记录–用three.js渲染真实的下雨效果

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摘要

首先我们需要一些贴图素材贴图素材一般可以在3dtextures网站上找到,这里我找了2份,包含了墙的法线贴图和潮湿地面的法线、透明度、粗糙度贴图


这里给大家分享我在网上总结出来的一些知识,希望对大家有所帮助

记录--用three.js渲染真实的下雨效果

建模

首先我们需要一些贴图素材

贴图素材一般可以在3dtextures网站上找到,这里我找了2份,包含了墙的法线贴图和潮湿地面的法线、透明度、粗糙度贴图

通过kokomi.AssetManager将贴图素材一次性全部加载出来,将它们应用到Mesh上,加上基本的环境光照,即可完成最基本的建模

// 光照 const pointLight1 = new THREE.PointLight(config.color, 0.5, 17, 0.8); pointLight1.position.set(0, 2, 0); this.scene.add(pointLight1); ...  // 网格 const aspTex = am.items["asphalt-normal"]; aspTex.rotation = THREE.MathUtils.degToRad(90); aspTex.wrapS = aspTex.wrapT = THREE.RepeatWrapping; aspTex.repeat.set(5, 8);  const wallMat = new THREE.MeshPhongMaterial({   color: new THREE.Color("#111111"),   normalMap: aspTex,   normalScale: new THREE.Vector2(0.5, 0.5),   shininess: 200, });  const wall = new THREE.Mesh(new THREE.BoxGeometry(25, 20, 0.5), wallMat); this.scene.add(wall); wall.position.y = 10; wall.position.z = -10.3; ...  // 文字 const t3d = new kokomi.Text3D(this, config.text, font, {   size: 3,   height: 0.2,   curveSegments: 120,   bevelEnabled: false, }); t3d.mesh.geometry.center();  const tm = new THREE.Mesh(   t3d.mesh.geometry,   new THREE.MeshBasicMaterial({     color: config.color,   }) ); this.scene.add(tm); tm.position.y = 1.54;

记录--用three.js渲染真实的下雨效果

积水地面

地面上的积水能反射出周围的景色,因此我们将选用kokomi.Reflector来实现反射效果

const mirror = new kokomi.Reflector(new THREE.PlaneGeometry(25, 100)); mirror.position.z = -25; mirror.rotation.x = -Math.PI / 2;

记录--用three.js渲染真实的下雨效果

普通的反射器仅仅是一面镜子,因此我们要自定义反射器的Shader

涟漪效果

之前逛shadertoy时看到了一个很棒的涟漪特效,就直接拿来用了

// https://www.shadertoy.com/view/4djSRW float hash12(vec2 p){     vec3 p3=fract(vec3(p.xyx)*.1031);     p3+=dot(p3,p3.yzx+19.19);     return fract((p3.x+p3.y)*p3.z); }  vec2 hash22(vec2 p){     vec3 p3=fract(vec3(p.xyx)*vec3(.1031,.1030,.0973));     p3+=dot(p3,p3.yzx+19.19);     return fract((p3.xx+p3.yz)*p3.zy); }  // https://gist.github.com/companje/29408948f1e8be54dd5733a74ca49bb9 float map(float value,float min1,float max1,float min2,float max2){     return min2+(value-min1)*(max2-min2)/(max1-min1); }  vec2 rippleUv=75.*p*uTexScale;  vec2 p0=floor(rippleUv);  float rainStrength=map(uRainCount,0.,10000.,3.,.5); if(rainStrength==3.){     rainStrength=50.; }  vec2 circles=vec2(0.); for(int j=-MAX_RADIUS;j<=MAX_RADIUS;++j) {     for(int i=-MAX_RADIUS;i<=MAX_RADIUS;++i)     {         vec2 pi=p0+vec2(i,j);         #if DOUBLE_HASH         vec2 hsh=hash22(pi);         #else         vec2 hsh=pi;         #endif         vec2 p=pi+hash22(hsh);                  float t=fract(.8*iTime+hash12(hsh));         vec2 v=p-rippleUv;         float d=length(v)-(float(MAX_RADIUS)+1.)*t+(rainStrength*.1*t);                  float h=1e-3;         float d1=d-h;         float d2=d+h;         float p1=sin(31.*d1)*smoothstep(-.6,-.3,d1)*smoothstep(0.,-.3,d1);         float p2=sin(31.*d2)*smoothstep(-.6,-.3,d2)*smoothstep(0.,-.3,d2);         circles+=.5*normalize(v)*((p2-p1)/(2.*h)*(1.-t)*(1.-t));     } } circles/=float((MAX_RADIUS*2+1)*(MAX_RADIUS*2+1));  float intensity=.05*floorOpacity; vec3 n=vec3(circles,sqrt(1.-dot(circles,circles)));  vec2 rainUv=intensity*n.xy;

