我是webgl世界的新手,并试图学习一些东西。在我弄清楚着色器如何工作之后,我想更进一步,制作一个平滑透明的云。实际上我做到了,但正如你在下面的图片中所看到的,有一些重叠的边缘看起来是锯齿状的。
你能解释为什么会这样,以及如何解决它?
谢谢
V77
片段
var camera, controls, scene, renderer;
var sceneCss, rendererCss;
var dirLight, ambientLight, pointLight;
var displacementMaterial;
var wH = window.innerHeight;
var wW = window.innerWidth;
var start = Date.now();
var properties;
var cloudRadius = 150;
var cloudMesh;
var noiseMaterial, noiseMap;
var uniforms, displamentUniforms;
$(document).ready(function() {
//init Core Engine;
init();
//init All Engines;
onLoaded();
animateAll();
});
//Give it life;
function init() {
properties = {
smoke: 2.0,
heat: 0.0007,
shapeBiasX: 1.5,
shapeBiasY: 2.5,
displacementScale: 40,
displacementBias: -22,
turbulence: 40,
twist: 0,
wireframes: false,
rotationX: .5,
rotationY: 0,
rotationZ: 0,
opacity: 1.0
}
// add camera and controls
camera = new THREE.PerspectiveCamera(70, wW / wH, 0.1, 20000);
camera.position.set(0, 0, 400);
//PostProcess Materials
sceneRenderTarget = new THREE.Scene();
cameraOrtho = new THREE.OrthographicCamera(wW / -2, wW / 2, wH / 2, wH / -2, -10000, 10000);
cameraOrtho.position.z = 100;
cameraOrtho.updateProjectionMatrix();
var plane = new THREE.PlaneGeometry(wW, wH);
quadTarget = new THREE.Mesh(plane, new THREE.MeshBasicMaterial({ transparent: true, opacity: .1, color: 0x000000 }));
quadTarget.position.z = -500;
sceneRenderTarget.add(quadTarget);
//
//scene
scene = new THREE.Scene();
sceneCss = new THREE.Scene();
fog = new THREE.FogExp2(0x212121, 0.002);
scene.fog = fog;
//renderer
renderer = new THREE.WebGLRenderer({
antialias: true
});
renderer.setSize(wW, wH);
renderer.setPixelRatio(window.devicePixelRatio);
renderer.sortObjects = false;
renderer.domElement.style.zIndex = 0;
renderer.setClearColor(0x222222);
document.body.appendChild(renderer.domElement);
}
function onLoaded() {
//Will Check Processes
createClouds();
}
function createClouds() {
uniforms = {
time: {
type: "f",
value: 1.0
},
uSpeed: {
type: "f",
value: 1.0
},
scale: {
type: "v2",
value: new THREE.Vector2(1, 1)
},
opacity: {
type: "f",
value: 1.0
}
};
noiseMaterial = new THREE.ShaderMaterial({
uniforms: uniforms,
vertexShader: document.getElementById('noise_vertex').textContent,
fragmentShader: document.getElementById('noise_fragment').textContent,
lights: false,
wireframe: properties.wireframes
});
noiseMap = new THREE.WebGLRenderTarget(512, 512, {
minFilter: THREE.LinearFilter,
magFilter: THREE.LinearFilter,
format: THREE.RGBFormat,
wrapS: THREE.RepeatWrapping
});
displacementUniforms = {
time: {
type: "f",
value: 1.0
},
tHeightMap: {
type: "t",
value: noiseMap.texture
},
uDisplacementBias: {
type: "f",
value: properties.displacementBias
},
uDisplacementScale: {
type: "f",
value: properties.displacementScale
},
uColor1: {
type: "c",
value: new THREE.Color(0xffff00)
},
uColor2: {
type: "c",
value: new THREE.Color(0x0000ff)
},
uSmoke: {
type: "f",
value: properties.smoke
},
uShapeBias: {
type: "v2",
value: new THREE.Vector2(properties.shapeBiasX, properties.shapeBiasY)
},
uScreenHeight: {
type: "f",
value: wH
},
uTurbulence: {
type: "f",
value: properties.turbulence
},
uTwist: {
type: "f",
value: properties.twist
},
opacity: {
type: "f",
value: 1.0
}
};
displacementMaterial = new THREE.ShaderMaterial({
wireframe: properties.wireframes,
transparent: true,
uniforms: displacementUniforms,
vertexShader: document.getElementById('displacement_vertex').textContent,
fragmentShader: document.getElementById('displacement_fragment').textContent,
premultipliedAlpha: true,
side: THREE.DoubleSide,
shading: THREE.SmoothShading,
depthTest: false
});
var geometrySphere = new THREE.SphereGeometry(cloudRadius, 140, 100);
geometrySphere.computeFaceNormals();
cloudMesh = new THREE.Mesh(geometrySphere, displacementMaterial);
cloudMesh.position.y = -40;
cloudMesh.renderOrder = 5;
scene.add(cloudMesh);
}
function animateAll() {
uniforms.uSpeed.value += properties.heat;
uniforms.time.value += properties.heat * .3;
