前言
今天更新了那么多是因为双休日光看视频了,没咋写文章,加上今天公司比较有空,可以多更新几篇,跟上我看视频的进度,感觉挺好的,哈哈。
绘制一个点
基础代码不贴了,仅展示核心代码部分1
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16// 点物体
const geometry = new THREE.BufferGeometry();
// 位置
const positions = new Float32Array([0, 0, 0]);
geometry.setAttribute('position', new THREE.BufferAttribute(positions, 3));
// 点材质
const material = new THREE.PointsMaterial({
color: 0xff0000,
size: 10,
sizeAttenuation: true
})
// 生成点
const points = new THREE.Points(geometry, material)
scene.add(points)
使用shader画点
main.js中修改材质1
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5// 点着色器材质
const material = new THREE.ShaderMaterial({
vertexShader: vertexShader,
fragmentShader: fragmentShader,
})
vertexShader.glsl1
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8// 顶点着色器
void main(){
vec4 modelPosition = modelMatrix * vec4( position, 1.0 );
vec4 viewPosition = viewMatrix*modelPosition;
gl_Position = projectionMatrix * viewPosition;
// 设置点的大小,不设置看不见点
gl_PointSize = 100.0;
}
fragmentShader.glsl1
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4// 片元着色器
void main(){
gl_FragColor = vec4(1.0,1.0,0.0,1.0);
}
渐变圆
gl_PointCoord相当于uv坐标,但是他是左上角是(0,0),右小角是(1,1)1
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5// 片元着色器
float strength = distance(gl_PointCoord,vec2(0.5));
strength*=2.0;
strength = 1.0-strength;
gl_FragColor = vec4(strength);
如果我们开启了材质的透明效果
在main.js中1
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6// 点着色器材质
const material = new THREE.ShaderMaterial({
vertexShader: vertexShader,
fragmentShader: fragmentShader,
transparent: true
})
圆形点
1 | float strength = 1.0-distance(gl_PointCoord,vec2(0.5)); |
使用贴图
1 | uniform sampler2D uTexture; |
main.js中1
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14// 导入纹理
const textureLoader = new THREE.TextureLoader();
const texture = textureLoader.load('textures/particles/10.png');
// 点着色器材质
const material = new THREE.ShaderMaterial({
uniforms: {
uTexture: {
value: texture
}
},
vertexShader: vertexShader,
fragmentShader: fragmentShader,
transparent: true
})
生成星系点
把我们之前星系的代码拿过来,修改一下1
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98let geometry = null;
let points = null;
// 设置星系的参数
const params = {
count: 1000,
size: 0.1,
radius: 5,
branches: 4,
spin: 0.5,
color: "#ff6030",
outColor: "#1b3984",
};
let galaxyColor = new THREE.Color(params.color);
let outGalaxyColor = new THREE.Color(params.outColor);
let material;
const generateGalaxy = () => {
// 如果已经存在这些顶点,那么先释放内存,在删除顶点数据
if (points !== null) {
geometry.dispose();
material.dispose();
scene.remove(points);
}
// 生成顶点几何
geometry = new THREE.BufferGeometry();
// 随机生成位置
const positions = new Float32Array(params.count * 3);
const colors = new Float32Array(params.count * 3);
const scales = new Float32Array(params.count);
// 循环生成点
for (let i = 0; i < params.count; i++) {
const current = i * 3;
// 计算分支的角度 = (计算当前的点在第几个分支)*(2*Math.PI/多少个分支)
const branchAngel =
(i % params.branches) * ((2 * Math.PI) / params.branches);
const radius = Math.random() * params.radius;
// 距离圆心越远,旋转的度数就越大
// const spinAngle = radius * params.spin;
// 随机设置x/y/z偏移值
const randomX =
Math.pow(Math.random() * 2 - 1, 3) * 0.5 * (params.radius - radius) * 0.3;
const randomY =
Math.pow(Math.random() * 2 - 1, 3) * 0.5 * (params.radius - radius) * 0.3;
const randomZ =
Math.pow(Math.random() * 2 - 1, 3) * 0.5 * (params.radius - radius) * 0.3;
// 设置当前点x值坐标
positions[current] = Math.cos(branchAngel) * radius + randomX;
// 设置当前点y值坐标
positions[current + 1] = randomY;
// 设置当前点z值坐标
positions[current + 2] = Math.sin(branchAngel) * radius + randomZ;
const mixColor = galaxyColor.clone();
mixColor.lerp(outGalaxyColor, radius / params.radius);
// 设置颜色
colors[current] = mixColor.r;