记录--用three.js渲染真实的下雨效果

与地面结合

光有涟漪效果也不够,要将它与地面的贴图相结合起来

这里采用了自定义mipmap技术,利用kokomi.PackedMipMapGenerator生成了多个贴图的mipmap

自定义mipmap除了能捆绑贴图外,还有个好处就是可以动态控制贴图的模糊程度

const mipmapper = new kokomi.PackedMipMapGenerator(); const mirrorFBO = mirror.getRenderTarget(); const mipmapFBO = new kokomi.FBO(this); mirror.material.uniforms.tDiffuse.value = mipmapFBO.rt.texture; this.update(() => {   mipmapper.update(mirrorFBO.texture, mipmapFBO.rt, this.renderer); });

vec2 p=vUv; vec2 texUv=p*uTexScale; texUv+=uTexOffset; float floorOpacity=texture(uOpacityTexture,texUv).r; vec3 floorNormal=texture(uNormalTexture,texUv).rgb*2.-1.; floorNormal=normalize(floorNormal); float roughness=texture(uRoughnessTexture,texUv).r;  vec2 finalUv=reflectionUv+floorNormal.xy*uDistortionAmount-rainUv;  float level=roughness*uBlurStrength;  vec3 col=packedTexture2DLOD(tDiffuse,finalUv,level,uMipmapTextureSize).rgb;

记录--用three.js渲染真实的下雨效果

下雨动画

生成雨滴

雨滴数量会很多,因此要用到THREE.InstancedMesh来生成实例化网格对象

const rain = new THREE.InstancedMesh(new THREE.PlaneGeometry(), rainMat, count); rain.instanceMatrix.needsUpdate = true;  const dummy = new THREE.Object3D();  for (let i = 0; i < rain.count; i++) {   dummy.position.set(     THREE.MathUtils.randFloat(-10, 10),     0,     THREE.MathUtils.randFloat(-20, 10)   );   dummy.scale.set(0.03, THREE.MathUtils.randFloat(0.3, 0.5), 0.03);   dummy.updateMatrix();   rain.setMatrixAt(i, dummy.matrix); } rain.rotation.set(-0.1, 0, 0.1); rain.position.set(0, 4, 4);

这里要注意一点:雨滴的方向是始终朝向用户的,为了达成这点就要用billboard方案来实现

vec3 billboard(vec3 v,mat4 view){     vec3 up=vec3(view[0][1],view[1][1],view[2][1]);     vec3 right=vec3(view[0][0],view[1][0],view[2][0]);     vec3 pos=right*v.x+up*v.y;     return pos; }  vec3 billboardPos=billboard(transformed,modelViewMatrix); transformed=billboardPos;

