【问题标题】:three.js - How to render a line with an alpha channel? [duplicate]three.js - 如何用 Alpha 通道渲染一条线? [复制]
【发布时间】:2019-07-04 08:30:19
【问题描述】:

我创建了the following fiddle 来说明我的问题。

请注意,当我在第 55 行初始化渲染器时,我包含了一个 alpha 通道:

renderer = new THREE.WebGLRenderer({
  canvas: canvas,
  antialias: aa,
  alpha: true
});
renderer.setSize(canvas.clientWidth, canvas.clientHeight);

我还在第 32 行的几何图形中添加了以下属性:

var ds = 1.0 / maxPoints;
var vertPos = new Float32Array(maxPoints);
for (var i = 1; i < maxPoints; i++)
  vertPos[i] = i * ds;
geometry.addAttribute('vertPos', new THREE.BufferAttribute(vertPos, 1));

该属性是一个介于 0 和 1 之间的浮点数,对应于特定顶点沿线的距离。在 html 的第 19 行,我将此属性作为变量传递给片段着色器。在 html 的第 28 行中,我将行的 alpha 通道设置为等于此属性(您可以轻松验证 fragPos 是否正确传递到 frag 着色器)。

但是,这条线并未使用 Alpha 通道进行渲染。如果是这样,您会看到尾端慢慢淡出而不是消失。

因此,我的问题是:如何在 three.js 中用 alpha 通道渲染一行?

var canvas;
var scene;
var renderer;
var material;
var geometry;
var line;

var maxPoints = 256;
var drawCount = 1;

//intialize rendering
function init(aa, cdist, fov, lw, col) {

  canvas = document.getElementById('gl_canvas');

  camera = new THREE.PerspectiveCamera(fov, canvas.clientWidth / canvas.clientHeight, 1, 500);
  camera.position.set(0, 0, cdist);
  camera.lookAt(new THREE.Vector3(0, 0, 0));

  geometry = new THREE.BufferGeometry();
  var positions = new Float32Array(3 * maxPoints);
  positions[0] = Math.random();
  positions[1] = Math.random();
  positions[2] = Math.random();
  geometry.addAttribute('position', new THREE.BufferAttribute(positions, 3));

  //ADD vertPos ATTRIBUTE
  var ds = 1.0 / maxPoints;
  var vertPos = new Float32Array(maxPoints);
  for (var i = 1; i < maxPoints; i++)
    vertPos[i] = i * ds;
  geometry.addAttribute('vertPos', new THREE.BufferAttribute(vertPos, 1));

  geometry.setDrawRange(0, drawCount);

  material = new THREE.ShaderMaterial({
    vertexShader: document.getElementById('vshader').textContent,
    fragmentShader: document.getElementById('fshader').textContent,
    uniforms: {
      color: {
        type: 'v3',
        value: col
      }
    },
    depthWrite: false,
    depthTest: false,
    lineWidth: lw //this always defaults to 1, unfortunately
  });

  scene = new THREE.Scene();
  line = new THREE.Line(geometry, material);
  scene.add(line);

  //set up renderer WITH alpha channel
  renderer = new THREE.WebGLRenderer({
    canvas: canvas,
    antialias: aa,
    alpha: true
  });
  renderer.setSize(canvas.clientWidth, canvas.clientHeight);
}

function shift(array) {
  for (var i = 0; i < maxPoints - 1; i++) {
    for (var j = 0; j < 3; j++) {
      array[3 * i + j] = array[3 * i + j + 3];
    }
  }
}

function animate() {
  requestAnimationFrame(animate);

  var currentGeometry = line.geometry;
  var currentPositions = currentGeometry.getAttribute('position');
  var posArray = currentPositions.array;

  if (drawCount < maxPoints) {
    for (var i = 0; i < 3; i++)
      posArray[3 * drawCount + i] = posArray[3 * drawCount - 3 + i] + 0.5 * Math.random() - 0.25;
    drawCount++;
    currentPositions.needsUpdate = true;
    geometry.setDrawRange(0, drawCount);
  } else {
    shift(posArray);
    for (var j = 0; j < 3; j++)
      posArray[3 * maxPoints - j] = posArray[3 * maxPoints - j] + 0.5 * Math.random() - 0.25;
    currentPositions.needsUpdate = true;
  }

  renderer.render(scene, camera);
}

init(true, 10, 60, 2, new THREE.Vector3(1, 1, 1));
animate();
<script src="https://cdnjs.cloudflare.com/ajax/libs/three.js/100/three.min.js"></script>

<canvas id="gl_canvas" style="background-color: black;height: 480px;width: 680px;"></canvas>

<script type="glsl" id="vshader">
  attribute float vertPos; varying float fragPos; void main() { gl_Position = projectionMatrix*modelViewMatrix*vec4(position, 1.0); fragPos = vertPos; }
</script>

<script type="glsl" id="fshader">
  uniform vec3 color; varying float fragPos; void main() { gl_FragColor = vec4(color, fragPos); }
</script>

【问题讨论】:

    标签: javascript three.js alpha


    【解决方案1】:

    如何在 three.js 中渲染一条带有 alpha 通道的线?

