【问题标题】:WebGL Shader, modify position according to variableWebGL Shader,根据变量修改位置
【发布时间】:2022-01-26 01:23:57
【问题描述】:

我正在遵循this SO post 中的建议。我想要this blob to turn into other 3D models 并返回 (like this)。这让我走上了 Morphing 的道路,但我想使用着色器。 SO 帖子(第一个链接)有一个基本的操作方法。我目前正在根据变量time 调整该帖子中链接的示例,使其从start position 变为end position。但是,精灵要么不显示,要么固定在结束位置。请看一下,让我知道我的逻辑哪里出错了。

这是一个sn-p:

<!DOCTYPE html>
<html lang="en">
    <head>
        <title>three.js webgl - custom attributes [particles]</title>
        <meta charset="utf-8">
        <meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0">
        <link type="text/css" rel="stylesheet" href="main.css">
    </head>

    <body>
        <div id="info"><a href="https://threejs.org" target="_blank" rel="noopener">three.js</a> - custom attributes example - particles</div>
        <div id="container"></div>

        <script type="x-shader/x-vertex" id="vertexshader">

            attribute float size;
            attribute vec3 customColor;
      attribute vec4 endposition;

      uniform float time;

            varying vec3 vColor;

            void main() {

                vColor = customColor;

        vec4 offset = endposition;
        // offset.xyz *= time;

                vec4 mvPosition = modelViewMatrix * vec4( position, 1.0);

                gl_PointSize = size * ( 300.0 / -mvPosition.z );

                gl_Position = projectionMatrix * mvPosition;
        
        gl_Position += offset;
            }

        </script>

        <script type="x-shader/x-fragment" id="fragmentshader">

            uniform vec3 color;
            uniform sampler2D pointTexture;

            varying vec3 vColor;

            void main() {

                gl_FragColor = vec4( color * vColor, 1.0 );
                gl_FragColor = gl_FragColor * texture2D( pointTexture, gl_PointCoord );

            }

        </script>

        <script type="module">

      import * as THREE from 'https://cdnjs.cloudflare.com/ajax/libs/three.js/r128/three.module.min.js';

      import Stats from 'https://cdnjs.cloudflare.com/ajax/libs/stats.js/r17/Stats.min.js';

            let renderer, scene, camera, stats;

            let sphere, material;

            const WIDTH = window.innerWidth;
            const HEIGHT = window.innerHeight;

            init();
            animate();

            function init() {

                camera = new THREE.PerspectiveCamera( 40, WIDTH / HEIGHT, 1, 10000 );
                camera.position.z = 300;

                scene = new THREE.Scene();

                const amount = 1000;
                const radius = 20;

                const positions = new Float32Array( amount * 3 );
                const colors = new Float32Array( amount * 3 );
                const sizes = new Float32Array( amount );

                const vertex = new THREE.Vector3();
                const color = new THREE.Color( 0xffffff );

        const endpositions = new Float32Array( amount * 3);
        const endvertex = new THREE.Vector3();
        const endradius = 100;

                for ( let i = 0; i < amount; i ++ ) {

                    vertex.x = ( Math.random() * 2 - 1 ) * radius;
                    vertex.y = ( Math.random() * 2 - 1 ) * radius;
                    vertex.z = ( Math.random() * 2 - 1 ) * radius;
                    vertex.toArray( positions, i * 3 );

          endvertex.x = ( Math.random() * 2 - 1 ) * endradius;
                    endvertex.y = ( Math.random() * 2 - 1 ) * endradius;
                    endvertex.z = ( Math.random() * 2 - 1 ) * endradius;
                    endvertex.toArray( endpositions, i * 3 );

                    if ( vertex.x < 0 ) {

                        color.setHSL( 0.5 + 0.1 * ( i / amount ), 0.7, 0.5 );

                    } else {

                        color.setHSL( 0.0 + 0.1 * ( i / amount ), 0.9, 0.5 );

                    }

                    color.toArray( colors, i * 3 );

                    sizes[ i ] = 10;

                }

                const geometry = new THREE.BufferGeometry();
                geometry.setAttribute( 'position', new THREE.BufferAttribute( positions, 3 ) );
                geometry.setAttribute( 'customColor', new THREE.BufferAttribute( colors, 3 ) );
                geometry.setAttribute( 'size', new THREE.BufferAttribute( sizes, 1 ) );
        geometry.setAttribute( 'endposition', new THREE.BufferAttribute( endpositions, 3 ) );

