我有一个用three.js中的粒子创建的球体,效果很好。现在我想把这些粒子放在我有一个模拟3D行星的世界地图的纹理之上,我搜索了互联网,但我找不到任何关于如何做的信息,当我把纹理而不是它在它外面最终进入每个粒子,我怎么能这样做?任何的想法 ?谢谢大家
这是我的代码
$( document ).ready(function() {
var globe = document.getElementById('globe')
var Maxwidth = window.innerWidth
var Maxheight = window.innerHeight
var scene = new THREE.Scene();
var renderer = new THREE.WebGLRenderer({antilias:true});
renderer.setPixelRatio( window.devicePixelRatio );
renderer.setSize(Maxwidth,Maxheight)
globe.appendChild(renderer.domElement)
var camera = new THREE.PerspectiveCamera(60, Maxwidth / Maxheight,1,1000);
camera.position.z = 50;
var controls = new THREE.OrbitControls( camera, renderer.domElement );
controls.enableDamping = true; // an animation loop is required when either damping or auto-rotation are enabled
controls.dampingFactor = 0.25;
controls.panningMode = THREE.HorizontalPanning; // default is
THREE.ScreenSpacePanning
controls.maxPolarAngle = Math.PI / 2;
var geometry = new THREE.SphereGeometry( 200, 42, 42 );
geometry.widthSegments = 42;
var colors = [];
for( var i = 0; i < geometry.vertices.length; i++ ) {
// random color
colors[i] = new THREE.Color();
//colors[i].setHSV( Math.random(), 1.0, 1.0 );
}
geometry.colors = colors;
// texture
var texture = new THREE.Texture( generateTexture( ) );
texture.needsUpdate = true; // important
// particle system material
var material = new THREE.ParticleBasicMaterial( {
size: 5,
map: texture,
blending: THREE.AdditiveBlending, // required
depthTest: false, // required
transparent: true,
opacity: 0.7,
vertexColors: true // optional
} );
material.map = THREE.ImageUtils.loadTexture('../img/point_picker.png')
material.anisotropy = 0;
material.magFilter = THREE.NearestFilter;
material.minFilter = THREE.NearestFilter;
var union = new THREE.ParticleSystem( geometry, material );
function generateTexture( ) {
var size = 128;
var canvas = document.createElement( 'canvas' );
canvas.width = size;
canvas.height = size;
var context = canvas.getContext( '2d' );
var centerX = size / 2;
var centerY = size / 2;
var radius = size / 2;
context.beginPath();
context.arc( centerX, centerY, radius, 0, 2 * Math.PI, false );
context.fillStyle = "#FFFFFF";
context.fill();
return canvas;
}
scene.add(union)
renderer.setClearColor(0x2675AD)
renderer.render(scene,camera)
controls.update();
function render(delta){
requestAnimationFrame(render);
renderer.render(scene,camera)
union.rotation.y += 0.0009
}
render()
});
我需要这样的东西
答案 0 :(得分:2)
所以,这是我在评论中讨论的选项:
var scene = new THREE.Scene();
var camera = new THREE.PerspectiveCamera(60, window.innerWidth / window.innerHeight, 1, 1000);
camera.position.set(1.25, 7, 7);
camera.lookAt(scene.position);
var renderer = new THREE.WebGLRenderer({
antialias: true
});
renderer.setClearColor(0x080808);
renderer.setSize(window.innerWidth, window.innerHeight);
document.body.appendChild(renderer.domElement);
var controls = new THREE.OrbitControls(camera, renderer.domElement);
var geom = new THREE.SphereBufferGeometry(5, 120, 60);
var colors = [];
var color = new THREE.Color();
var q = 0xffffff * 0.25;
for (let i = 0; i < geom.attributes.position.count; i++) {
color.set(Math.random() * q + q * 3);
color.toArray(colors, i * 3);
}
geom.addAttribute('color', new THREE.BufferAttribute(new Float32Array(colors), 3));
var loader = new THREE.TextureLoader();
loader.setCrossOrigin('');
var texture = loader.load('http://learningthreejs.com/data/2013-09-16-how-to-make-the-earth-in-webgl/demo/bower_components/threex.planets/images/earthspec1k.jpg');
texture.wrapS = THREE.RepeatWrapping;
texture.wrapT = THREE.RepeatWrapping;
texture.repeat.set(1, 1);
var disk = loader.load('https://threejs.org/examples/textures/sprites/circle.png');
var points = new THREE.Points(geom, new THREE.ShaderMaterial({
vertexColors: THREE.VertexColors,
uniforms: {
visibility: {
value: texture
},
shift: {
value: 0
},
shape: {
value: disk
},
size: {
value: 0.125
},
scale: {
value: window.innerHeight / 2
}
},
vertexShader: `
uniform float scale;
uniform float size;
varying vec2 vUv;
varying vec3 vColor;
void main() {
vUv = uv;
vColor = color;
vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );
gl_PointSize = size * ( scale / length( mvPosition.xyz ) );
gl_Position = projectionMatrix * mvPosition;
}
`,
fragmentShader: `
uniform sampler2D visibility;
uniform float shift;
uniform sampler2D shape;
varying vec2 vUv;
varying vec3 vColor;
void main() {
vec2 uv = vUv;
uv.x += shift;
vec4 v = texture2D(visibility, uv);
if (length(v.rgb) > 1.0) discard;
gl_FragColor = vec4( vColor, 1.0 );
vec4 shapeData = texture2D( shape, gl_PointCoord );
if (shapeData.a < 0.5) discard;
gl_FragColor = gl_FragColor * shapeData;
}
`,
transparent: true
}));
scene.add(points);
var blackGlobe = new THREE.Mesh(geom, new THREE.MeshBasicMaterial({
color: 0x000000
}));
blackGlobe.scale.setScalar(0.99);
points.add(blackGlobe);
var clock = new THREE.Clock();
var time = 0;
render();
function render() {
requestAnimationFrame(render);
time += clock.getDelta();
points.material.uniforms.shift.value = time * 0.1;
renderer.render(scene, camera);
}
body {
overflow: hidden;
margin: 0;
}
<script src="https://cdnjs.cloudflare.com/ajax/libs/three.js/91/three.min.js"></script>
<script src="https://threejs.org/examples/js/controls/OrbitControls.js"></script>