    设置THREE.Material对象true的.transparent属性:

    material = new THREE.ShaderMaterial({
        vertexShader: document.getElementById('vshader').textContent,
        fragmentShader: document.getElementById('fshader').textContent,
        uniforms: {
        color: {
            type: 'v3',
            value: col
        }
        },
        depthWrite: false,
        depthTest: false,
        lineWidth: lw, //this always defaults to 1, unfortunately
        transparent: true
    });
    

    查看示例,我将更改应用于您的原始代码:

    var canvas, scene, renderer, material, geometry, line;
    var maxPoints = 256;
    var drawCount = 1;
    
    //intialize rendering
    function init(aa, cdist, fov, lw, col) {
    
      canvas = document.getElementById('gl_canvas');
    
      camera = new THREE.PerspectiveCamera(fov, window.innerWidth / window.innerHeight, 1, 500);
      camera.position.set(0, 0, cdist);
      camera.lookAt(new THREE.Vector3(0, 0, 0));
    
      geometry = new THREE.BufferGeometry();
      var positions = new Float32Array(3 * maxPoints);
      positions[0] = Math.random();
      positions[1] = Math.random();
      positions[2] = Math.random();
      geometry.addAttribute('position', new THREE.BufferAttribute(positions, 3));
    
      //ADD vertPos ATTRIBUTE
      var ds = 1.0 / maxPoints;
      var vertPos = new Float32Array(maxPoints);
      for (var i = 1; i < maxPoints; i++)
        vertPos[i] = i * ds;
      geometry.addAttribute('vertPos', new THREE.BufferAttribute(vertPos, 1));
    
      geometry.setDrawRange(0, drawCount);
    
      material = new THREE.ShaderMaterial({
        vertexShader: document.getElementById('vshader').textContent,
        fragmentShader: document.getElementById('fshader').textContent,
        uniforms: {
          color: {
            type: 'v3',
            value: col
          }
        },
        depthWrite: false,
        depthTest: false,
        lineWidth: lw, //this always defaults to 1, unfortunately
        transparent: true
      });
    
      scene = new THREE.Scene();
      line = new THREE.Line(geometry, material);
      scene.add(line);
    
      //set up renderer WITH alpha channel
      renderer = new THREE.WebGLRenderer({
        canvas: canvas,
        antialias: aa,
        alpha: true
      });
      renderer.setSize(window.innerWidth, window.innerHeight);
    
      window.onresize = function() {
          renderer.setSize(window.innerWidth, window.innerHeight);
          camera.aspect = window.innerWidth / window.innerHeight;
          camera.updateProjectionMatrix();
      }
    }
    
    function shift(array) {
      for (var i = 0; i < maxPoints - 1; i++) {
        for (var j = 0; j < 3; j++) {
          array[3 * i + j] = array[3 * i + j + 3];
        }
      }
    }
    
    function animate() {
      requestAnimationFrame(animate);
    
      var currentGeometry = line.geometry;
      var currentPositions = currentGeometry.getAttribute('position');
      var posArray = currentPositions.array;
    
      if (drawCount < maxPoints) {
        for (var i = 0; i < 3; i++)
          posArray[3 * drawCount + i] = posArray[3 * drawCount - 3 + i] + 0.5 * Math.random() - 0.25;
        drawCount++;
        currentPositions.needsUpdate = true;
        geometry.setDrawRange(0, drawCount);
      } else {
        shift(posArray);
        for (var j = 0; j < 3; j++)
          posArray[3 * maxPoints - j] = posArray[3 * maxPoints - j] + 0.5 * Math.random() - 0.25;
        currentPositions.needsUpdate = true;
      }
    
      renderer.render(scene, camera);
    }
    
    init(true, 10, 60, 2, new THREE.Vector3(1, 1, 1));
    animate();
    <script src="https://cdnjs.cloudflare.com/ajax/libs/three.js/100/three.min.js"></script>
    
    <canvas id="gl_canvas" style="background-color: black;height: 480px;width: 680px;"></canvas>
    
    <script type="glsl" id="vshader">
      attribute float vertPos; varying float fragPos; void main() { gl_Position = projectionMatrix*modelViewMatrix*vec4(position, 1.0); fragPos = vertPos; }
    </script>
    
    <script type="glsl" id="fshader">
      uniform vec3 color; varying float fragPos; void main() { gl_FragColor = vec4(color, fragPos); }
    </script>

    【讨论】:

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