Webgl 更新版本中的particlesystem问题
在我寻找渲染云状纹理的方法时,我明白我需要使用纹理等来存储下一帧的数据。 通过进一步研究,我找到了一些使用FBO和webgl rendertarget进行粒子渲染的示例。即使它听起来很棒,但似乎任何一个示例都可以在更新版本的threejs(如50或51)中使用。如果我要切换到three49,它将呈现出它应该是什么样子 为了说明这个问题,我做了如下():Webgl 更新版本中的particlesystem问题,webgl,three.js,fbo,rendertarget,Webgl,Three.js,Fbo,Rendertarget,在我寻找渲染云状纹理的方法时,我明白我需要使用纹理等来存储下一帧的数据。 通过进一步研究,我找到了一些使用FBO和webgl rendertarget进行粒子渲染的示例。即使它听起来很棒,但似乎任何一个示例都可以在更新版本的threejs(如50或51)中使用。如果我要切换到three49,它将呈现出它应该是什么样子 为了说明这个问题,我做了如下(): 身体{ 字体系列:Monospace; 背景色:#000000; 边际:0px; 溢出:隐藏; } #信息{ 颜色:#ffffff; 字体系列
身体{
字体系列:Monospace;
背景色:#000000;
边际:0px;
溢出:隐藏;
}
#信息{
颜色:#ffffff;
字体系列:Monospace;
字体大小:13px;
文本对齐:居中;
字体大小:粗体;
位置:绝对位置;
顶部:0px;
宽度:100%;
填充物:5px;
}
a{
颜色:#0040ff;
}
var _gaq=_gaq | |[];
_gaq.push([''设置帐户','UA-86951-7']);
_gaq.push([''u trackPageview']);
(功能()
{
var ga=document.createElement('script');
ga.type='text/javascript';
ga.async=true;
ga.src=('https:'==document.location.protocol?'https://ssl' : 'http://www“)+”.google analytics.com/ga.js';
(document.getElementsByTagName('head')[0]| | document.getElementsByTagName('body')[0])。appendChild(ga);
})();
可变vec2 vUv;
void main(){
vUv=vec2(uv.x,1.0-uv.y);
gl_位置=projectionMatrix*modelViewMatrix*vec4(位置,1.0);
}
//模拟
可变vec2 vUv;
vec3来源一致;
均匀采样位置;
均匀浮动定时器;
浮动兰德(vec2公司){
返回分数(sin(dot(co.xy,vec2(12.9898,78.233)))*43758.5453);
}
void main(){
vec3 pos=纹理2d(t位置,vUv).xyz;
如果(随机数(vUv+定时器)>0.99){
pos=原点;
vec3 random=vec3(兰特(vUv+1.0)-1.0,兰特(vUv+2.0)-1.0,兰特(vUv+3.0)-1.0);
pos+=标准化(随机)*随机(vUv+1.0);
}否则{
浮动x=位置x+定时器;
浮动y=位置y;
浮动z=位置z;
位置x+=sin(y*3.3)*cos(z*10.3)*0.005;
位置y+=sin(x*3.5)*cos(z*10.5)*0.005;
pos.z+=sin(x*3.7)*cos(y*10.7)*0.005;
}
//写出新的职位
gl_FragColor=vec4(位置1.0);
}
均匀采样二维地图;
浮动宽度均匀;
均匀浮动高度;
均匀浮点大小;
可变vec2 vUv;
可变的vec4位置;
可变vec4颜色;
void main(){
vec2 uv=位置.xy+vec2(0.5/宽度,0.5/高度);
vec3颜色=纹理2D(贴图,uv).rgb*200.0-100.0;
gl_PointSize=PointSize;
gl_位置=projectionMatrix*modelViewMatrix*vec4(颜色,1.0);
}
颜色均匀;
void main(){
gl_FragColor=点颜色;
}
var容器;
var场景、摄影机、灯光、渲染器;
变量几何体、立方体、网格、材质;
var数据、纹理、点;
风险值控制;
var fboParticles、rtTexturePos、rtTexturePos2、simulationShader;
init();
制作动画();
函数init(){
container=document.createElement('div');
文件.正文.附件(容器);
renderer=new THREE.WebGLRenderer();
renderer.setSize(window.innerWidth、window.innerHeight);
container.appendChild(renderer.doElement);
场景=新的三个。场景();
摄像头=新的三个透视摄像头(50,window.innerWidth/window.innerHeight,11000);
场景。添加(摄影机);
控件=新的三个。轨道控件2(摄像头);
控制半径=400;
速度=3;
//
变量宽度=1024,高度=1024;
//变量宽度=64,高度=64;
//变量宽度=128,高度=128;
if(!renderer.context.getExtension('OES\u texture\u float')){
警报('OES_纹理_浮动不是:(');
}
//开始创建DataTexture
//可以用三个.fbootils.createTextureFromData(textureWidth,textureWidth,data)来简化它吗?
