具有累积运动的 FBO 粒子
FBO Particles with Cumulative Movement
Link 线程 threejs 话语:https://discourse.threejs.org/t/fbo-particles-with-cumulative-movement/7221
由于我对这个问题的了解有限,这对我来说很难解释,但我会尽力而为..
至此,我有了一个基本的 FBO 粒子系统可以正常工作。以下是它的设置方式:
var FBO = function( exports ){
var scene, orthoCamera, rtt;
exports.init = function( width, height, renderer, simulationMaterial, renderMaterial ){
var gl = renderer.getContext();
//1 we need FLOAT Textures to store positions
//https://github.com/KhronosGroup/WebGL/blob/master/sdk/tests/conformance/extensions/oes-texture-float.html
if (!gl.getExtension("OES_texture_float")){
throw new Error( "float textures not supported" );
}
//2 we need to access textures from within the vertex shader
//https://github.com/KhronosGroup/WebGL/blob/90ceaac0c4546b1aad634a6a5c4d2dfae9f4d124/conformance-suites/1.0.0/extra/webgl-info.html
if( gl.getParameter(gl.MAX_VERTEX_TEXTURE_IMAGE_UNITS) == 0 ) {
throw new Error( "vertex shader cannot read textures" );
}
//3 rtt setup
scene = new THREE.Scene();
orthoCamera = new THREE.OrthographicCamera(-1,1,1,-1,1/Math.pow( 2, 53 ),1 );
//4 create a target texture
var options = {
minFilter: THREE.NearestFilter,//important as we want to sample square pixels
magFilter: THREE.NearestFilter,//
format: THREE.RGBAFormat,//180407 changed to RGBAFormat
type:THREE.FloatType//important as we need precise coordinates (not ints)
};
rtt = new THREE.WebGLRenderTarget( width,height, options);
//5 the simulation:
//create a bi-unit quadrilateral and uses the simulation material to update the Float Texture
var geom = new THREE.BufferGeometry();
geom.addAttribute( 'position', new THREE.BufferAttribute( new Float32Array([ -1,-1,0, 1,-1,0, 1,1,0, -1,-1, 0, 1, 1, 0, -1,1,0 ]), 3 ) );
geom.addAttribute( 'uv', new THREE.BufferAttribute( new Float32Array([ 0,1, 1,1, 1,0, 0,1, 1,0, 0,0 ]), 2 ) );
scene.add( new THREE.Mesh( geom, simulationMaterial ) );
//6 the particles:
//create a vertex buffer of size width * height with normalized coordinates
var l = (width * height );
var vertices = new Float32Array( l * 3 );
for ( var i = 0; i < l; i++ ) {
var i3 = i * 3;
vertices[ i3 ] = ( i % width ) / width ;
vertices[ i3 + 1 ] = ( i / width ) / height;
}
//create the particles geometry
var geometry = new THREE.BufferGeometry();
geometry.addAttribute( 'position', new THREE.BufferAttribute( vertices, 3 ) );
//the rendermaterial is used to render the particles
exports.particles = new THREE.Points( geometry, renderMaterial );
exports.particles.frustumCulled = false;
exports.renderer = renderer;
};
//7 update loop
exports.update = function(){
//1 update the simulation and render the result in a target texture
// exports.renderer.render( scene, orthoCamera, rtt, true );
exports.renderer.setRenderTarget( rtt );
exports.renderer.render( scene, orthoCamera );
exports.renderer.setRenderTarget( null );
//2 use the result of the swap as the new position for the particles' renderer
// had to add .texture on the end of rtt for r103
exports.particles.material.uniforms.positions.value = rtt.texture;
};
return exports;
}({});
以下是它使用的着色器:
<script type="x-shader/x-vertex" id="simulation_vs">
//vertex shader
varying vec2 vUv;
void main() {
vUv = vec2(uv.x, uv.y);
gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
}
</script>
<script type="x-shader/x-fragment" id="simulation_fs">
//fragment Shader
uniform sampler2D positions;//DATA Texture containing original positions
varying vec2 vUv;
void main() {
//basic simulation: displays the particles in place.
