(0.013480470);
t0 = t0 * t4 + float(0.057477314);
t0 = t0 * t4 - float(0.121239071);
t0 = t0 * t4 + float(0.195635925);
t0 = t0 * t4 - float(0.332994597);
t0 = t0 * t4 + float(0.999995630);
t3 = t0 * t3;
t3 = (abs(y) > abs(x)) ? float(1.570796327) - t3 : t3;
t3 = (x < 0.0) ? float(3.141592654) - t3 : t3;
t3 = (y < 0.0) ? -t3 : t3;
return t3;
}
// 计算距离
float distanceTo(vec2 src, vec2 dst) {
float dx = src.x - dst.x;
float dy = src.y - dst.y;
float dv = dx * dx + dy * dy;
return sqrt(dv);
}
#define PI 3.14159265359
#define PI2 6.28318530718
uniform vec3 u_color;
uniform float time;
uniform float u_opacity;
uniform float u_radius;
uniform float u_width;
uniform float u_speed;
varying vec2 v_position;
`
const Shader = {
vertexShader: `
varying vec2 v_position;
void main() {
v_position = vec2(position.x, position.y);
gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);
}`,
fragmentShader: `
${frag_basic}
void main() {
float d_time = u_speed * time;
float angle = atan2(v_position.x, v_position.y) + PI;
float angleT = mod(angle + d_time, PI2);
float width = u_width;
float d_opacity = 0.0;
// 当前位置离中心位置
float length = distanceTo(vec2(0.0, 0.0), v_position);
float bw = 5.0;
if (length < u_radius && length > u_radius - bw) {
float o = (length - (u_radius - bw)) / bw;
d_opacity = sin(o * PI);
}
if (length < u_radius - bw / 1.1) {
d_opacity = 1.0 - angleT / PI * (PI / width);
}
if (length > u_radius) { d_opacity = 0.0; }
gl_FragColor = vec4(u_color, d_opacity * u_opacity);
}`
}class
js
export class Radar extends THREE.Mesh {
constructor(opts) {
super();
this.opts = opts;
this.init(opts);
}
init() {
const {
radius = 50,
color = "#fff",
speed = 1,
opacity = 1,
angle = Math.PI,
position = {
x: 0,
y: 0,
z: 0
},
rotation = {
x: -Math.PI / 2,
y: 0,
z: 0
}
} = this.opts;
const width = radius * 2;
const geometry = new THREE.PlaneGeometry(width, width, 1, 1);
const material = new THREE.ShaderMaterial({
uniforms: {
u_radius: {
value: radius
},
u_speed: {
value: speed
},
u_opacity: {
value: opacity
},
u_width: {
value: angle
},
u_color: {
value: new THREE.Color(color)
},
time: {
value: 0
}
},
transparent: true,
depthWrite: false,
side: THREE.DoubleSide,
vertexShader: Shader.vertexShader,
fragmentShader: Shader.fragmentShader
})
this.geometry = geometry;
this.material = material;
this.rotation.set(rotation.x, rotation.y, rotation.z);
this.position.copy(position);
}
update(time) {
this.material.uniforms.time.value += time;
}
}