displacementUniforms.opacity.value = properties.opacity;
displacementMaterial.uniforms["time"].value += properties.heat * .3;
//cloudMesh.rotation.x = properties.rotationX;
cloudMesh.rotation.z = properties.rotationZ;
//cloudMesh.rotation.y = properties.rotationY;
cloudMesh.rotation.y += 0.002;
requestAnimationFrame(animateAll);
renderAll();
}
//render
function renderAll() {
renderer.clear();
quadTarget.material = noiseMaterial;
renderer.render(sceneRenderTarget, cameraOrtho, noiseMap, true);
renderer.render(scene, camera);
}
canvas {
width: 100%;
height: 100%;
position: absolute;
z-index: -10
}
body {
overflow: hidden;
padding: 0;
margin: 0;
}
<script src="https://cdnjs.cloudflare.com/ajax/libs/three.js/r77/three.min.js"></script>
<script src="https://code.jquery.com/jquery-1.12.2.js"></script>
<script data-src="shaders/displacement_vertex.js" data-name="Displacement" type="x-shader/x-vertex" id="displacement_vertex">
uniform float time;
uniform vec2 scale;
uniform float uTwist;
varying vec2 vUv;
varying vec3 vNormal;
uniform vec2 uShapeBias;
uniform float uTurbulence;
#ifdef VERTEX_TEXTURES
uniform sampler2D tHeightMap;
uniform float uDisplacementScale;
uniform float uDisplacementBias;
#endif
vec4 DoTwist( vec4 pos, float t )
{
float st = sin(t);
float ct = cos(t);
vec4 new_pos;
new_pos.x = pos.x*ct - pos.z*st;
new_pos.z = pos.x*st + pos.z*ct;
new_pos.y = pos.y;
new_pos.w = pos.w;
return( new_pos );
}
void main( void ) {
vUv = uv;
vNormal = normalize( normalMatrix * normal );
//change matrix
vec4 mPosition = modelMatrix * vec4( position, 1.0 );
mPosition.x *= uShapeBias.x +1.0; // uShapeBias.x*(vUv.x+1.0);
mPosition.y *= (1.0 -(vUv.y-0.5)*-uShapeBias.y);
//mPosition.y -= 40.0;
float turbFactor = uTurbulence*(vUv.y-0.5);
//shape turbulance
mPosition.x += sin(mPosition.y/100.0 + time*20.0 )*turbFactor;
mPosition.z += cos(mPosition.y/100.0 + time*20.0 )*turbFactor;
//twist
float angle_rad = uTwist * 3.14159 / 180.0;
float height = -300.0;
float ang = (position.y-height*0.5)/height * angle_rad;
vec4 twistedPosition = DoTwist(mPosition, ang);
vec4 twistedNormal = DoTwist(vec4(vNormal,1.0), ang);
//change matrix
vec4 mvPosition = viewMatrix * twistedPosition;
#ifdef VERTEX_TEXTURES
vec3 dv = texture2D( tHeightMap, vUv ).xyz;
float df = uDisplacementScale * dv.x + uDisplacementBias;
vec4 displacedPosition = vec4( twistedNormal.xyz * df, 0.0 ) + mvPosition;
gl_Position = projectionMatrix * displacedPosition;
#else
gl_Position = projectionMatrix * mvPosition;
#endif
}
</script>
<script data-src="shaders/displacement_fragment.js" data-name="Displacement" type="x-shader/x-fragment" id="displacement_fragment">
varying vec2 vUv;
uniform sampler2D tHeightMap;
uniform float uSmoke;
uniform vec3 uColor1;
uniform vec3 uColor2;
uniform float uScreenHeight;
void main( void ) {
vec4 heightColor = texture2D( tHeightMap, vUv);
vec3 heightAlpha = texture2D( tHeightMap, vUv).xyz;
vec3 gradient1 = uColor1/(gl_FragCoord.y/uScreenHeight*4.0);
vec3 gradient2 = uColor2/(gl_FragCoord.y/uScreenHeight*4.0);
vec3 fireSumColor = (gradient1+gradient2)*heightColor.b;
float opacity = heightAlpha.x *.05;
//smoke
gl_FragColor = vec4(mix( fireSumColor, vec3(1.0), gl_FragCoord.y/uScreenHeight*uSmoke ), opacity);
float depth = gl_FragCoord.z / gl_FragCoord.w;
float fogFactor = smoothstep( 10.0, 400.0, depth* .9 );
gl_FragColor = mix( gl_FragColor, vec4( vec3(0.0,0.0,0.0), gl_FragColor.w ), fogFactor )*1.0;
// gl_FragColor = gl_FragColor*vec4(vec3(1.0), 1.0);
}
</script>
<script data-src="shaders/noise_vertex.js" data-name="Noise" type="x-shader/x-vertex" id="noise_vertex">
varying vec2 vUv;
uniform vec2 scale;
void main( void ) {
vUv = uv * scale;
gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
}
</script>
<script data-src="shaders/noise_fragment.js" data-name="Noise" type="x-shader/x-fragment" id="noise_fragment">
//
// Description : Array and textureless GLSL 3D simplex noise function.
// Author : Ian McEwan, Ashima Arts.