数据=新阵列(宽*高*3);
纹理=新的THREE.DataTexture(数据、宽度、高度、THREE.RGBFormat、THREE.FloatType);
texture.minFilter=3.NearestFilter;
texture.magFilter=3.NearestFilter;
texture.needsUpdate=true;
//zz85-fbo初始化
rtTexturePos=new THREE.WebGLRenderTarget(宽度、高度、{
包装:三。重复包装,
包装:三个。重复包装,
最小过滤器:三个。最近的过滤器,
磁过滤器:三个。最近的过滤器,
格式:THREE.RGBFormat,
类型:三。浮动类型,
模具缓冲区:false
});
rtTexturePos2=rtTexturePos.clone();
simulationShader=new THREE.ShaderMaterial({
制服:{
t位置:{type:“t”,值:0,
<!DOCTYPE html>
<html lang="en">
<head>
<meta http-equiv="Content-Type" content="text/html; charset=UTF-8">
<meta charset="utf-8">
<meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0">
<style>
body {
font-family: Monospace;
background-color: #000000;
margin: 0px;
overflow: hidden;
}
#info {
color: #ffffff;
font-family: Monospace;
font-size: 13px;
text-align: center;
font-weight: bold;
position: absolute;
top: 0px;
width: 100%;
padding: 5px;
}
a {
color: #0040ff;
}
</style>
</head>
<body>
<script type="text/javascript">
var _gaq = _gaq || [];
_gaq.push(['_setAccount', 'UA-86951-7']);
_gaq.push(['_trackPageview']);
(function()
{
var ga = document.createElement('script');
ga.type = 'text/javascript';
ga.async = true;
ga.src = ('https:' == document.location.protocol ? 'https://ssl' : 'http://www') + '.google-analytics.com/ga.js';
(document.getElementsByTagName('head')[0] || document.getElementsByTagName('body')[0]).appendChild(ga);
})();
</script>
<!-- <script src="helvetiker_bold.typeface.js"></script> -->
<script id="texture_vertex_simulation_shader" type="x-shader/x-vertex">
varying vec2 vUv;
void main() {
vUv = vec2(uv.x, 1.0 - uv.y);
gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
}
</script>
<script id="texture_fragment_simulation_shader" type="x-shader/x-fragment">
// simulation
varying vec2 vUv;
uniform vec3 origin;
uniform sampler2D tPositions;
uniform float timer;
float rand(vec2 co){
return fract(sin(dot(co.xy ,vec2(12.9898,78.233))) * 43758.5453);
}
void main() {
vec3 pos = texture2D( tPositions, vUv ).xyz;
if ( rand( vUv + timer ) > 0.99 ) {
pos = origin;
vec3 random = vec3( rand( vUv + 1.0 ) - 1.0, rand( vUv + 2.0 ) - 1.0, rand( vUv + 3.0 ) - 1.0 );
pos += normalize( random ) * rand( vUv + 1.0 );
} else {
float x = pos.x + timer;
float y = pos.y;
float z = pos.z;
pos.x += sin( y * 3.3 ) * cos( z * 10.3 ) * 0.005;
pos.y += sin( x * 3.5 ) * cos( z * 10.5 ) * 0.005;
pos.z += sin( x * 3.7 ) * cos( y * 10.7 ) * 0.005;
}
// Write new position out
gl_FragColor = vec4(pos, 1.0);
}
</script>
<!-- zz85 - end simulations -->
<script id="vs-particles" type="x-shader/x-vertex">
uniform sampler2D map;
uniform float width;
uniform float height;
uniform float pointSize;
varying vec2 vUv;
varying vec4 vPosition;
varying vec4 vColor;
void main() {
vec2 uv = position.xy + vec2( 0.5 / width, 0.5 / height );
vec3 color = texture2D( map, uv ).rgb * 200.0 - 100.0;
gl_PointSize = pointSize;
gl_Position = projectionMatrix * modelViewMatrix * vec4( color, 1.0 );
}
</script>
<script id="fs-particles" type="x-shader/x-fragment">
uniform vec4 pointColor;
void main() {
gl_FragColor = pointColor;
}
</script>
<script>
var container;
var scene, camera, light, renderer;
var geometry, cube, mesh, material;
var data, texture, points;
var controls;
var fboParticles, rtTexturePos, rtTexturePos2, simulationShader;
init();
animate();
function init() {
container = document.createElement( 'div' );
document.body.appendChild( container );
renderer = new THREE.WebGLRenderer();
renderer.setSize( window.innerWidth, window.innerHeight );
container.appendChild( renderer.domElement );
scene = new THREE.Scene();
camera = new THREE.PerspectiveCamera( 50, window.innerWidth / window.innerHeight, 1, 1000 );
scene.add( camera );
controls = new THREE.OrbitControls2( camera );
controls.radius = 400;
controls.speed = 3;
//
var width = 1024, height = 1024;
// var width = 64, height = 64;
// var width = 128, height = 128;
if ( ! renderer.context.getExtension( 'OES_texture_float' ) ) {
alert( 'OES_texture_float is not :(' );
}
// Start Creation of DataTexture
// Could it be simplified with THREE.FBOUtils.createTextureFromData(textureWidth, textureWidth, data); ?
