项目github地址:https://github.com/ecojust/flyline
前面写过一个飞线(基于THREE.Line进行的颜色变化),只是简单地将可视区片元颜色的alpha通道值设为1.0,不在可视区的设为0.0。效果是这样的:
做得很粗糙,而且因为线是没有粗细的,所以效果也不是很理想,后来用pointSize实现线条粗细变化,以及可视区线条颜色的处理,线段头尾点平滑处理等等,所以,改良后的效果如下:
后续又优化了一下代码,用于测试性能(400根线FPS60):
然后不断增加飞线的数量到4000根,FPS依旧能保持在40:
显卡相当于N卡1050的水平,但要比1050差一点。
其实废话了这么多,下面直接上核心代码吧:
//创建ShaderMaterial纹理的函数 function createMaterial(vertexShader, fragmentShader) { var vertShader = document.getElementById(vertexShader).innerHTML; //获取顶点着色器的代码 var fragShader = document.getElementById(fragmentShader).innerHTML; //获取片元着色器的代码 //配置着色器里面的attribute变量的值 var attributes = {}; //配置着色器里面的uniform变量的值 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); }
贝塞尔曲线上取点,这里简单地根据x轴的长度来决定取点的数量。
<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、利用贝塞尔曲线绘制飞线轨迹,并取点(取点数量暂时简单地根据x轴的跨度来算),利用 three.PointCloud 这个类将取得的顶点传给顶点着色器;
2、在顶点着色器中,对于在可视区内的点(position.x值在time和time+size之间)的pointSize进行从左到右依次增大,实现飞线右边粗左边细;
3、在片元着色器中,如果顶点不在可视区那么就discard(不绘制),在可视区内的点从左到右颜色渐变(后期可以通过外部传入的颜色进行渐变处理);
4、在片元着色器中,对于可视区头尾附近的点,进行平滑处理(同理于绘制圆点);
5、随机生成一定范围内的轨迹起始点的x坐标值来生成飞线,for循环来添加n条飞线。
再来一张飞线的近照:
2019.07.26更新
此次添加了自定义飞线渐变色的功能,效果如下,具体代码参照github