// Maintainer : ijm
// Lastmod : 20110409 (stegu)
// License : Copyright (C) 2011 Ashima Arts. All rights reserved.
// Distributed under the MIT License. See LICENSE file.
//
uniform float time;
uniform float uSpeed;
varying vec2 vUv;
vec4 permute( vec4 x ) {
return mod( ( ( x * 34.0 ) + 1.0 ) * x, 289.0 );
}
vec4 taylorInvSqrt( vec4 r ) {
return 1.79284291400159 - 0.85373472095314 * r;
}
float PI = 3.14159265;
float TWOPI = 6.28318531;
float BaseRadius = 1.0;
vec3 sphere( float u, float v) {
u *= PI;
v *= TWOPI;
vec3 pSphere;
pSphere.x = BaseRadius * cos(v) * sin(u);
pSphere.y = BaseRadius * sin(v) * sin(u);
pSphere.z = BaseRadius * cos(u);
return pSphere;
}
float snoise( vec3 v ) {
const vec2 C = vec2( 1.0 / 6.0, 1.0 / 3.0 );
const vec4 D = vec4( 0.0, 0.5, 1.0, 2.0 );
// First corner
vec3 i = floor( v + dot( v, C.yyy ) );
vec3 x0 = v - i + dot( i, C.xxx );
// Other corners
vec3 g = step( x0.yzx, x0.xyz );
vec3 l = 1.0 - g;
vec3 i1 = min( g.xyz, l.zxy );
vec3 i2 = max( g.xyz, l.zxy );
vec3 x1 = x0 - i1 + 1.0 * C.xxx;
vec3 x2 = x0 - i2 + 2.0 * C.xxx;
vec3 x3 = x0 - 1. + 3.0 * C.xxx;
// Permutations
i = mod( i, 289.0 );
vec4 p = permute( permute( permute(
i.z + vec4( 0.0, i1.z, i2.z, 1.0 ) )
+ i.y + vec4( 0.0, i1.y, i2.y, 1.0 ) )
+ i.x + vec4( 0.0, i1.x, i2.x, 1.0 ) );
// Gradients
// ( N*N points uniformly over a square, mapped onto an octahedron.)
float n_ = 1.0 / 7.0; // N=7
vec3 ns = n_ * D.wyz - D.xzx;
vec4 j = p - 49.0 * floor( p * ns.z *ns.z ); // mod(p,N*N)
vec4 x_ = floor( j * ns.z );
vec4 y_ = floor( j - 7.0 * x_ ); // mod(j,N)
vec4 x = x_ *ns.x + ns.yyyy;
vec4 y = y_ *ns.x + ns.yyyy;
vec4 h = 1.0 - abs( x ) - abs( y );
vec4 b0 = vec4( x.xy, y.xy );
vec4 b1 = vec4( x.zw, y.zw );
vec4 s0 = floor( b0 ) * 2.0 + 1.0;
vec4 s1 = floor( b1 ) * 2.0 + 1.0;
vec4 sh = -step( h, vec4( 0.0 ) );
vec4 a0 = b0.xzyw + s0.xzyw * sh.xxyy;
vec4 a1 = b1.xzyw + s1.xzyw * sh.zzww;
vec3 p0 = vec3( a0.xy, h.x );
vec3 p1 = vec3( a0.zw, h.y );
vec3 p2 = vec3( a1.xy, h.z );
vec3 p3 = vec3( a1.zw, h.w );
// Normalise gradients
vec4 norm = taylorInvSqrt( vec4( dot( p0, p0 ), dot( p1, p1 ), dot( p2, p2 ), dot( p3, p3 ) ) );
p0 *= norm.x;
p1 *= norm.y;
p2 *= norm.z;
p3 *= norm.w;
// Mix final noise value
vec4 m = max( 0.6 - vec4( dot( x0, x0 ), dot( x1, x1 ), dot( x2, x2 ), dot( x3, x3 ) ), 0.0 );
m = m * m;
return 42.0 * dot( m*m, vec4( dot( p0, x0 ), dot( p1, x1 ), dot( p2, x2 ), dot( p3, x3 ) ) );
}
float surface( vec3 coord ) {
float n = 0.0;
n += 0.7 * abs( snoise( coord ) );
n += 0.25 * abs( snoise( coord * 2.0 ) );
n += 0.125 * abs( snoise( coord * 4.0 ) );
n += 0.0625 * abs( snoise( coord * 8.0 ) );
return n;
}
void main( void ) {
vec3 coord = sphere(vUv.y,vUv.x);
coord.x += uSpeed;
coord.y += -time;
coord.z += -time;
float n = surface( coord );
gl_FragColor = vec4( vec3( n, n, n ), 1.0 );
}
</script>
答案 0 :(得分:3)
如果在three.js中有重叠的透明材质,通常可以通过设置
删除不需要的工件material.depthTest = false;
这取决于您的使用案例。
但是,如果您有遮挡透明对象的不透明对象,它将无法正常工作。但这不是你的用例。
编辑:正如@Bahadir在下面的评论中指出的那样,你也可以试试
material.depthWrite = false;
three.js r.77