之前实现过,是利用的sprite永久朝向相机的特性实现的效果。但是这种效果对于雪还比较好,如果贴图修改成长条形的雨的话,从上往下看,就会有一种说不出的感觉,不真实。
而我也通过修改shader和自己拼接渲染数据,实现了一个比较简单的渲染效果。接下来讲解一下实现逻辑:
第一步,创建一个包围盒,来设置范围
const box = new THREE.Box3(
new THREE.Vector3(-2000, -2000, -2000),
new THREE.Vector3(2000, 2000, 2000)
);
第二步,创建一个默认材质,并修改材质的shader
这里简单的提一句,three.js的材质对象是生成webgl的原生的program的工具,内置的那些材质都有相应的字符串拼接组成。
相应的,我们也可以通过拼接的方式,修改材质的默认着色器代码,从而达到自己的需求。
material = new THREE.MeshBasicMaterial({
transparent: true,
opacity:.8,
map: new THREE.TextureLoader().load("./color.png"),
depthWrite: false,
});
material.onBeforeCompile = function (shader, renderer) {
const getFoot = `
uniform float top;
uniform float bottom;
uniform float time;
#include <common>
float angle(float x, float y){
return atan(y, x);
}
vec2 getFoot(vec2 camera,vec2 normal,vec2 pos){
vec2 position;
float distanceLen = distance(pos, normal);
float a = angle(camera.x - normal.x, camera.y - normal.y);
if(pos.x > normal.x){
a -= 0.785;
}
else{
a += 0.785;
}
position.x = cos(a) * distanceLen;
position.y = sin(a) * distanceLen;
return position + normal;
}
`;
const begin_vertex = `
vec2 foot = getFoot(vec2(cameraPosition.x, cameraPosition.z), vec2(normal.x, normal.z), vec2(position.x, position.z));
float height = top-bottom;
float y = normal.y - bottom - height*time;
if(y < 0.0) y += height;
float ratio = (1.0 - y /height) * (1.0 - y /height);
y = height * (1.0 - ratio);
y += bottom;
y += position.y - normal.y;
vec3 transformed = vec3( foot.x, y, foot.y );
// vec3 transformed = vec3( position );
`;
shader.vertexShader = shader.vertexShader.replace(
"#include <common>",
getFoot
);
shader.vertexShader = shader.vertexShader.replace(
"#include <begin_vertex>",
begin_vertex
);
shader.uniforms.cameraPosition = {
value: new THREE.Vector3(0, 200, 0),
};
shader.uniforms.top = {
value: 2000,
};
shader.uniforms.bottom = {
value: -2000,
};
shader.uniforms.time = {
value: 0,
};
material.uniforms = shader.uniforms;
};
第三步,通过包围盒生成相应的渲染数据
由于MeshBasicMaterial材质不受光照影响,所以,我们直接在拼接数据时, 将normal值设置面片的中心,一个正方形的面片需要由两个三角形组成,也就是最少四个顶点完成。
主要的操作就在这里,这里生成的数据,会在shader里面计算获取到y轴都为零情况下,沿中心点旋转的角度,通过此角度再生成一下旋转后,顶点需要渲染的位置。
var geometry = new THREE.BufferGeometry();
const vertices = [];
const normals = [];
const uvs = [];
const indices = [];
for (let i = 0; i < 1000; i++) {
const pos = new THREE.Vector3();
pos.x = Math.random() * (box.max.x - box.min.x) + box.min.x;
pos.y = Math.random() * (box.max.y - box.min.y) + box.min.y;
pos.z = Math.random() * (box.max.z - box.min.z) + box.min.z;
const height = (box.max.y - box.min.y) / 15;
const width = height / 50;
vertices.push(
pos.x + width,
pos.y + height / 2,
pos.z,
pos.x - width,
pos.y + height / 2,
pos.z,
pos.x - width,
pos.y - height / 2,
pos.z,
pos.x + width,
pos.y - height / 2,
pos.z
);
normals.push(
pos.x,
pos.y,
pos.z,
pos.x,
pos.y,
pos.z,
pos.x,
pos.y,
pos.z,
pos.x,
pos.y,
pos.z
);
uvs.push(1, 1, 0, 1, 0, 0, 1, 0);
indices.push(
i * 4 + 0,
i * 4 + 1,
i * 4 + 2,
i * 4 + 0,
i * 4 + 2,
i * 4 + 3
);
}
geometry.addAttribute(
"position",
new THREE.BufferAttribute(new Float32Array(vertices), 3)
);
geometry.addAttribute(
"normal",
new THREE.BufferAttribute(new Float32Array(normals), 3)
);
geometry.addAttribute(
"uv",
new THREE.BufferAttribute(new Float32Array(uvs), 2)
);
geometry.setIndex(new THREE.BufferAttribute(new Uint32Array(indices), 1));
第四步,在帧更新内,更新材质的uniform
var time = 0;
function render() {
time = (time + clock.getDelta() * 0.2) % 1;
// console.log(time);
material.cameraPosition = camera.position;
if (material.uniforms) {
material.uniforms.cameraPosition.value = camera.position;
material.uniforms.time.value = time;
}
renderer.render(scene, camera);
}
最后一步,就设置一个变量,然后通过帧更新,更新雨点的位置,直接在shader里面计算简单方便。
接下来付上demo源码:
<!DOCTYPE html>
<html lang="en">
<head>
<meta charset="UTF-8" />
<meta name="viewport" content="width=device-width, initial-scale=1.0" />
<title>Document</title>
<style>
html,
body {
margin: 0;
padding: 0;
height: 100%;
}
</style>
</head>
<body></body>
<script src="../node_modules/three/build/three.js"></script>
<script src="../node_modules/three/examples/js/controls/OrbitControls.js"></script>
<script src="../node_modules/three/examples/js/libs/stats.min.js"></script>
<script src="../node_modules/three/examples/js/libs/dat.gui.min.js"></script>
<script>
var camera, scene, renderer, stats, control, material;
var sphere;