vec3 pos = texture2D( positions, vUv ).rgb;
// we can move the particle here
gl_FragColor = vec4( pos,1.0 );
}
</script>
<script type="x-shader/x-vertex" id="render_vs">
//vertex shader
uniform sampler2D positions;//RenderTarget containing the transformed positions
uniform float pointSize;//size
void main() {
//the mesh is a nomrliazed square so the uvs = the xy positions of the vertices
vec3 pos = texture2D( positions, position.xy ).xyz;
//pos now contains a 3D position in space, we can use it as a regular vertex
//regular projection of our position
gl_Position = projectionMatrix * modelViewMatrix * vec4( pos, 1.0 );
//sets the point size
gl_PointSize = pointSize;
}
</script>
<script type="x-shader/x-fragment" id="render_fs">
//fragment shader
void main()
{
gl_FragColor = vec4( vec3( 1. ), .25 );
}
</script>
我知道我会在 "simulation_fs" 中移动粒子,但是如果我在那个着色器中移动粒子,如果我尝试做这样的事情,
pos.x += 1.0;
它仍然只会从原始纹理位置移动一个单位。我希望运动是累积的。
使用第二组模拟着色器是否允许我以累积方式移动粒子?这是一个实用的解决方案吗?
累积移动需要使用uniforms
:
考虑将名为 time
的 uniform 传递给您的顶点着色器。然后你可以每帧更新一次时间,你可以用它来动画你的顶点位置。例如:
position.x = 2.0 * time; // Increment linearly
position.x = sin(time); // Sin wave back-forth animation
没有变化的变量,你的顶点动画从一帧到下一帧都是静态的。
我需要完成这样的事情,并建立一个绝对最小的例子,我可以在未来调整。您会看到位置变化是累积的。
以下是 Nicolas Barradeau(webgl 向导)wonderful discussion of FBO's 的简化版:
// specify the container where we'll render the scene
var elem = document.querySelector('body'),
elemW = elem.clientWidth,
elemH = elem.clientHeight
// generate a scene object
var scene = new THREE.Scene();
// generate a camera
var camera = new THREE.PerspectiveCamera(75, elemW/elemH, 0.001, 100);
// generate a renderer
var renderer = new THREE.WebGLRenderer({antialias: true, alpha: true});
renderer.setPixelRatio(window.devicePixelRatio);
renderer.setSize(elemW, elemH);
elem.appendChild(renderer.domElement);
// generate controls
var controls = new THREE.TrackballControls(camera, renderer.domElement);
// position camera and controls
camera.position.set(0.5, 0.5, -5);
controls.target = new THREE.Vector3(0.5, 0.5, 0);
/**
* FBO
**/
// verify browser agent supports "frame buffer object" features
gl = renderer.getContext();
if (!gl.getExtension('OES_texture_float') ||
gl.getParameter(gl.MAX_VERTEX_TEXTURE_IMAGE_UNITS) == 0) {
alert(' * Cannot create FBO :(');
}
// set initial positions of `w*h` particles
var w = h = 256,
i = 0,
data = new Float32Array(w*h*3);
for (var x=0; x<w; x++) {
for (var y=0; y<h; y++) {
data[i++] = x/w;
data[i++] = y/h;
data[i++] = 0;
}
}
// feed those positions into a data texture
var dataTex = new THREE.DataTexture(data, w, h, THREE.RGBFormat, THREE.FloatType);
dataTex.minFilter = THREE.NearestFilter;
dataTex.magFilter = THREE.NearestFilter;
dataTex.needsUpdate = true;
// add the data texture with positions to a material for the simulation
var simMaterial = new THREE.RawShaderMaterial({
uniforms: { posTex: { type: 't', value: dataTex }, },
vertexShader: document.querySelector('#sim-vs').textContent,
fragmentShader: document.querySelector('#sim-fs').textContent,
});
// delete dataTex; it isn't used after initializing point positions
delete dataTex;
THREE.FBO = function(w, simMat) {
this.scene = new THREE.Scene();
this.camera = new THREE.OrthographicCamera(-w/2, w/2, w/2, -w/2, -1, 1);
this.scene.add(new THREE.Mesh(new THREE.PlaneGeometry(w, w), simMat));
};
// create a scene where we'll render the positional attributes
var fbo = new THREE.FBO(w, simMaterial);
// create render targets a + b to which the simulation will be rendered
var renderTargetA = new THREE.WebGLRenderTarget(w, h, {
wrapS: THREE.RepeatWrapping,
wrapT: THREE.RepeatWrapping,
minFilter: THREE.NearestFilter,
magFilter: THREE.NearestFilter,
format: THREE.RGBFormat,
type: THREE.FloatType,
stencilBuffer: false,
});
// a second render target lets us store input + output positional states
renderTargetB = renderTargetA.clone();
// render the positions to the render targets
renderer.render(fbo.scene, fbo.camera, renderTargetA, false);
renderer.render(fbo.scene, fbo.camera, renderTargetB, false);
// store the uv attrs; each is x,y and identifies a given point's
// position data within the positional texture; must be scaled 0:1!
