在我寻找渲染云纹理的方法时,我明白我需要使用纹理等来存储下一帧的数据。 研究这个进一步让我得到了一些使用FBO和webgl rendertarget进行粒子的例子。即使它听起来很棒,似乎任何一个例子都可以在更新版本的threejs(如50或51)中工作。如果我要切换到三十四,它将呈现它应该如何。
为了说明这个问题,我做了这个(fiddle):
<!DOCTYPE html>
<html lang="en">
<head>
<meta http-equiv="Content-Type" content="text/html; charset=UTF-8">
<meta charset="utf-8">
<meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0">
<style>
body {
font-family: Monospace;
background-color: #000000;
margin: 0px;
overflow: hidden;
}
#info {
color: #ffffff;
font-family: Monospace;
font-size: 13px;
text-align: center;
font-weight: bold;
position: absolute;
top: 0px;
width: 100%;
padding: 5px;
}
a {
color: #0040ff;
}
</style>
</head>
<body>
<script type="text/javascript">
var _gaq = _gaq || [];
_gaq.push(['_setAccount', 'UA-86951-7']);
_gaq.push(['_trackPageview']);
(function()
{
var ga = document.createElement('script');
ga.type = 'text/javascript';
ga.async = true;
ga.src = ('https:' == document.location.protocol ? 'https://ssl' : 'http://www') + '.google-analytics.com/ga.js';
(document.getElementsByTagName('head')[0] || document.getElementsByTagName('body')[0]).appendChild(ga);
})();
</script>
<!-- <script src="helvetiker_bold.typeface.js"></script> -->
<script id="texture_vertex_simulation_shader" type="x-shader/x-vertex">
varying vec2 vUv;
void main() {
vUv = vec2(uv.x, 1.0 - uv.y);
gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
}
</script>
<script id="texture_fragment_simulation_shader" type="x-shader/x-fragment">
// simulation
varying vec2 vUv;
uniform vec3 origin;
uniform sampler2D tPositions;
uniform float timer;
float rand(vec2 co){
return fract(sin(dot(co.xy ,vec2(12.9898,78.233))) * 43758.5453);
}
void main() {
vec3 pos = texture2D( tPositions, vUv ).xyz;
if ( rand( vUv + timer ) > 0.99 ) {
pos = origin;
vec3 random = vec3( rand( vUv + 1.0 ) - 1.0, rand( vUv + 2.0 ) - 1.0, rand( vUv + 3.0 ) - 1.0 );
pos += normalize( random ) * rand( vUv + 1.0 );
} else {
float x = pos.x + timer;
float y = pos.y;
float z = pos.z;
pos.x += sin( y * 3.3 ) * cos( z * 10.3 ) * 0.005;
pos.y += sin( x * 3.5 ) * cos( z * 10.5 ) * 0.005;
pos.z += sin( x * 3.7 ) * cos( y * 10.7 ) * 0.005;
}
// Write new position out
gl_FragColor = vec4(pos, 1.0);
}
</script>
<!-- zz85 - end simulations -->
<script id="vs-particles" type="x-shader/x-vertex">
uniform sampler2D map;
uniform float width;
uniform float height;
uniform float pointSize;
varying vec2 vUv;
varying vec4 vPosition;
varying vec4 vColor;
void main() {
vec2 uv = position.xy + vec2( 0.5 / width, 0.5 / height );
vec3 color = texture2D( map, uv ).rgb * 200.0 - 100.0;
gl_PointSize = pointSize;
gl_Position = projectionMatrix * modelViewMatrix * vec4( color, 1.0 );
}
</script>
<script id="fs-particles" type="x-shader/x-fragment">
uniform vec4 pointColor;
void main() {
gl_FragColor = pointColor;
}
</script>
<script>
var container;
var scene, camera, light, renderer;
var geometry, cube, mesh, material;
var data, texture, points;
var controls;
var fboParticles, rtTexturePos, rtTexturePos2, simulationShader;
init();
animate();
function init() {
container = document.createElement( 'div' );
document.body.appendChild( container );
renderer = new THREE.WebGLRenderer();
renderer.setSize( window.innerWidth, window.innerHeight );
container.appendChild( renderer.domElement );
scene = new THREE.Scene();
camera = new THREE.PerspectiveCamera( 50, window.innerWidth / window.innerHeight, 1, 1000 );
scene.add( camera );
controls = new THREE.OrbitControls2( camera );
controls.radius = 400;
controls.speed = 3;
//
var width = 1024, height = 1024;
// var width = 64, height = 64;
// var width = 128, height = 128;
if ( ! renderer.context.getExtension( 'OES_texture_float' ) ) {
alert( 'OES_texture_float is not :(' );
}
// Start Creation of DataTexture
// Could it be simplified with THREE.FBOUtils.createTextureFromData(textureWidth, textureWidth, data); ?