                //

                material = new THREE.ShaderMaterial( {

                    uniforms: {
                        color: { value: new THREE.Color( 0xffffff ) },
                        pointTexture: { value: new THREE.TextureLoader().load( "https://images-na.ssl-images-amazon.com/images/I/31-ijjGFI1L._SY291_BO1,204,203,200_QL40_FMwebp_.jpg" ) },
            time: { type: 'f', value: 0}
                    },
                    vertexShader: document.getElementById( 'vertexshader' ).textContent,
                    fragmentShader: document.getElementById( 'fragmentshader' ).textContent,

                    blending: THREE.AdditiveBlending,
                    depthTest: false,
                    transparent: true

                } );

                //

                sphere = new THREE.Points( geometry, material );
                scene.add( sphere );

                //

                renderer = new THREE.WebGLRenderer();
                renderer.setPixelRatio( window.devicePixelRatio );
                renderer.setSize( WIDTH, HEIGHT );

                const container = document.getElementById( 'container' );
                container.appendChild( renderer.domElement );

                stats = new Stats();
                container.appendChild( stats.dom );

                //

                window.addEventListener( 'resize', onWindowResize );

            }

            function onWindowResize() {

                camera.aspect = window.innerWidth / window.innerHeight;
                camera.updateProjectionMatrix();

                renderer.setSize( window.innerWidth, window.innerHeight );

            }

            function animate() {

                requestAnimationFrame( animate );

                render();
                stats.update();

            }

            function render() {
                let time = 0

        for (let i = 0; i < 1; i+=0.1) {
          time=i
        }

        material.uniforms.time.value = time;

                renderer.render( scene, camera );

            }

        </script>

</body>

</html>

【问题讨论】:

    标签: three.js glsl shader webgl vertex-shader


    【解决方案1】:

    您的时间变量没有更新,如果它在 animate() 函数中,它会更新。

    着色器:

    vec3 altposition = mix(position.xyz, endposition.xyz, time);
    

    盒子在这里像死星一样爆炸了。

    <!DOCTYPE html>
    <html lang="en">
        <head>
            <title>three.js webgl - custom attributes [particles]</title>
            <meta charset="utf-8">
            <meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0">
            <link type="text/css" rel="stylesheet" href="main.css">
        </head>
    
        <body>
            <div id="info"><a href="https://threejs.org" target="_blank" rel="noopener">three.js</a> - custom attributes example - particles</div>
            <div id="container"></div>
    
            <script type="x-shader/x-vertex" id="vertexshader">
    
                attribute float size;
                attribute vec3 customColor;
          attribute vec4 endposition;
    
          uniform float time;
    
                varying vec3 vColor;
    
                void main() {
    
                    vColor = customColor;
    
                vec3 altposition = mix(position.xyz, endposition.xyz, time);
            // offset.xyz *= time;
    
                    vec4 mvPosition = modelViewMatrix * vec4( altposition, 1.0);
    
                    gl_PointSize = size * ( 300.0 / -mvPosition.z );
    
                    gl_Position = projectionMatrix * mvPosition;
            
            
                }
    
            </script>
    
            <script type="x-shader/x-fragment" id="fragmentshader">
    
                uniform vec3 color;
                uniform sampler2D pointTexture;
    
                varying vec3 vColor;
    
                void main() {
    
                    gl_FragColor = vec4( color * vColor, 1.0 );
                    gl_FragColor = gl_FragColor * texture2D( pointTexture, gl_PointCoord );
    
                }
    
            </script>
    
            <script type="module">
    
          import * as THREE from 'https://cdnjs.cloudflare.com/ajax/libs/three.js/r128/three.module.min.js';
    
          import Stats from 'https://cdnjs.cloudflare.com/ajax/libs/stats.js/r17/Stats.min.js';
    
                let renderer, scene, camera, stats;
    
                let sphere, material;
    
                const WIDTH = window.innerWidth;
                const HEIGHT = window.innerHeight;
    
                init();
                animate();
    
                function init() {
    
                    camera = new THREE.PerspectiveCamera( 40, WIDTH / HEIGHT, 1, 10000 );
                    camera.position.z = 300;
    
                    scene = new THREE.Scene();
    
                    const amount = 1000;
                    const radius = 20;
    