var geo = new THREE.BufferGeometry(),
arr = new Float32Array(w*h*3);
for (var i=0; i<arr.length; i++) {
arr[i++] = (i%w)/w;
arr[i++] = Math.floor(i/w)/h;
arr[i++] = 0;
}
geo.addAttribute('position', new THREE.BufferAttribute(arr, 3, true))
// create material the user sees
var material = new THREE.RawShaderMaterial({
uniforms: {
posMap: { type: 't', value: null }, // `posMap` is set each render
},
vertexShader: document.querySelector('#ui-vert').textContent,
fragmentShader: document.querySelector('#ui-frag').textContent,
transparent: true,
});
// add the points the user sees to the scene
var mesh = new THREE.Points(geo, material);
scene.add(mesh);
function render() {
// at the start of the render block, A is one frame behind B
var oldA = renderTargetA; // store A, the penultimate state
renderTargetA = renderTargetB; // advance A to the updated state
renderTargetB = oldA; // set B to the penultimate state
// pass the updated positional values to the simulation
simMaterial.uniforms.posTex.value = renderTargetA.texture;
// run a frame and store the new positional values in renderTargetB
renderer.render(fbo.scene, fbo.camera, renderTargetB, false);
// pass the new positional values to the scene users see
material.uniforms.posMap.value = renderTargetB.texture;
// render the scene users see as normal
renderer.render(scene, camera);
controls.update();
requestAnimationFrame(render);
};
render();
html, body { width: 100%; height: 100%; background: #000; }
body { margin: 0; overflow: hidden; }
canvas { width: 100%; height: 100%; }
<script src="https://cdnjs.cloudflare.com/ajax/libs/three.js/101/three.min.js"></script>
<script src="https://threejs.org/examples/js/controls/TrackballControls.js"></script>
<!-- The simulation shaders update positional attributes -->
<script id='sim-vs' type='x-shader/x-vert'>
precision mediump float;
uniform mat4 projectionMatrix;
uniform mat4 modelViewMatrix;
attribute vec2 uv; // x,y offsets of each point in texture
attribute vec3 position;
varying vec2 vUv;
void main() {
vUv = vec2(uv.x, 1.0 - uv.y);
gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);
}
</script>
<script id='sim-fs' type='x-shader/x-frag'>
precision mediump float;
uniform sampler2D posTex;
varying vec2 vUv;
void main() {
// read the supplied x,y,z vert positions
vec3 pos = texture2D(posTex, vUv).xyz;
// update the positional attributes here!
pos.x += cos(pos.y) / 100.0;
pos.y += tan(pos.x) / 100.0;
// render the new positional attributes
gl_FragColor = vec4(pos, 1.0);
}
</script>
<!-- The ui shaders render what the user sees -->
<script id='ui-vert' type='x-shader/x-vert'>
precision mediump float;
uniform sampler2D posMap; // contains positional data read from sim-fs
uniform mat4 projectionMatrix;
uniform mat4 modelViewMatrix;
attribute vec2 position;
void main() {
// read this particle's position, which is stored as a pixel color
vec3 pos = texture2D(posMap, position.xy).xyz;
// project this particle
vec4 mvPosition = modelViewMatrix * vec4(pos, 1.0);
gl_Position = projectionMatrix * mvPosition;
// set the size of each particle
gl_PointSize = 0.3 / -mvPosition.z;
}
</script>
<script id='ui-frag' type='x-shader/x-frag'>
precision mediump float;
void main() {
gl_FragColor = vec4(0.0, 0.5, 1.5, 1.0);
}
</script>
Link 线程 threejs 话语:https://discourse.threejs.org/t/fbo-particles-with-cumulative-movement/7221
由于我对这个问题的了解有限,这对我来说很难解释,但我会尽力而为..