data = new Float32Array( width * height * 3 );
texture = new THREE.DataTexture( data, width, height, THREE.RGBFormat, THREE.FloatType );
texture.minFilter = THREE.NearestFilter;
texture.magFilter = THREE.NearestFilter;
texture.needsUpdate = true;
// zz85 - fbo init
rtTexturePos = new THREE.WebGLRenderTarget(width, height, {
wrapS:THREE.RepeatWrapping,
wrapT:THREE.RepeatWrapping,
minFilter: THREE.NearestFilter,
magFilter: THREE.NearestFilter,
format: THREE.RGBFormat,
type:THREE.FloatType,
stencilBuffer: false
});
rtTexturePos2 = rtTexturePos.clone();
simulationShader = new THREE.ShaderMaterial({
uniforms: {
tPositions: { type: "t", value: 0, texture: texture },
origin: { type: "v3", value: new THREE.Vector3() },
timer: { type: "f", value: 0 }
},
vertexShader: document.getElementById('texture_vertex_simulation_shader').textContent,
fragmentShader: document.getElementById('texture_fragment_simulation_shader').textContent
});
fboParticles = new THREE.FBOUtils( width, renderer, simulationShader );
fboParticles.renderToTexture(rtTexturePos, rtTexturePos2);
fboParticles.in = rtTexturePos;
fboParticles.out = rtTexturePos2;
geometry = new THREE.Geometry();
for ( var i = 0, l = width * height; i < l; i ++ ) {
var vertex = new THREE.Vector3();
vertex.x = ( i % width ) / width ;
vertex.y = Math.floor( i / width ) / height;
geometry.vertices.push( vertex );
}
material = new THREE.ShaderMaterial( {
uniforms: {
"map": { type: "t", value: 0, texture: rtTexturePos },
"width": { type: "f", value: width },
"height": { type: "f", value: height },
"pointColor": { type: "v4", value: new THREE.Vector4( 0.25, 0.50, 1.0, 0.25 ) },
"pointSize": { type: "f", value: 1 }
},
vertexShader: document.getElementById( 'vs-particles' ).textContent,
fragmentShader: document.getElementById( 'fs-particles' ).textContent,
blending: THREE.AdditiveBlending,
transparent: true,
depthWrite: false,
depthTest: false
} );
mesh = new THREE.ParticleSystem( geometry, material );
scene.add( mesh );
var gui = new dat.GUI();
gui.add( material.uniforms.pointColor.value, 'x', 0.0, 1.0 ).name( 'red' );
gui.add( material.uniforms.pointColor.value, 'y', 0.0, 1.0 ).name( 'green' );
gui.add( material.uniforms.pointColor.value, 'z', 0.0, 1.0 ).name( 'blue' );
gui.add( material.uniforms.pointColor.value, 'w', 0.0, 1.0 ).name( 'alpha' );
gui.add( material.uniforms.pointSize, 'value', 0.0, 10.0 ).name( 'size' );
gui.add( controls, 'enabled' ).name( 'auto move' );
scene.add( new THREE.Mesh( new THREE.CubeGeometry( 500, 500, 500 ), new THREE.MeshBasicMaterial( { color: 0xffffff, wireframe: true, opacity: 0.15 } ) ) );
}
function animate() {
requestAnimationFrame( animate );
render();
}
var timer = 0;
function render() {
timer += 0.01;
simulationShader.uniforms.timer.value = timer;
simulationShader.uniforms.origin.value.x = Math.sin( timer * 2.3 ) * 0.5 + 0.5;
simulationShader.uniforms.origin.value.y = Math.cos( timer * 2.5 ) * 0.5 + 0.5;
simulationShader.uniforms.origin.value.z = Math.sin( timer * 2.7 ) * 0.5 + 0.5;
// swap
var tmp = fboParticles.in;
fboParticles.in = fboParticles.out;
fboParticles.out = tmp;
simulationShader.uniforms.tPositions.texture = fboParticles.in;
fboParticles.simulate(fboParticles.out);
material.uniforms.map.texture = fboParticles.out;
controls.update();
renderer.render( scene, camera );
}
</script>
</body>
</html>
这是用于magicdust
的代码mrdoob,你可以看到如何只渲染一个粒子而不是所有粒子。此外,https://github.com/mrdoob/three.js/issues/1183的几乎(如果不是全部)示例都不起作用。
所以我的问题是:
修改1:
调查问题,似乎粒子在同一点上呈现。粒子系统对象上的缩放仅在一个轴或另一个轴上移动它。 (就好像它们被几何的边界推到一起......)
有谁知道如何解决这个问题?
编辑2:
似乎它们以某种方式呈现,但从版本到另一个版本,它们的尺寸和尺度不同。我以某种方式在三个52中看到它们,将Camere移动到非常接近0,0,0并且它们在那里,但现在像我期望的那样立方体,但是一个简单的飞机。在三,51,我需要使用,根本没有。
那么,任何人都可以告诉我如何使用粒子系统吗?