                    const positions = new Float32Array( amount * 3 );
                    const colors = new Float32Array( amount * 3 );
                    const sizes = new Float32Array( amount );
    
                    const vertex = new THREE.Vector3();
                    const color = new THREE.Color( 0xffffff );
    
            const endpositions = new Float32Array( amount * 3);
            const endvertex = new THREE.Vector3();
            const endradius = 100;
    
                    for ( let i = 0; i < amount; i ++ ) {
    
                        vertex.x = ( Math.random() * 2 - 1 ) * radius;
                        vertex.y = ( Math.random() * 2 - 1 ) * radius;
                        vertex.z = ( Math.random() * 2 - 1 ) * radius;
                        vertex.toArray( positions, i * 3 );
    
              endvertex.x = ( Math.random() * 2 - 1 ) * endradius;
                        endvertex.y = ( Math.random() * 2 - 1 ) * endradius;
                        endvertex.z = ( Math.random() * 2 - 1 ) * endradius;
                        endvertex.toArray( endpositions, i * 3 );
    
                        if ( vertex.x < 0 ) {
    
                            color.setHSL( 0.5 + 0.1 * ( i / amount ), 0.7, 0.5 );
    
                        } else {
    
                            color.setHSL( 0.0 + 0.1 * ( i / amount ), 0.9, 0.5 );
    
                        }
    
                        color.toArray( colors, i * 3 );
    
                        sizes[ i ] = 10;
    
                    }
    
                    const geometry = new THREE.BufferGeometry();
                    geometry.setAttribute( 'position', new THREE.BufferAttribute( positions, 3 ) );
                    geometry.setAttribute( 'customColor', new THREE.BufferAttribute( colors, 3 ) );
                    geometry.setAttribute( 'size', new THREE.BufferAttribute( sizes, 1 ) );
            geometry.setAttribute( 'endposition', new THREE.BufferAttribute( endpositions, 3 ) );
    
                    //
    
                    material = new THREE.ShaderMaterial( {
    
                        uniforms: {
                            color: { value: new THREE.Color( 0xffffff ) },
                            pointTexture: { value: new THREE.TextureLoader().load( "https://images-na.ssl-images-amazon.com/images/I/31-ijjGFI1L._SY291_BO1,204,203,200_QL40_FMwebp_.jpg" ) },
                time: { type: 'f', value: 0}
                        },
                        vertexShader: document.getElementById( 'vertexshader' ).textContent,
                        fragmentShader: document.getElementById( 'fragmentshader' ).textContent,
    
                        blending: THREE.AdditiveBlending,
                        depthTest: false,
                        transparent: true
    
                    } );
    
                    //
    
                    sphere = new THREE.Points( geometry, material );
                    scene.add( sphere );
    
                    //
    
                    renderer = new THREE.WebGLRenderer();
                    renderer.setPixelRatio( window.devicePixelRatio );
                    renderer.setSize( WIDTH, HEIGHT );
    
                    const container = document.getElementById( 'container' );
                    container.appendChild( renderer.domElement );
    
                    stats = new Stats();
                    container.appendChild( stats.dom );
    
                    //
    
                    window.addEventListener( 'resize', onWindowResize );
    
                }
    
                function onWindowResize() {
    
                    camera.aspect = window.innerWidth / window.innerHeight;
                    camera.updateProjectionMatrix();
    
                    renderer.setSize( window.innerWidth, window.innerHeight );
    
                }
                
                var then = 0;
                var time = -1.633;
          var reverse = 1;
          function animate(now) {
                    now *= 0.001;
                    
                    const delta = now - then;
                    
                    then = now;
                    
                    if(time > 15) {
              reverse *= -1;
            }
    
            if(time < -4) {
              reverse *= -1;
            } 
            
                    time = time + delta * 1.0 * reverse;
                    material.uniforms.time.value = Math.max(0.0, time);
                    
                    requestAnimationFrame( animate );
            
                    render();
                    stats.update();
    
                }
    
            
                function render() {
                   
    
            
            
    
            renderer.render( scene, camera );
    
                }
    
            </script>
    
    </body>
    
    </html>

    【讨论】:

    • 谢谢!你能解释一下为什么 animate() 有 now 参数,但无论如何都被称为 animate() 吗?
    • 我从stackoverflow.com/a/45346664偷了那部分
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