至此,我有了一个基本的 FBO 粒子系统可以正常工作。以下是它的设置方式:
var FBO = function( exports ){
var scene, orthoCamera, rtt;
exports.init = function( width, height, renderer, simulationMaterial, renderMaterial ){
var gl = renderer.getContext();
//1 we need FLOAT Textures to store positions
//https://github.com/KhronosGroup/WebGL/blob/master/sdk/tests/conformance/extensions/oes-texture-float.html
if (!gl.getExtension("OES_texture_float")){
throw new Error( "float textures not supported" );
}
//2 we need to access textures from within the vertex shader
//https://github.com/KhronosGroup/WebGL/blob/90ceaac0c4546b1aad634a6a5c4d2dfae9f4d124/conformance-suites/1.0.0/extra/webgl-info.html
if( gl.getParameter(gl.MAX_VERTEX_TEXTURE_IMAGE_UNITS) == 0 ) {
throw new Error( "vertex shader cannot read textures" );
}
//3 rtt setup
scene = new THREE.Scene();
orthoCamera = new THREE.OrthographicCamera(-1,1,1,-1,1/Math.pow( 2, 53 ),1 );
//4 create a target texture
var options = {
minFilter: THREE.NearestFilter,//important as we want to sample square pixels
magFilter: THREE.NearestFilter,//
format: THREE.RGBAFormat,//180407 changed to RGBAFormat
type:THREE.FloatType//important as we need precise coordinates (not ints)
};
rtt = new THREE.WebGLRenderTarget( width,height, options);
//5 the simulation:
//create a bi-unit quadrilateral and uses the simulation material to update the Float Texture
var geom = new THREE.BufferGeometry();
geom.addAttribute( 'position', new THREE.BufferAttribute( new Float32Array([ -1,-1,0, 1,-1,0, 1,1,0, -1,-1, 0, 1, 1, 0, -1,1,0 ]), 3 ) );
geom.addAttribute( 'uv', new THREE.BufferAttribute( new Float32Array([ 0,1, 1,1, 1,0, 0,1, 1,0, 0,0 ]), 2 ) );
scene.add( new THREE.Mesh( geom, simulationMaterial ) );
//6 the particles:
//create a vertex buffer of size width * height with normalized coordinates
var l = (width * height );
var vertices = new Float32Array( l * 3 );
for ( var i = 0; i < l; i++ ) {
var i3 = i * 3;
vertices[ i3 ] = ( i % width ) / width ;
vertices[ i3 + 1 ] = ( i / width ) / height;
}
//create the particles geometry
var geometry = new THREE.BufferGeometry();
geometry.addAttribute( 'position', new THREE.BufferAttribute( vertices, 3 ) );
//the rendermaterial is used to render the particles
exports.particles = new THREE.Points( geometry, renderMaterial );
exports.particles.frustumCulled = false;
exports.renderer = renderer;
};
//7 update loop
exports.update = function(){
//1 update the simulation and render the result in a target texture
// exports.renderer.render( scene, orthoCamera, rtt, true );
exports.renderer.setRenderTarget( rtt );
exports.renderer.render( scene, orthoCamera );
exports.renderer.setRenderTarget( null );
//2 use the result of the swap as the new position for the particles' renderer
// had to add .texture on the end of rtt for r103
exports.particles.material.uniforms.positions.value = rtt.texture;
};
return exports;
}({});
以下是它使用的着色器:
<script type="x-shader/x-vertex" id="simulation_vs">
//vertex shader
varying vec2 vUv;
void main() {
vUv = vec2(uv.x, uv.y);
gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
}
</script>
<script type="x-shader/x-fragment" id="simulation_fs">
//fragment Shader
uniform sampler2D positions;//DATA Texture containing original positions
varying vec2 vUv;
void main() {
//basic simulation: displays the particles in place.