colors[current + 1] = mixColor.g;
colors[current + 2] = mixColor.b;
// 顶点的大小
scales[current] = Math.random();
// 根据索引值设置不同的图案;
imgIndex[current] = i % 3;
}
geometry.setAttribute("position", new THREE.BufferAttribute(positions, 3));
// 设置点的着色器材质
material = new THREE.ShaderMaterial({
vertexShader: vertexShader,
fragmentShader: fragmentShader,
transparent: true,
vertexColors: true,
// 亮度叠加
blending: THREE.AdditiveBlending,
// 允许看见后面的,不被遮挡
depthWrite: false,
uniforms: {
uTexture: {
value: texture
},
},
});
// 生成点
points = new THREE.Points(geometry, material);
scene.add(points);
};
generateGalaxy()
添加螺旋
在顶点着色器中1
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10// 获取顶点的角度
float angle = atan(modelPosition.x,modelPosition.z);
// 获取顶点到中心的距离
float distanceToCenter = length(modelPosition.xz);
// 根据顶点到中心的距离,设置旋转偏移度数
float angleOffset = 1.0/distanceToCenter;
// 目前旋转的度数
angle+=angleOffset;
modelPosition.x = cos(angle)*distanceToCenter;
modelPosition.z = sin(angle)*distanceToCenter;
添加动画
这里我们做了很多次了,就是加一个时间
顶点着色器中1
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3uniform float uTime;
// 根据顶点到中心的距离,设置旋转偏移度数
float angleOffset = 1.0/distanceToCenter*uTime;
main.js中1
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16uniforms: {
uTime: {
value: 0
},
}
const clock = new THREE.Clock();
function animate(t) {
const elapsedTime = clock.getElapsedTime();
material.uniforms.uTime.value = elapsedTime;
requestAnimationFrame(animate);
// 使用渲染器渲染相机看这个场景的内容渲染出来
renderer.render(scene, camera);
}
设置颜色纹理以及近大远小
main.js1
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211import * as THREE from "three";
import { OrbitControls } from "three/examples/jsm/controls/OrbitControls";
import fragmentShader from "../shader/basic/fragmentShader.glsl";
import vertexShader from "../shader/basic/vertexShader.glsl";
// 目标:打造一个旋转的银河系
// console.log(THREE);
// 初始化场景
const scene = new THREE.Scene();
// 创建透视相机
const camera = new THREE.PerspectiveCamera(
75,
window.innerHeight / window.innerHeight,
0.1,
1000
);
// 设置相机位置
// object3d具有position,属性是1个3维的向量
camera.aspect = window.innerWidth / window.innerHeight;
// 更新摄像机的投影矩阵
camera.updateProjectionMatrix();
camera.position.set(0, 0, 5);
scene.add(camera);
// 加入辅助轴,帮助我们查看3维坐标轴
const axesHelper = new THREE.AxesHelper(5);
scene.add(axesHelper);
// 导入纹理
const textureLoader = new THREE.TextureLoader();
const texture = textureLoader.load('textures/particles/10.png');
const texture1 = textureLoader.load('textures/particles/9.png');
const texture2 = textureLoader.load('textures/particles/11.png');
let geometry = null;
let points = null;
// 设置星系的参数
const params = {
count: 1000,
size: 0.1,
radius: 5,
branches: 4,
spin: 0.5,
color: "#ff6030",
outColor: "#1b3984",
};
// GalaxyColor
let galaxyColor = new THREE.Color(params.color);
let outGalaxyColor = new THREE.Color(params.outColor);
let material;
const generateGalaxy = () => {
// 如果已经存在这些顶点,那么先释放内存,在删除顶点数据
if (points !== null) {
geometry.dispose();
material.dispose();
scene.remove(points);
}
// 生成顶点几何
geometry = new THREE.BufferGeometry();
// 随机生成位置
const positions = new Float32Array(params.count * 3);
const colors = new Float32Array(params.count * 3);
const scales = new Float32Array(params.count);
//图案属性
const imgIndex = new Float32Array(params.count)
// 循环生成点
for (let i = 0; i < params.count; i++) {
const current = i * 3;
// 计算分支的角度 = (计算当前的点在第几个分支)*(2*Math.PI/多少个分支)
const branchAngel =
(i % params.branches) * ((2 * Math.PI) / params.branches);
const radius = Math.random() * params.radius;
// 距离圆心越远,旋转的度数就越大
// const spinAngle = radius * params.spin;
// 随机设置x/y/z偏移值
const randomX =
Math.pow(Math.random() * 2 - 1, 3) * 0.5 * (params.radius - radius) * 0.3;
const randomY =