var clock = new THREE.Clock();
init();
animate();
function init() {
camera = new THREE.PerspectiveCamera(
40,
window.innerWidth / window.innerHeight,
1,
15000
);
camera.position.z = 3000;
scene = new THREE.Scene();
scene.background = new THREE.Color(0x333333);
const box = new THREE.Box3(
new THREE.Vector3(-2000, -2000, -2000),
new THREE.Vector3(2000, 2000, 2000)
);
material = new THREE.MeshBasicMaterial({
transparent: true,
opacity:.8,
map: new THREE.TextureLoader().load("./color.png"),
depthWrite: false,
});
material.onBeforeCompile = function (shader, renderer) {
const getFoot = `
uniform float top;
uniform float bottom;
uniform float time;
#include <common>
float angle(float x, float y){
return atan(y, x);
}
vec2 getFoot(vec2 camera,vec2 normal,vec2 pos){
vec2 position;
float distanceLen = distance(pos, normal);
float a = angle(camera.x - normal.x, camera.y - normal.y);
if(pos.x > normal.x){
a -= 0.785;
}
else{
a += 0.785;
}
position.x = cos(a) * distanceLen;
position.y = sin(a) * distanceLen;
return position + normal;
}
`;
const begin_vertex = `
vec2 foot = getFoot(vec2(cameraPosition.x, cameraPosition.z), vec2(normal.x, normal.z), vec2(position.x, position.z));
float height = top-bottom;
float y = normal.y - bottom - height*time;
if(y < 0.0) y += height;
float ratio = (1.0 - y /height) * (1.0 - y /height);
y = height * (1.0 - ratio);
y += bottom;
y += position.y - normal.y;
vec3 transformed = vec3( foot.x, y, foot.y );
// vec3 transformed = vec3( position );
`;
shader.vertexShader = shader.vertexShader.replace(
"#include <common>",
getFoot
);
shader.vertexShader = shader.vertexShader.replace(
"#include <begin_vertex>",
begin_vertex
);
shader.uniforms.cameraPosition = {
value: new THREE.Vector3(0, 200, 0),
};
shader.uniforms.top = {
value: 2000,
};
shader.uniforms.bottom = {
value: -2000,
};
shader.uniforms.time = {
value: 0,
};
material.uniforms = shader.uniforms;
};
var geometry = new THREE.BufferGeometry();
const vertices = [];
const normals = [];
const uvs = [];
const indices = [];
for (let i = 0; i < 1000; i++) {
const pos = new THREE.Vector3();
pos.x = Math.random() * (box.max.x - box.min.x) + box.min.x;
pos.y = Math.random() * (box.max.y - box.min.y) + box.min.y;
pos.z = Math.random() * (box.max.z - box.min.z) + box.min.z;
const height = (box.max.y - box.min.y) / 15;
const width = height / 50;
vertices.push(
pos.x + width,
pos.y + height / 2,
pos.z,
pos.x - width,
pos.y + height / 2,
pos.z,
pos.x - width,
pos.y - height / 2,
pos.z,
pos.x + width,
pos.y - height / 2,
pos.z
);
normals.push(
pos.x,
pos.y,
pos.z,
pos.x,
pos.y,
pos.z,
pos.x,
pos.y,
pos.z,
pos.x,
pos.y,
pos.z
);
uvs.push(1, 1, 0, 1, 0, 0, 1, 0);
indices.push(
i * 4 + 0,
i * 4 + 1,
i * 4 + 2,
i * 4 + 0,
i * 4 + 2,
i * 4 + 3
);
}
geometry.addAttribute(
"position",
new THREE.BufferAttribute(new Float32Array(vertices), 3)
);
geometry.addAttribute(
"normal",
new THREE.BufferAttribute(new Float32Array(normals), 3)
);
geometry.addAttribute(
"uv",
new THREE.BufferAttribute(new Float32Array(uvs), 2)
);
geometry.setIndex(new THREE.BufferAttribute(new Uint32Array(indices), 1));
scene.add(new THREE.Mesh(geometry, material));
var axesHelper = new THREE.AxesHelper(500);
scene.add(axesHelper);
renderer = new THREE.WebGLRenderer({ antialias: true });
renderer.setPixelRatio(window.devicePixelRatio);
renderer.setSize(window.innerWidth, window.innerHeight);
document.body.appendChild(renderer.domElement);
stats = new Stats();
document.body.appendChild(stats.dom);
control = new THREE.OrbitControls(camera, renderer.domElement);
window.addEventListener("resize", onWindowResize, false);
}
function onWindowResize() {
windowHalfX = window.innerWidth / 2;
windowHalfY = window.innerHeight / 2;
camera.aspect = window.innerWidth / window.innerHeight;
camera.updateProjectionMatrix();
renderer.setSize(window.innerWidth, window.innerHeight);
}
//
function animate() {
requestAnimationFrame(animate);
render();
stats.update();
}
var time = 0;
function render() {
time = (time + clock.getDelta() * 0.2) % 1;
// console.log(time);
material.cameraPosition = camera.position;
if (material.uniforms) {
material.uniforms.cameraPosition.value = camera.position;
material.uniforms.time.value = time;
}
renderer.render(scene, camera);
}
</script>
</html>
来源:oschina
链接:https://my.oschina.net/u/4264517/blog/4423276