vec3 pos = texture2D( positions, vUv ).rgb;
// we can move the particle here
gl_FragColor = vec4( pos,1.0 );
}
</script>
<script type="x-shader/x-vertex" id="render_vs">
//vertex shader
uniform sampler2D positions;//RenderTarget containing the transformed positions
uniform float pointSize;//size
void main() {
//the mesh is a nomrliazed square so the uvs = the xy positions of the vertices
vec3 pos = texture2D( positions, position.xy ).xyz;
//pos now contains a 3D position in space, we can use it as a regular vertex
//regular projection of our position
gl_Position = projectionMatrix * modelViewMatrix * vec4( pos, 1.0 );
//sets the point size
gl_PointSize = pointSize;
}
</script>
<script type="x-shader/x-fragment" id="render_fs">
//fragment shader
void main()
{
gl_FragColor = vec4( vec3( 1. ), .25 );
}
</script>
我知道我会在 "simulation_fs" 中移动粒子,但是如果我在那个着色器中移动粒子,如果我尝试做这样的事情,
pos.x += 1.0;
它仍然只会从原始纹理位置移动一个单位。我希望运动是累积的。
使用第二组模拟着色器是否允许我以累积方式移动粒子?这是一个实用的解决方案吗?
累积移动需要使用uniforms
:
考虑将名为 time
的 uniform 传递给您的顶点着色器。然后你可以每帧更新一次时间,你可以用它来动画你的顶点位置。例如:
position.x = 2.0 * time; // Increment linearly
position.x = sin(time); // Sin wave back-forth animation
没有变化的变量,你的顶点动画从一帧到下一帧都是静态的。
我需要完成这样的事情,并建立一个绝对最小的例子,我可以在未来调整。您会看到位置变化是累积的。
以下是 Nicolas Barradeau(webgl 向导)wonderful discussion of FBO's 的简化版:
// specify the container where we'll render the scene
var elem = document.querySelector('body'),
elemW = elem.clientWidth,
elemH = elem.clientHeight
// generate a scene object
var scene = new THREE.Scene();
// generate a camera
var camera = new THREE.PerspectiveCamera(75, elemW/elemH, 0.001, 100);
// generate a renderer
var renderer = new THREE.WebGLRenderer({antialias: true, alpha: true});
renderer.setPixelRatio(window.devicePixelRatio);
renderer.setSize(elemW, elemH);
elem.appendChild(renderer.domElement);
// generate controls
var controls = new THREE.TrackballControls(camera, renderer.domElement);
// position camera and controls
camera.position.set(0.5, 0.5, -5);
controls.target = new THREE.Vector3(0.5, 0.5, 0);
/**
* FBO
**/
// verify browser agent supports "frame buffer object" features
gl = renderer.getContext();
if (!gl.getExtension('OES_texture_float') ||
gl.getParameter(gl.MAX_VERTEX_TEXTURE_IMAGE_UNITS) == 0) {
alert(' * Cannot create FBO :(');
}
// set initial positions of `w*h` particles
var w = h = 256,
i = 0,
data = new Float32Array(w*h*3);
for (var x=0; x<w; x++) {
for (var y=0; y<h; y++) {
data[i++] = x/w;
data[i++] = y/h;
data[i++] = 0;
}
}
// feed those positions into a data texture
var dataTex = new THREE.DataTexture(data, w, h, THREE.RGBFormat, THREE.FloatType);
dataTex.minFilter = THREE.NearestFilter;
dataTex.magFilter = THREE.NearestFilter;
dataTex.needsUpdate = true;
// add the data texture with positions to a material for the simulation
var simMaterial = new THREE.RawShaderMaterial({
uniforms: { posTex: { type: 't', value: dataTex }, },
vertexShader: document.querySelector('#sim-vs').textContent,
fragmentShader: document.querySelector('#sim-fs').textContent,
});
// delete dataTex; it isn't used after initializing point positions
delete dataTex;
THREE.FBO = function(w, simMat) {
this.scene = new THREE.Scene();
this.camera = new THREE.OrthographicCamera(-w/2, w/2, w/2, -w/2, -1, 1);
this.scene.add(new THREE.Mesh(new THREE.PlaneGeometry(w, w), simMat));
};
// create a scene where we'll render the positional attributes
var fbo = new THREE.FBO(w, simMaterial);
// create render targets a + b to which the simulation will be rendered
var renderTargetA = new THREE.WebGLRenderTarget(w, h, {
wrapS: THREE.RepeatWrapping,
wrapT: THREE.RepeatWrapping,
minFilter: THREE.NearestFilter,
magFilter: THREE.NearestFilter,
format: THREE.RGBFormat,
type: THREE.FloatType,
stencilBuffer: false,
});
// a second render target lets us store input + output positional states
renderTargetB = renderTargetA.clone();
// render the positions to the render targets
renderer.render(fbo.scene, fbo.camera, renderTargetA, false);
renderer.render(fbo.scene, fbo.camera, renderTargetB, false);
// store the uv attrs; each is x,y and identifies a given point's
// position data within the positional texture; must be scaled 0:1!
