Three 之 three.js (webgl)着色器材质的一些内置变量的简单说明(gl_PointSize/gl_Position/gl_PointCoord/gl_FragCoord...)

Three 之 three.js (webgl)着色器材质的一些内置变量的简单说明(gl_PointSize/gl_Position/gl_PointCoord/gl_FragCoord...)

目录

Three 之 three.js (webgl)着色器材质的一些内置变量的简单说明(gl_PointSize/gl_Position/gl_PointCoord/gl_FragCoord...)

一、简单介绍

二、three.js 着色器的五个内置变量定义解释

三、three.js 着色器的五个内置变量简单使用解释

1. gl_PointSize

2. gl_Position

3. gl_FragColor

4. gl_FragCoord

5. gl_PointCoord

四、内置变量简单练习案例


一、简单介绍

       Three js 开发的一些知识整理,方便后期遇到类似的问题,能够及时查阅使用。

本节介绍, three 开发网页 3D 场景,three.js (webgl)着色器材质的一些内置变量的简单说明,如果有不足之处,欢迎指出,或者你有更好的方法,欢迎留言。

二、three.js 着色器的五个内置变量定义解释

  • gl_PointSize:在点渲染模式中,控制方形点区域渲染像素大小(注意这里是像素大小,而不是three.js单位,因此在移动相机是,所看到该点在屏幕中的大小不变)
  • gl_Position:控制顶点选完的位置
  • gl_FragColor:片元的RGB颜色值
  • gl_FragCoord:片元的坐标,同样是以像素为单位
  • gl_PointCoord:在点渲染模式中,对应方形像素坐标

他们或者单个出现在着色器中,或者组团出现在着色器中,是着色器的灵魂

三、three.js 着色器的五个内置变量简单使用解释

1. gl_PointSize

gl_PointSize内置变量是一个float类型,在点渲染模式中,顶点由于是一个点,理论上我们并无法看到,所以他是以一个正对着相机的正方形面表现的。使用内置变量gl_PointSize主要是用来设置顶点渲染出来的正方形面的相素大小(默认值是0)。

void main() {
  gl_PointSize = 10.0;
}

2. gl_Position

gl_Position内置变量是一个vec4类型,它表示最终传入片元着色器片元化要使用的顶点位置坐标。vec4(x,y,z,1.0),前三个参数表示顶点的xyz坐标值,第四个参数是浮点数1.0。

void main() {
    gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
}

3. gl_FragColor

gl_FragColor内置变量是vec4类型,主要用来设置片元像素的颜色,它的前三个参数表示片元像素颜色值RGB,第四个参数是片元像素透明度A,1.0表示不透明,0.0表示完全透明。

void main() {
    gl_FragColor = vec4(1.0,0.0,0.0,1.0);
}

4. gl_FragCoord

gl_FragCoord内置变量是vec2类型,它表示WebGL在canvas画布上渲染的所有片元或者说像素的坐标,坐标原点是canvas画布的左上角,x轴水平向右,y竖直向下,gl_FragCoord坐标的单位是像素,gl_FragCoord的值是vec2(x,y),通过gl_FragCoord.x、gl_FragCoord.y方式可以分别访问片元坐标的纵横坐标。这里借了一张图

代码例子,这里以600像素为分界,x值小于600像素的部分,材质被渲染成红色,大于的部分为黄色。

fragmentShader: `
    void main() {
        if(gl_FragCoord.x < 600.0) {
            gl_FragColor = vec4(1.0,0.0,0.0,1.0);
        } else {
            gl_FragColor = vec4(1.0,1.0,0.0,1.0);
        }
    }
`

 

5. gl_PointCoord

gl_PointCoord内置变量也是vec2类型,同样表示像素的坐标,但是与gl_FragCoord不同的是,gl_FragCoord是按照整个canvas算的x值从[0,宽度],y值是从[0,高度]。而gl_PointCoord是在点渲染模式中生效的,而它的范围是对应小正方形面,同样是左上角[0,0]到右下角[1,1]。

四、内置变量简单练习案例

五个内置变量大致的解释,下面使用一个小案例来试用一下除了 gl_FragCoord 的其他四个的练习

var planeGeom = new THREE.PlaneGeometry(1000, 1000, 100, 100);
uniforms = {
    time: {
        value: 0
    }
}
var planeMate = new THREE.ShaderMaterial({
    transparent: true,
    side: THREE.DoubleSide,
    uniforms: uniforms,
    vertexShader: `
                uniform float time;
        void main() {
            float y = sin(position.x / 50.0 + time) * 10.0 + sin(position.y / 50.0 + time) * 10.0;
            vec3 newPosition = vec3(position.x, position.y, y * 2.0 );
            gl_PointSize = (y + 20.0) / 4.0;
            gl_Position = projectionMatrix * modelViewMatrix * vec4( newPosition, 1.0 );
        }
    `,
    fragmentShader: `
        void main() {
            float r = distance(gl_PointCoord, vec2(0.5, 0.5));
            if(r < 0.5) {
                gl_FragColor = vec4(0.0,1.0,1.0,1.0);
            }
        }
    `
})
var planeMesh = new THREE.Points(planeGeom, planeMate);
planeMesh.rotation.x = - Math.PI / 2;
scene.add(planeMesh);

其他 粒子波浪实现参考(three js  官网案例):

<!DOCTYPE html>
<html lang="en">
	<head>
		<title>three.js webgl - particles - waves</title>
		<meta charset="utf-8">
		<meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0">
		<link type="text/css" rel="stylesheet" href="main.css">
	</head>
	<body>

