【发布时间】:2015-09-16 03:37:18
【问题描述】:
代码演示问题
(注释/取消注释顶点着色器中的gl_Position 行)
var scene;
var book;
var shaderMaterial;
var renderer = new THREE.WebGLRenderer({
antialias: true
});
renderer.setClearColor(0x000000);
document.body.appendChild(renderer.domElement);
var camera = new THREE.PerspectiveCamera(55, 1, 0.1, 40000);
window.onresize = function () {
renderer.setSize(window.innerWidth, window.innerHeight);
camera.aspect = window.innerWidth / window.innerHeight;
camera.updateProjectionMatrix();
};
window.onresize();
scene = new THREE.Scene();
camera.position.z = 25;
camera.position.y = 15;
scene.add(camera);
var grid = new THREE.GridHelper(100, 10);
scene.add(grid);
var controls = new THREE.OrbitControls(camera);
controls.damping = 0.2;
var lettersPerSide = 16;
function createGlpyhSheet() {
var fontSize = 64;
var c = document.createElement('canvas');
c.width = c.height = fontSize * lettersPerSide;
var ctx = c.getContext('2d');
ctx.font = fontSize + 'px Monospace';
var i = 0;
for (var y = 0; y < lettersPerSide; y++) {
for (var x = 0; x < lettersPerSide; x++, i++) {
var ch = String.fromCharCode(i);
ctx.fillText(ch, x * fontSize, -(8 / 32) * fontSize + (y + 1) * fontSize);
}
}
var tex = new THREE.Texture(c);
tex.flipY = false;
tex.needsUpdate = true;
return tex;
}
function createLabels(textArrays, positions) {
//console.log(textArrays, positions);
var master_geometry = new THREE.Geometry();
for (var k = 0; k < textArrays.length; k++) {
var geo = new THREE.Geometry();
geo.dynamic = true;
var str = textArrays[k];
var vec = positions[k];
//console.log(shaderMaterial);
//console.log('str is', str, 'vec is', vec);
var j = 0,
ln = 0;
for (i = 0; i < str.length; i++) {
//console.log('creating glyph', str[i]);
var code = str.charCodeAt(i);
var cx = code % lettersPerSide;
var cy = Math.floor(code / lettersPerSide);
var oneDotOne = .55;
geo.vertices.push(
new THREE.Vector3(j * oneDotOne + 0.05, ln * oneDotOne + 0.05, 0).add(vec),
new THREE.Vector3(j * oneDotOne + 1.05, ln * oneDotOne + 0.05, 0).add(vec),
new THREE.Vector3(j * oneDotOne + 1.05, ln * oneDotOne + 1.05, 0).add(vec),
new THREE.Vector3(j * oneDotOne + 0.05, ln * oneDotOne + 1.05, 0).add(vec));
shaderMaterial.attributes.labelpos.value.push(vec);
shaderMaterial.attributes.labelpos.value.push(vec);
shaderMaterial.attributes.labelpos.value.push(vec);
shaderMaterial.attributes.labelpos.value.push(vec);
var face = new THREE.Face3(i * 4 + 0, i * 4 + 1, i * 4 + 2);
geo.faces.push(face);
face = new THREE.Face3(i * 4 + 0, i * 4 + 2, i * 4 + 3);
geo.faces.push(face);
var ox = (cx + 0.05) / lettersPerSide;
var oy = (cy + 0.05) / lettersPerSide;
var off = 0.9 / lettersPerSide;
geo.faceVertexUvs[0].push([
new THREE.Vector2(ox, oy + off),
new THREE.Vector2(ox + off, oy + off),
new THREE.Vector2(ox + off, oy)]);
geo.faceVertexUvs[0].push([
new THREE.Vector2(ox, oy + off),
new THREE.Vector2(ox + off, oy),
new THREE.Vector2(ox, oy)]);
if (code == 10) {
ln--;
j = 0;
} else {
j++;
}
}
// i can only get this working with merge.
