如何为三个 js 实例对象设置颜色?

How do I set colors for three js instanced objects?

我有一个框架组件,它利用三个 js 实例有效地渲染大量球体。根据 https://github.com/mrdoob/three.js/blob/master/examples/webgl_instancing_scatter.html 等三个 js 库中的示例,我应该能够分别为每个实例化渲染设置颜色。我以为我已经按照这个例子做了,但是我的实例颜色没有生效。

AFRAME.registerComponent('spheres', {
    schema: {
        count: {type: 'number'},
        radius: {type: 'number'},
        scale: {type: 'number'},
        colors: {type: 'array'},
        positions: {type: 'array'}
    },
    init: function() {
        const {count, radius, scale, colors, positions} = this.data;  

        const material = new THREE.MeshNormalMaterial();

        const geometry = new THREE.SphereBufferGeometry( radius, 3, 2 );
        const instancedGeometry = new THREE.InstancedBufferGeometry().copy(geometry); 
        var instanceColors = [];

        for ( var i = 0; i < count; i ++ ) {

            instanceColors.push( Math.random() );
            instanceColors.push( Math.random() );
            instanceColors.push( Math.random() );

        }
        instancedGeometry.setAttribute("instanceColor", new THREE.InstancedBufferAttribute( new Float32Array( instanceColors ), 3 ))

        instancedGeometry.computeVertexNormals();

        material.vertexColors = true;

        const matrix = new THREE.Matrix4();
        const mesh = new THREE.InstancedMesh( instancedGeometry, material, count );

        for ( var i = 0; i < count; i ++ ) {

            this.setMatrix(positions[i], scale)( matrix );
            mesh.setMatrixAt( i, matrix );

        }

        this.el.object3D.add( mesh );
    },

我做错了什么?

您是否尝试使用与示例中相同的实际属性 'color'(即

blossomGeometry.setAttribute( 'color', new THREE.InstancedBufferAttribute( color, 3 ) );

因为我觉得属性的名字是'color'.

很重要

根据@prisoner849 示例,它可以与以下内容一起使用。我不得不使用 MeshPhongMaterial 而不是 MeshNormalMaterial。不太清楚为什么。也不确定为什么我需要对颜色使用 InstancedBufferAttribute 和 BufferAttribute。也许 @prisoner849 可以跟进细节。这个解决方案有点难看,希望三个能尽快提供一种更简洁的方法来调整实例化颜色,或者也许已经有更好的方法,我只是不知道

AFRAME.registerComponent('spheres', {
    schema: {
        count: {type: 'number'},
        radius: {type: 'number'},
        scale: {type: 'number'},
        colors: {type: 'array'},
        positions: {type: 'array'}
    },
    init: function() {
        const {count, radius, scale, colors, positions} = this.data;  

        var geometry = new THREE.SphereBufferGeometry(radius);
        var material = new THREE.MeshPhongMaterial({ flatShading: true });
        var colorParsChunk = [
            'attribute vec3 instanceColor;',
            'varying vec3 vInstanceColor;',
            '#include <common>'
        ].join( '\n' );

        var instanceColorChunk = [
            '#include <begin_vertex>',
            '\tvInstanceColor = instanceColor;'
        ].join( '\n' );

        var fragmentParsChunk = [
            'varying vec3 vInstanceColor;',
            '#include <common>'
        ].join( '\n' );

        var colorChunk = [
            'vec4 diffuseColor = vec4( diffuse * vInstanceColor, opacity );'
        ].join( '\n' );

        material.onBeforeCompile = function ( shader ) {

            shader.vertexShader = shader.vertexShader
                .replace( '#include <common>', colorParsChunk )
                .replace( '#include <begin_vertex>', instanceColorChunk );

            shader.fragmentShader = shader.fragmentShader
                .replace( '#include <common>', fragmentParsChunk )
                .replace( 'vec4 diffuseColor = vec4( diffuse, opacity );', colorChunk );

        };

        var instanceColors = [];

        for ( var i = 0; i < count; i ++ ) {

            instanceColors.push( Math.random() );
            instanceColors.push( Math.random() );
            instanceColors.push( Math.random() );

        }

        const matrix = new THREE.Matrix4();
        const mesh = new THREE.InstancedMesh( geometry, material, count );

        var instanceColorsBase = new Float32Array(instanceColors.length);
        instanceColorsBase.set(instanceColors);
        geometry.setAttribute( 'instanceColor', new THREE.InstancedBufferAttribute( new Float32Array( instanceColors ), 3 ) );
        geometry.setAttribute( 'instanceColorBase', new THREE.BufferAttribute(new Float32Array( instanceColorsBase ), 3 ) );

        for ( var i = 0; i < count; i ++ ) {

            this.setMatrix(positions[i], scale)( matrix );
            mesh.setMatrixAt( i, matrix );

        }

        this.el.object3D.add( mesh );
    },
    setMatrix: function( pos, scaler ) {

        var position = new THREE.Vector3();
        var rotation = new THREE.Euler();
        var quaternion = new THREE.Quaternion();
        var scale = new THREE.Vector3();

        return function ( matrix ) {

            position.x = pos[0];
            position.y = pos[1];
            position.z = pos[2];

            rotation.x = 0;
            rotation.y = 0;
            rotation.z = 0;

            quaternion.setFromEuler( rotation );

            scale.x = scale.y = scale.z = scaler;

            matrix.compose( position, quaternion, scale );

        };

    }
});