我有一个由 1000 个球体实例组成的简单模型。我正在尝试使用实例化来减少绘图调用的数量。但是,我无法更改单个子几何图形的透明度/不透明度。
我已经尝试过以下事情:
我可以使用改变每个球体的透明度
material.fragmentShader = "varying vec3 vColor;void main() { gl_FragColor = vec4( vColor, 0.2 );}";
但是,这会将每个球体的不透明度更改为 0.2。
html文件是这样的:
<!DOCTYPE html>
<html>
<head>
<meta charset="utf-8">
<title>A-Frame Instancing component</title>
<meta name="description" content="A-Frame Instancing component">
<script>
/*
var WebVRConfig = {
FORCE_ENABLE_VR: true,
BUFFER_SCALE: 1.0
};
*/
</script>
<script src="https://cdn.rawgit.com/aframevr/aframe/v0.4.0/dist/aframe-master.min.js"></script>
<script src="https://cdn.rawgit.com/donmccurdy/aframe-extras/v3.2.0/dist/aframe-extras.min.js"></script>
<script type="text/javascript" src="build/aframe-instancing.js"></script>
</head>
<body>
<a-scene stats>
<a-assets>
<img id="sky" src="https://cdn.rawgit.com/aframevr/aframe/master/examples/primitives/models/peach-gradient.jpg">
</a-assets>
<a-entity instancing="count:100"></a-entity>
<a-sky src="#sky"></a-sky>
<a-entity light="type:directional;color:#FFFFFF" position="-1 1 1"></a-entity>
</a-scene>
</body>
</html>
实现实例化的功能:
AFRAME.registerComponent('instancing', {
schema: {
count: {type: 'int', default: 10000}
},
var geometry = new THREE.InstancedBufferGeometry();
geometry.copy(new THREE.SphereBufferGeometry(5.0));
var translateArray = new Float32Array(count*3);
var vectorArray = new Float32Array(count*3);
var colorArray = new Float32Array(count*3);
geometry.addAttribute('translate', new THREE.InstancedBufferAttribute(translateArray, 3, 1));
geometry.addAttribute('vector', new THREE.InstancedBufferAttribute(vectorArray, 3, 1));
geometry.addAttribute('color', new THREE.InstancedBufferAttribute(colorArray, 3, 1));
var material = new THREE.ShaderMaterial({
uniforms: {
time: {value: 0}
},
vertexShader: [
'attribute vec3 translate;',
'attribute vec3 vector;',
'attribute vec3 color;',
'uniform float time;',
'varying vec3 vColor;',
'const float g = 9.8 * 1.5;',
'void main() {',
' vec3 offset;',
' offset.xz = vector.xz * time;',
' offset.y = vector.y * time - 0.5 * g * time * time;',
' gl_Position = projectionMatrix * modelViewMatrix * vec4( position + translate + offset, 1.0 );',
' vColor = color;',
'}'
].join('\n'),
fragmentShader: [
'varying vec3 vColor;',
'void main() {',
' gl_FragColor = vec4( vColor, 1 );',
'}'
].join('\n')
});
var mesh = new THREE.Mesh(geometry, material);
this.model = mesh;
el.setObject3D('mesh', mesh);
el.emit('model-loaded', {format:'mesh', model: mesh});
//try to change opacity here
material.fragmentShader = "varying vec3 vColor;void main() { gl_FragColor = vec4( vColor, 0.2 );}";
material.transparent = true;
//use the new opacity
var mesh1 = new THREE.Mesh(geometry1, material);
this.mesh = mesh1;
el.setObject3D('mesh', mesh1);
el.emit('model-loaded', {format:'mesh', model: mesh1});
}
});
}
]);
谁能告诉我,如何只改变一个球体的不透明度?先感谢您!
另外,假设我正在尝试复制多个盒子。其中之一如下:
<a-box position="19.0 1.5 23.0"
width="32.0"
height="1.0"
depth="40.0"
color="#969696"
shader="flat"
flat-shading="true">
</a-box>
我将填写 translateArray 和 vectorArray 的值是多少?提前非常感谢!