項目github地址:https://github.com/ecojust/flyline
前面寫過一個飛線(基於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,用於測試性能(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:
顯卡相當於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; //獲取頂點着色器的代碼 var fragShader = document.getElementById(fragmentShader).innerHTML; //獲取片元着色器的代碼 //配置着色器里面的attribute變量的值 var attributes = {}; //配置着色器里面的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); }
思路:
1、利用貝塞爾曲線繪制飛線軌跡,並取點(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着色器;
2、在頂點着色器中,對於在可視區內的點(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、在片元着色器中,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、在片元着色器中,對於可視區頭尾附近的點,進行平滑處理(同理於繪制圓點);
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:
2019.07.26更新
此次添加了自定義飛線漸變色的功能,效果如下,具體代碼參照github