所以。
经过一些小的研究和工作,我认为THREE.ShaderMaterial 是完成这个小任务的最佳选择。感谢/extras/renderers/plugins/SpritePlugin,我意识到如何使用顶点着色器来形成和定位精灵。我还有一些问题,但我找到了一个很好的解决方案。
为了完成我的任务,首先我创建了一个简单的平面几何:
var geometry = new THREE.PlaneGeometry( 1, 1 );
并与ShaderMaterial 一起使用它:
uniforms = {
cur_time: {type:"f", value:1.0},
beg_time:{type:"f", value:1.0},
scale:{type: "v3", value:new THREE.Vector3()}
};
var material = new THREE.ShaderMaterial( {
uniforms: uniforms,
vertexShader: document.getElementById( 'vertexShader' ).textContent,
fragmentShader: document.getElementById( 'fragmentShader' ).textContent,
transparent: true,
blending:THREE.AdditiveBlending // It looks like real blast with Additive blending!!!
} );
var mesh = new THREE.Mesh( geometry, material );
这是我的着色器:
顶点着色器:
varying vec2 vUv;
uniform vec3 scale;
void main() {
vUv = uv;
float rotation = 0.0;
vec3 alignedPosition = vec3(position.x * scale.x, position.y * scale.y, position.z*scale.z);
vec2 pos = alignedPosition.xy;
vec2 rotatedPosition;
rotatedPosition.x = cos( rotation ) * alignedPosition.x - sin( rotation ) * alignedPosition.y;
rotatedPosition.y = sin( rotation ) * alignedPosition.x + cos( rotation ) * alignedPosition.y;
vec4 finalPosition;
finalPosition = modelViewMatrix * vec4( 0.0, 0.0, 0.0, 1.0 );
finalPosition.xy += rotatedPosition;
finalPosition = projectionMatrix * finalPosition;
gl_Position = finalPosition;
}
我从原始 Sprite 插件源代码中获得了顶点着色器,并对其进行了轻微更改。
顺便说一句,将+= 更改为= 会使精灵屏幕粘滞。这件事浪费了我很多时间。
这是我的片段着色器:
uniform float cur_time;
uniform float beg_time;
varying vec2 vUv;
void main() {
float full_time = 5000.;
float time_left = cur_time - beg_time;
float expl_step0 = 0.;
float expl_step1 = 0.3;
float expl_max = 1.;
float as0 = 0.;
float as1 = 1.;
float as2 = 0.;
float time_perc = clamp( (time_left / full_time), 0., 1. ) ;
float alphap;
alphap = mix(as0,as1, smoothstep(expl_step0, expl_step1, time_perc));
alphap = mix(alphap,as2, smoothstep(expl_step1, expl_max, time_perc));
vec2 p = vUv;
vec2 c = vec2(0.5, 0.5);
float max_g = 1.;
float dist = length(p - c) * 2. ;
float step1 = 0.;
float step2 = 0.2;
float step3 = 0.3;
vec4 color;
float a0 = 1.;
float a1 = 1.;
float a2 = 0.7;
float a3 = 0.0;
vec4 c0 = vec4(1., 1., 1., a0 * alphap);
vec4 c1 = vec4(0.9, 0.9, 1., a1 * alphap);
vec4 c2 = vec4(0.7, 0.7, 1., a2 * alphap);
vec4 c3 = vec4(0., 0., 0., 0.);
color = mix(c0, c1, smoothstep(step1, step2, dist));
color = mix(color, c2, smoothstep(step2, step3, dist));
color = mix(color, c3, smoothstep(step3, max_g, dist));
gl_FragColor = color;
}
这里是如何制作多点渐变的示例,按时间设置动画。有很多需要优化的地方,还有一些想法可以让它变得更漂亮。
但这几乎是我想要的。