我有一个问题,闪烁的THREE.Points取决于他们的UV坐标,如下面的代码中所示:http://codepen.io/anon/pen/qrdQeY?edit = 0010
codepen中的代码尽可能缩小(171行),但总结一下我在做什么:
这是代码:
/// FRAGMENT SHADER ===========================================================
const fragmentShader = `
precision highp float;
uniform sampler2D spritesheet;
// number of spritesheet subdivisions both vertically and horizontally
// e.g. for a 4x4 spritesheet this number is 4
uniform float spritesheetSubdivisions;
// vParams[i].x = sprite index
// vParams[i].z = sprite alpha
varying vec3 vParams;
/**
* Maps regular UV coordinates spanning the entire spritesheet
* to a specific sprite within the spritesheet based on the given index,
* which points into a spritesheel cell (depending on spritesheetSubdivisions
* and assuming that the spritesheet is regular and square).
*/
vec2 spriteIndexToUV(float idx, vec2 uv) {
float cols = spritesheetSubdivisions;
float rows = spritesheetSubdivisions;
float x = mod(idx, cols);
float y = floor(idx / cols);
return vec2(x / cols + uv.x / cols, 1.0 - (y / rows + (uv.y) / rows));
}
void main() {
vec2 uv = spriteIndexToUV(vParams.x, gl_PointCoord);
vec4 diffuse = texture2D(spritesheet, uv);
float alpha = diffuse.a * vParams.z;
if (alpha < 0.5) discard;
gl_FragColor = vec4(diffuse.xyz, alpha);
}
`
// VERTEX SHADER ==============================================================
const vertexShader = `
precision highp float;
uniform mat4 modelViewMatrix;
uniform mat4 projectionMatrix;
uniform float size;
uniform float scale;
attribute vec3 position;
attribute vec3 params; // x = sprite index, y = unused, z = sprite alpha
attribute vec3 color;
varying vec3 vParams;
void main() {
vParams = params;
vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );
gl_Position = projectionMatrix * mvPosition;
gl_PointSize = size * ( scale / - mvPosition.z );
}
`
// THREEJS CODE ===============================================================
const scene = new THREE.Scene();
const camera = new THREE.PerspectiveCamera(75, window.innerWidth / window.innerHeight, 0.1, 1000);
const renderer = new THREE.WebGLRenderer({canvas: document.querySelector("#mycanvas")});
renderer.setSize(window.innerWidth, window.innerHeight);
renderer.setClearColor(0xf0f0f0)
const pointGeometry = new THREE.BufferGeometry()
pointGeometry.addAttribute("position", new THREE.BufferAttribute(new Float32Array([
-1.5, -1.5, 0,
-0.5, -1.5, 0,
0.5, -1.5, 0,
1.5, -1.5, 0,
-1.5, -0.5, 0,
-0.5, -0.5, 0,
0.5, -0.5, 0,
1.5, -0.5, 0,
-1.5, 0.5, 0,
-0.5, 0.5, 0,
0.5, 0.5, 0,
1.5, 0.5, 0,
-1.5, 1.5, 0,
-0.5, 1.5, 0,
0.5, 1.5, 0,
1.5, 1.5, 0,
]), 3))
pointGeometry.addAttribute("params", new THREE.BufferAttribute(new Float32Array([
0, 0, 1, // sprite index 0 (row 0, column 0)
1, 0, 1, // sprite index 1 (row 0, column 1)
2, 0, 1, // sprite index 2 (row 0, column 2)
3, 0, 1, // sprite index 3 (row 0, column 4)
4, 0, 1, // sprite index 4 (row 1, column 0)
5, 0, 1, // sprite index 5 (row 1, column 1)
6, 0, 1, // ...
7, 0, 1,
8, 0, 1,
9, 0, 1,
10, 0, 1,
11, 0, 1,
12, 0, 1,
13, 0, 1,
14, 0, 1,
15, 0, 1
]), 3))
const img = document.querySelector("img")
const texture = new THREE.TextureLoader().load(img.src);
const pointMaterial = new THREE.RawShaderMaterial({
transparent: true,
vertexShader: vertexShader,
fragmentShader: fragmentShader,
uniforms: {
spritesheet: {
type: "t",
value: texture
},
spritesheetSubdivisions: {
type: "f",
value: 4
},
size: {
type: "f",
value: 1
},
scale: {
type: "f",
value: window.innerHeight / 2
}
}
})
const points = new THREE.Points(pointGeometry, pointMaterial)
scene.add(points)
const render = function (timestamp) {
requestAnimationFrame(render);
camera.position.z = 5 + Math.sin(timestamp / 1000.0)
renderer.render(scene, camera);
};
render();
// resize viewport
window.addEventListener( 'resize', onWindowResize, false );
function onWindowResize(){
camera.aspect = window.innerWidth / window.innerHeight;
camera.updateProjectionMatrix();
renderer.setSize( window.innerWidth, window.innerHeight );
}
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如果你有一张Nvidia卡,当相机沿着Z轴来回移动时,你会看到三个精灵闪烁.在集成的英特尔图形芯片上,问题不会发生.
我不知道如何解决这个问题.受影响的紫外线坐标似乎是随机的.我会感激任何指针.
spriteIndexToUV() 函数中的 mod()/floor() 计算在某些星座中会导致问题(当 spriteindex 是 spritesheetSubdivisions 的倍数时)。
我可以通过用小 epsilon 调整 cols 变量来修复它:
vec2 spriteIndexToUV(float idx, vec2 uv)
{
float cols = spritesheetSubdivisions - 1e-6; // subtract epsilon
float rows = spritesheetSubdivisions;
float x = mod(idx, cols);
float y = floor(idx / cols);
return vec2(x / cols + uv.x / cols, 1.0 - (y / rows + (uv.y) / rows));
}
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PS:codepen 的东西真的很酷,不知道它的存在:-)
编辑:这样写可能会更好/更清楚:
float cols = spritesheetSubdivisions;
float rows = spritesheetSubdivisions;
float y = floor ((idx+0.5) / cols);
float x = idx - cols * y;
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这样,我们就可以完全清除地板操作中的任何关键情况——此外,我们还可以摆脱 mod() 调用。
至于为什么floor (idx/4)有时会产生 0 而不是 1,而实际上idx 应该是4.0,我只能推测varying vec3 vParams当它从顶点着色器到片段着色器阶段时进行了一些插值,从而导致片段着色器看到例如 3.999999 而不是 4.0。