Math.pow(Math.random() * 2 - 1, 3) * 0.5 * (params.radius - radius) * 0.3;
const randomZ =
Math.pow(Math.random() * 2 - 1, 3) * 0.5 * (params.radius - radius) * 0.3;
// 设置当前点x值坐标
positions[current] = Math.cos(branchAngel) * radius + randomX;
// 设置当前点y值坐标
positions[current + 1] = randomY;
// 设置当前点z值坐标
positions[current + 2] = Math.sin(branchAngel) * radius + randomZ;
const mixColor = galaxyColor.clone();
mixColor.lerp(outGalaxyColor, radius / params.radius);
// 设置颜色
colors[current] = mixColor.r;
colors[current + 1] = mixColor.g;
colors[current + 2] = mixColor.b;
// 顶点的大小
scales[current] = Math.random();
// 根据索引值设置不同的图案;
imgIndex[current] = i % 3;
}
geometry.setAttribute("position", new THREE.BufferAttribute(positions, 3));
geometry.setAttribute("color", new THREE.BufferAttribute(colors, 3));
geometry.setAttribute("aScale", new THREE.BufferAttribute(scales, 1));
geometry.setAttribute("imgIndex", new THREE.BufferAttribute(imgIndex, 1));
// 设置点的着色器材质
material = new THREE.ShaderMaterial({
vertexShader: vertexShader,
fragmentShader: fragmentShader,
transparent: true,
vertexColors: true,
blending: THREE.AdditiveBlending,
depthWrite: false,
uniforms: {
uTime: {
value: 0,
},
uTexture: {
value: texture
},
uTexture1: {
value: texture1
},
uTexture2: {
value: texture2
},
uTime: {
value: 0
},
uColor: {
value: galaxyColor
}
},
});
// 生成点
points = new THREE.Points(geometry, material);
scene.add(points);
console.log(points);
// console.log(123);
};
generateGalaxy()
// 初始化渲染器
const renderer = new THREE.WebGLRenderer();
renderer.shadowMap.enabled = true;
// 设置渲染尺寸大小
renderer.setSize(window.innerWidth, window.innerHeight);
// 监听屏幕大小改变的变化,设置渲染的尺寸
window.addEventListener("resize", () => {
// console.log("resize");
// 更新摄像头
camera.aspect = window.innerWidth / window.innerHeight;
// 更新摄像机的投影矩阵
camera.updateProjectionMatrix();
// 更新渲染器
renderer.setSize(window.innerWidth, window.innerHeight);
// 设置渲染器的像素比例
renderer.setPixelRatio(window.devicePixelRatio);
});
// 将渲染器添加到body
document.body.appendChild(renderer.domElement);
// 初始化控制器
const controls = new OrbitControls(camera, renderer.domElement);
// 设置控制器阻尼
controls.enableDamping = true;
// // 设置自动旋转
// controls.autoRotate = true;
const clock = new THREE.Clock();
function animate(t) {
// controls.update();
const elapsedTime = clock.getElapsedTime();
material.uniforms.uTime.value = elapsedTime;
requestAnimationFrame(animate);
// 使用渲染器渲染相机看这个场景的内容渲染出来
renderer.render(scene, camera);
}
animate();
在顶点着色器中1
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30attribute float imgIndex;
attribute float aScale;
varying float vImgIndex;
uniform float uTime;
varying vec3 vColor;
void main(){
vec4 modelPosition = modelMatrix * vec4( position, 1.0 );
// 获取定点的角度
float angle = atan(modelPosition.x,modelPosition.z);
// 获取顶点到中心的距离
float distanceToCenter = length(modelPosition.xz);
// 根据顶点到中心的距离,设置旋转偏移度数
float angleOffset = 1.0/distanceToCenter*uTime;
// 目前旋转的度数
angle+=angleOffset;
modelPosition.x = cos(angle)*distanceToCenter;
modelPosition.z = sin(angle)*distanceToCenter;
vec4 viewPosition = viewMatrix*modelPosition;
gl_Position = projectionMatrix * viewPosition;
// 根据viewPosition的z坐标决定是否原理摄像机
gl_PointSize =200.0/-viewPosition.z*aScale;
vImgIndex=imgIndex;
vColor = color;
}
片元着色器1
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16uniform sampler2D uTexture;
uniform sampler2D uTexture1;
uniform sampler2D uTexture2;
varying float vImgIndex;
varying vec3 vColor;
void main(){
vec4 textureColor;
if(vImgIndex==0.0){
textureColor = texture2D(uTexture,gl_PointCoord);
}else if(vImgIndex==1.0){
textureColor = texture2D(uTexture1,gl_PointCoord);
}else{
textureColor = texture2D(uTexture2,gl_PointCoord);
}
gl_FragColor = vec4(vColor,textureColor.r) ;
}