		<div id="info">
			<a href="https://threejs.org" target="_blank" rel="noopener">three.js</a> - webgl particles waves example
		</div>

		<script type="x-shader/x-vertex" id="vertexshader">

			attribute float scale;

			void main() {

				vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );

				gl_PointSize = scale * ( 300.0 / - mvPosition.z );

				gl_Position = projectionMatrix * mvPosition;

			}

		</script>

		<script type="x-shader/x-fragment" id="fragmentshader">

			uniform vec3 color;

			void main() {

				if ( length( gl_PointCoord - vec2( 0.5, 0.5 ) ) > 0.475 ) discard;

				gl_FragColor = vec4( color, 1.0 );

			}

		</script>

		<!-- Import maps polyfill -->
		<!-- Remove this when import maps will be widely supported -->
		<script async src="https://unpkg.com/[email protected]/dist/es-module-shims.js"></script>

		<script type="importmap">
			{
				"imports": {
					"three": "../build/three.module.js"
				}
			}
		</script>

		<script type="module">

			import * as THREE from 'three';

			import Stats from './jsm/libs/stats.module.js';

			const SEPARATION = 100, AMOUNTX = 50, AMOUNTY = 50;

			let container, stats;
			let camera, scene, renderer;

			let particles, count = 0;

			let mouseX = 0, mouseY = 0;

			let windowHalfX = window.innerWidth / 2;
			let windowHalfY = window.innerHeight / 2;

			init();
			animate();

			function init() {

				container = document.createElement( 'div' );
				document.body.appendChild( container );

				camera = new THREE.PerspectiveCamera( 75, window.innerWidth / window.innerHeight, 1, 10000 );
				camera.position.z = 1000;

				scene = new THREE.Scene();

				//

				const numParticles = AMOUNTX * AMOUNTY;

				const positions = new Float32Array( numParticles * 3 );
				const scales = new Float32Array( numParticles );

				let i = 0, j = 0;

				for ( let ix = 0; ix < AMOUNTX; ix ++ ) {

					for ( let iy = 0; iy < AMOUNTY; iy ++ ) {

						positions[ i ] = ix * SEPARATION - ( ( AMOUNTX * SEPARATION ) / 2 ); // x
						positions[ i + 1 ] = 0; // y
						positions[ i + 2 ] = iy * SEPARATION - ( ( AMOUNTY * SEPARATION ) / 2 ); // z

						scales[ j ] = 1;

						i += 3;
						j ++;

					}

				}

				const geometry = new THREE.BufferGeometry();
				geometry.setAttribute( 'position', new THREE.BufferAttribute( positions, 3 ) );
				geometry.setAttribute( 'scale', new THREE.BufferAttribute( scales, 1 ) );

				const material = new THREE.ShaderMaterial( {

					uniforms: {
						color: { value: new THREE.Color( 0xffffff ) },
					},
					vertexShader: document.getElementById( 'vertexshader' ).textContent,
					fragmentShader: document.getElementById( 'fragmentshader' ).textContent

				} );

				//

				particles = new THREE.Points( geometry, material );
				scene.add( particles );

				//

				renderer = new THREE.WebGLRenderer( { antialias: true } );
				renderer.setPixelRatio( window.devicePixelRatio );
				renderer.setSize( window.innerWidth, window.innerHeight );
				container.appendChild( renderer.domElement );

				stats = new Stats();
				container.appendChild( stats.dom );

				container.style.touchAction = 'none';
				container.addEventListener( 'pointermove', onPointerMove );

				//

				window.addEventListener( 'resize', onWindowResize );

			}

			function onWindowResize() {

				windowHalfX = window.innerWidth / 2;
				windowHalfY = window.innerHeight / 2;

				camera.aspect = window.innerWidth / window.innerHeight;
				camera.updateProjectionMatrix();

				renderer.setSize( window.innerWidth, window.innerHeight );

			}

			//

			function onPointerMove( event ) {

				if ( event.isPrimary === false ) return;

				mouseX = event.clientX - windowHalfX;
				mouseY = event.clientY - windowHalfY;

			}

			//

			function animate() {

				requestAnimationFrame( animate );

				render();
				stats.update();

			}

			function render() {

				camera.position.x += ( mouseX - camera.position.x ) * .05;
				camera.position.y += ( - mouseY - camera.position.y ) * .05;
				camera.lookAt( scene.position );

				const positions = particles.geometry.attributes.position.array;
				const scales = particles.geometry.attributes.scale.array;

				let i = 0, j = 0;

				for ( let ix = 0; ix < AMOUNTX; ix ++ ) {

					for ( let iy = 0; iy < AMOUNTY; iy ++ ) {

						positions[ i + 1 ] = ( Math.sin( ( ix + count ) * 0.3 ) * 50 ) +
										( Math.sin( ( iy + count ) * 0.5 ) * 50 );

						scales[ j ] = ( Math.sin( ( ix + count ) * 0.3 ) + 1 ) * 20 +
										( Math.sin( ( iy + count ) * 0.5 ) + 1 ) * 20;

						i += 3;
						j ++;

					}

				}

				particles.geometry.attributes.position.needsUpdate = true;
				particles.geometry.attributes.scale.needsUpdate = true;

				renderer.render( scene, camera );

				count += 0.1;

			}

		</script>
	</body>
</html>

五、其他

参考文献:three.js 着色器材质内置变量 - 郭先生的博客 - 博客园

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转载自blog.csdn.net/u014361280/article/details/123909124
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