var geo = new THREE.BufferGeometry(),
arr = new Float32Array(w*h*3);
for (var i=0; i<arr.length; i++) {
arr[i++] = (i%w)/w;
arr[i++] = Math.floor(i/w)/h;
arr[i++] = 0;
}
geo.addAttribute('position', new THREE.BufferAttribute(arr, 3, true))
// create material the user sees
var material = new THREE.RawShaderMaterial({
uniforms: {
posMap: { type: 't', value: null }, // `posMap` is set each render
},
vertexShader: document.querySelector('#ui-vert').textContent,
fragmentShader: document.querySelector('#ui-frag').textContent,
transparent: true,
});
// add the points the user sees to the scene
var mesh = new THREE.Points(geo, material);
scene.add(mesh);
function render() {
// at the start of the render block, A is one frame behind B
var oldA = renderTargetA; // store A, the penultimate state
renderTargetA = renderTargetB; // advance A to the updated state
renderTargetB = oldA; // set B to the penultimate state
// pass the updated positional values to the simulation
simMaterial.uniforms.posTex.value = renderTargetA.texture;
// run a frame and store the new positional values in renderTargetB
renderer.render(fbo.scene, fbo.camera, renderTargetB, false);
// pass the new positional values to the scene users see
material.uniforms.posMap.value = renderTargetB.texture;
// render the scene users see as normal
renderer.render(scene, camera);
controls.update();
requestAnimationFrame(render);
};
render();
html, body { width: 100%; height: 100%; background: #000; }
body { margin: 0; overflow: hidden; }
canvas { width: 100%; height: 100%; }
<script src="https://cdnjs.cloudflare.com/ajax/libs/three.js/101/three.min.js"></script>
<script src="https://threejs.org/examples/js/controls/TrackballControls.js"></script>
<!-- The simulation shaders update positional attributes -->
<script id='sim-vs' type='x-shader/x-vert'>
precision mediump float;
uniform mat4 projectionMatrix;
uniform mat4 modelViewMatrix;
attribute vec2 uv; // x,y offsets of each point in texture
attribute vec3 position;
varying vec2 vUv;
void main() {
vUv = vec2(uv.x, 1.0 - uv.y);
gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);
}
</script>
<script id='sim-fs' type='x-shader/x-frag'>
precision mediump float;
uniform sampler2D posTex;
varying vec2 vUv;
void main() {
// read the supplied x,y,z vert positions
vec3 pos = texture2D(posTex, vUv).xyz;
// update the positional attributes here!
pos.x += cos(pos.y) / 100.0;
pos.y += tan(pos.x) / 100.0;
// render the new positional attributes
gl_FragColor = vec4(pos, 1.0);
}
</script>
<!-- The ui shaders render what the user sees -->
<script id='ui-vert' type='x-shader/x-vert'>
precision mediump float;
uniform sampler2D posMap; // contains positional data read from sim-fs
uniform mat4 projectionMatrix;
uniform mat4 modelViewMatrix;
attribute vec2 position;
void main() {
// read this particle's position, which is stored as a pixel color
vec3 pos = texture2D(posMap, position.xy).xyz;
// project this particle
vec4 mvPosition = modelViewMatrix * vec4(pos, 1.0);
gl_Position = projectionMatrix * mvPosition;
// set the size of each particle
gl_PointSize = 0.3 / -mvPosition.z;
}
</script>
<script id='ui-frag' type='x-shader/x-frag'>
precision mediump float;
void main() {
gl_FragColor = vec4(0.0, 0.5, 1.5, 1.0);
}
</script>