項目github地址:https://github.com/ecojust/flyline
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前面寫過一個飛線(基于THREE.Line進行的顏色變化),只是簡單地將可視區片元顏色的alpha通道值設為1.0,不在可視區的設為0.0。效果是這樣的:
做得很粗糙,而且因為線是沒有粗細的,所以效果也不是很理想,后來用pointSize實現線條粗細變化,以及可視區線條顏色的處理,線段頭尾點平滑處理等等,所以,改良后的效果如下:
后續又優化了一下代碼,用于測試性能(400根線FPS60):
然后不斷增加飛線的數量到4000根,FPS依舊能保持在40:
顯卡相當于N卡1050的水平,但要比1050差一點。
其實廢話了這么多,下面直接上核心代碼吧:
//創建ShaderMaterial紋理的函數 function createMaterial(vertexShader, fragmentShader) {var vertShader = document.getElementById(vertexShader).innerHTML; //獲取頂點著色器的代碼var fragShader = document.getElementById(fragmentShader).innerHTML; //獲取片元著色器的代碼//配置著色器里面的attribute變量的值var attributes = {};//配置著色器里面的uniform變量的值var uniforms = {time: {type: 'f', value: -70.0},size:{type:'f',value:20.0},};var meshMaterial = new THREE.ShaderMaterial({uniforms: uniforms,defaultAttributeValues : attributes,vertexShader: vertShader,fragmentShader: fragShader,transparent: true});return meshMaterial;}
var flylinegroup = [];function addline(minx,maxx){var flyline;var curve = new THREE.CubicBezierCurve3(new THREE.Vector3( minx, 0, minx ),new THREE.Vector3( minx/2,maxx % 100 + 60, maxx * 2/ 3 ),new THREE.Vector3( maxx/2,maxx % 100 + 60, maxx / 3 ),new THREE.Vector3( maxx, 0, maxx));var points = curve.getPoints( (maxx - minx) * 5 );var geometry = new THREE.Geometry();geometry.vertices = points;var material = createMaterial("vertex-shader", "fragment-shader-7");flyline = new THREE.PointCloud( geometry, material );flyline.material.uniforms.time.value = minx;flyline.minx = minx;flyline.maxx = maxx;flylinegroup.push(flyline);scene.add(flyline);}
貝塞爾曲線上取點,這里簡單地根據x軸的長度來決定取點的數量。
<script id="vertex-shader" type="x-shader/x-vertex">uniform float time;uniform float size;varying vec3 iPosition;void main(){iPosition = vec3(position);float end = time + size;float pointsize = 1.0;if(position.x > time && position.x < end){pointsize = (position.x - time)/size;}gl_PointSize = pointsize * 2.0;gl_Position = projectionMatrix * modelViewMatrix * vec4(position,1.0);} </script><script id="fragment-shader-7" type="x-shader/x-fragment">uniform float time;uniform float size;varying vec3 iPosition;void main( void ) {float end = time + size;vec4 color;if(iPosition.x > end || iPosition.x < time){discard;}else if(iPosition.x > time && iPosition.x < end){float ca = fract((iPosition.x - time)/size);color = vec4(ca/1.9,ca,ca/1.6,1.0);}float d = distance(gl_PointCoord, vec2(0.5, 0.5));if(abs(iPosition.x - end) < 0.2 || abs(iPosition.x - time) < 0.2){if(d > 0.1){discard;}}gl_FragColor = color;} </script>
for(var i = 0;i< 4000;i++){var minx = randomNum(-2000,-600)/10;var maxx = randomNum(600,2000)/10;addline(minx,maxx); }
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思路:
1、利用貝塞爾曲線繪制飛線軌跡,并取點(取點數量暫時簡單地根據x軸的跨度來算),利用?three.PointCloud?這個類將取得的頂點傳給頂點著色器;
2、在頂點著色器中,對于在可視區內的點(position.x值在time和time+size之間)的pointSize進行從左到右依次增大,實現飛線右邊粗左邊細;
3、在片元著色器中,如果頂點不在可視區那么就discard(不繪制),在可視區內的點從左到右顏色漸變(后期可以通過外部傳入的顏色進行漸變處理);
4、在片元著色器中,對于可視區頭尾附近的點,進行平滑處理(同理于繪制圓點);
5、隨機生成一定范圍內的軌跡起始點的x坐標值來生成飛線,for循環來添加n條飛線。
再來一張飛線的近照:
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