data = new Float32Array( width * height * 3 );
texture = new THREE.DataTexture( data, width, height, THREE.RGBFormat, THREE.FloatType );
texture.minFilter = THREE.NearestFilter;
texture.magFilter = THREE.NearestFilter;
texture.needsUpdate = true;
// zz85 - fbo init
rtTexturePos = new THREE.WebGLRenderTarget(width, height, {
wrapS:THREE.RepeatWrapping,
wrapT:THREE.RepeatWrapping,
minFilter: THREE.NearestFilter,
magFilter: THREE.NearestFilter,
format: THREE.RGBFormat,
type:THREE.FloatType,
stencilBuffer: false
});
rtTexturePos2 = rtTexturePos.clone();
simulationShader = new THREE.ShaderMaterial({
uniforms: {
tPositions: { type: "t", value: 0, texture: texture },
origin: { type: "v3", value: new THREE.Vector3() },
timer: { type: "f", value: 0 }
},
vertexShader: document.getElementById('texture_vertex_simulation_shader').textContent,
fragmentShader: document.getElementById('texture_fragment_simulation_shader').textContent
});
fboParticles = new THREE.FBOUtils( width, renderer, simulationShader );
fboParticles.renderToTexture(rtTexturePos, rtTexturePos2);
fboParticles.in = rtTexturePos;
fboParticles.out = rtTexturePos2;
geometry = new THREE.Geometry();
for ( var i = 0, l = width * height; i < l; i ++ ) {
var vertex = new THREE.Vector3();
vertex.x = ( i % width ) / width ;
vertex.y = Math.floor( i / width ) / height;
geometry.vertices.push( vertex );
}
material = new THREE.ShaderMaterial( {
uniforms: {
"map": { type: "t", value: 0, texture: rtTexturePos },
"width": { type: "f", value: width },
"height": { type: "f", value: height },
"pointColor": { type: "v4", value: new THREE.Vector4( 0.25, 0.50, 1.0, 0.25 ) },
"pointSize": { type: "f", value: 1 }
},
vertexShader: document.getElementById( 'vs-particles' ).textContent,
fragmentShader: document.getElementById( 'fs-particles' ).textContent,
blending: THREE.AdditiveBlending,
transparent: true,
depthWrite: false,
depthTest: false
} );
mesh = new THREE.ParticleSystem( geometry, material );
scene.add( mesh );
var gui = new dat.GUI();
gui.add( material.uniforms.pointColor.value, 'x', 0.0, 1.0 ).name( 'red' );
gui.add( material.uniforms.pointColor.value, 'y', 0.0, 1.0 ).name( 'green' );
gui.add( material.uniforms.pointColor.value, 'z', 0.0, 1.0 ).name( 'blue' );
gui.add( material.uniforms.pointColor.value, 'w', 0.0, 1.0 ).name( 'alpha' );
gui.add( material.uniforms.pointSize, 'value', 0.0, 10.0 ).name( 'size' );
gui.add( controls, 'enabled' ).name( 'auto move' );
scene.add( new THREE.Mesh( new THREE.CubeGeometry( 500, 500, 500 ), new THREE.MeshBasicMaterial( { color: 0xffffff, wireframe: true, opacity: 0.15 } ) ) );
}
function animate() {
requestAnimationFrame( animate );
render();
}
var timer = 0;
function render() {
timer += 0.01;
simulationShader.uniforms.timer.value = timer;
simulationShader.uniforms.origin.value.x = Math.sin( timer * 2.3 ) * 0.5 + 0.5;
simulationShader.uniforms.origin.value.y = Math.cos( timer * 2.5 ) * 0.5 + 0.5;
simulationShader.uniforms.origin.value.z = Math.sin( timer * 2.7 ) * 0.5 + 0.5;
// swap
var tmp = fboParticles.in;
fboParticles.in = fboParticles.out;
fboParticles.out = tmp;
simulationShader.uniforms.tPositions.texture = fboParticles.in;
fboParticles.simulate(fboParticles.out);
material.uniforms.map.texture = fboParticles.out;
controls.update();
renderer.render( scene, camera );
}
</script>
</body>
</html>