// Building one giant geometry doesn't work for some reason
master_geometry.merge(geo);
}
console.log(shaderMaterial);
shaderMaterial.attributes.labelpos.needsUpdate = true;
book = new THREE.Mesh(
master_geometry,
shaderMaterial);
//book.doubleSided = true;
scene.add(book);
}
var uniforms = {
map: {
type: "t",
value: createGlpyhSheet()
}
};
var attributes = {
labelpos: {
type: 'v3',
value: []
}
};
shaderMaterial = new THREE.ShaderMaterial({
attributes: attributes,
uniforms: uniforms,
vertexShader: document.querySelector('#vertex').textContent,
fragmentShader: document.querySelector('#fragment').textContent
});
shaderMaterial.transparent = true;
shaderMaterial.depthTest = false;
strings = [];
vectors = [];
var sizeOfWorld = 100;
var halfSize = sizeOfWorld * 0.5;
for (var i = 0; i < 500; i++) {
strings.push('test' + i);
var vector = new THREE.Vector3();
vector.x = Math.random() * sizeOfWorld - halfSize;
vector.y = Math.random() * sizeOfWorld - halfSize;
vector.z = Math.random() * sizeOfWorld - halfSize;
vectors.push(vector);
}
console.log('creating labels');
createLabels(strings, vectors);
function animate() {
controls.update();
renderer.render(scene, camera);
requestAnimationFrame(animate, renderer.domElement);
}
animate();
html {
background-color: #ffffff;
}
* {
margin: 0;
padding: 0;
}
<script src="http://threejs.org/build/three.min.js"></script>
<script src="http://threejs.org/examples/js/controls/OrbitControls.js"></script>
<script id="vertex" type="text/x-glsl-vert">
varying vec2 vUv;
attribute vec3 labelpos;
void main() {
vUv = uv;
// standard gl_Position. Labels stay in the correct place, but do not billboard.
gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
// this is the billboarding position as described by:
// http://stackoverflow.com/questions/22053932/three-js-billboard-vertex-shader
//gl_Position = projectionMatrix * (modelViewMatrix * vec4(0.0, 0.0, 0.0, 1.0) + vec4(position.x, position.y, 0.0, 0.0));
// this gets a little closer
//gl_Position = projectionMatrix * (modelViewMatrix * vec4(0.0, 0.0, position.z, 1.0) + vec4(position.x, position.y, 0.0, 0.0));
}
</script>
<script id="fragment" type="text/x-glsl-frag">
varying vec2 vUv;
uniform sampler2D map;
void main() {
vec4 diffuse = texture2D(map, vUv);
vec4 letters = mix(diffuse, vec4(1.0, 1.0, 1.0, diffuse.a), 1.0);
gl_FragColor = vec4(1.0, 1.0, 1.0, 1.0) * letters;
}
</script>
我需要帮助我的场景中的广告牌标签。我的最终场景将有数百个标签,我想面对镜头。我无法通过单个网格几何体找到一种方法。我尝试了几种不同的gl_Position 方法来获得广告牌外观:
// standard gl_Position. Labels stay in the correct place, but do not billboard.
gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
// this is the billboarding position as described by:
// http://stackoverflow.com/questions/22053932/three-js-billboard-vertex-shader
gl_Position = projectionMatrix * (modelViewMatrix * vec4(0.0, 0.0, 0.0, 1.0) + vec4(position.x, position.y, 0.0, 0.0));
// this gets a little closer
gl_Position = projectionMatrix * (modelViewMatrix * vec4(0.0, 0.0, position.z, 1.0) + vec4(position.x, position.y, 0.0, 0.0));
我的想法是向每个顶点发送一个着色器属性以帮助计算广告牌,这就是为什么我在顶点着色器中有一个label_pos 属性。
如果每个标签(由字符组成)分别添加到场景中,我可以获得我想要的确切外观。不幸的是,这导致每个渲染循环的绘制调用过多,因此将它们全部添加到单个几何体的原因。
非常感谢您对此提供任何帮助,谢谢。
【问题讨论】:
标签: three.js glsl webgl shader vertex-shader