记录--用three.js渲染真实的下雨效果

下落动画

我们可以给雨滴赋予随机的高度和速度attribute,并在顶点着色器中让它动起来

const progressArr = []; const speedArr = [];  for (let i = 0; i < rain.count; i++) {   ...    progressArr.push(Math.random());   speedArr.push(dummy.scale.y * 10); }  rain.geometry.setAttribute(   "aProgress",   new THREE.InstancedBufferAttribute(new Float32Array(progressArr), 1) ); rain.geometry.setAttribute(   "aSpeed",   new THREE.InstancedBufferAttribute(new Float32Array(speedArr), 1) );

attribute float aProgress; attribute float aSpeed;  uniform float uSpeed; uniform float uHeightRange;  vec3 distort(vec3 p){     float y=mod(aProgress-iTime*aSpeed*.25*uSpeed,1.)*uHeightRange-(uHeightRange*.5);     p.y+=y;     return p; }  transformed=distort(transformed);

记录--用three.js渲染真实的下雨效果

反射效果

创建背景的离屏渲染FBO,将其作为反射的主要材质

const bgFBO = new kokomi.FBO(this, {   width: window.innerWidth * 0.1,   height: window.innerHeight * 0.1, }); rainMat.uniforms.uBgRt.value = bgFBO.rt.texture;  const fboCamera = this.camera.clone();  this.update(() => {   rain.visible = false;   this.renderer.setRenderTarget(bgFBO.rt);   this.renderer.render(this.scene, fboCamera);   this.renderer.setRenderTarget(null);   rain.visible = true; });

在顶点着色器中获取屏幕空间vScreenspace

// https://github.com/Samsy/glsl-screenspace vec2 screenspace(mat4 projectionmatrix,mat4 modelviewmatrix,vec3 position){     vec4 temp=projectionmatrix*modelviewmatrix*vec4(position,1.);     temp.xyz/=temp.w;     temp.xy=(.5)+(temp.xy)*.5;     return temp.xy; }  vScreenspace=screenspace(projectionMatrix,modelViewMatrix,transformed);

在片元着色器中采样反射材质

uniform sampler2D uNormalTexture; uniform sampler2D uBgRt; uniform float uRefraction; uniform float uBaseBrightness;  varying vec2 vScreenspace;  void main(){     vec2 p=vUv;          vec4 normalColor=texture(uNormalTexture,p);          if(normalColor.a<.5){         discard;     }          vec3 normal=normalize(normalColor.rgb);          vec2 bgUv=vScreenspace+normal.xy*uRefraction;     vec4 bgColor=texture(uBgRt,bgUv);          float brightness=uBaseBrightness*pow(normal.b,10.);          vec3 col=bgColor.rgb+vec3(brightness);      col=vec3(p,0.);          gl_FragColor=vec4(col,1.); }

这里有一点要注意:积水地面中要把雨滴的反射去掉,不然会看着很乱

rainFloor.mirror.ignoreObjects.push(rain);

记录--用three.js渲染真实的下雨效果

灯光闪烁

setInterval来间歇地设置文字和灯光材质的颜色即可

// flicker const turnOffLight = () => {   tm.material.color.copy(new THREE.Color("black"));   pointLight1.color.copy(new THREE.Color("black")); };  const turnOnLight = () => {   tm.material.color.copy(new THREE.Color(config.color));   pointLight1.color.copy(new THREE.Color(config.color)); };  let flickerTimer = null;  const flicker = () => {   flickerTimer = setInterval(async () => {     const rate = Math.random();     if (rate < 0.5) {       turnOffLight();       await kokomi.sleep(200 * Math.random());       turnOnLight();       await kokomi.sleep(200 * Math.random());       turnOffLight();       await kokomi.sleep(200 * Math.random());       turnOnLight();     }   }, 3000); };  flicker();

记录--用three.js渲染真实的下雨效果

后期处理

为了让文字灯光看上去更加明亮,可以用Bloom滤镜来照亮文字

由于后期处理中原先renderer的抗锯齿会失效,故用SMAA滤镜来实现抗锯齿

// postprocessing const composer = new POSTPROCESSING.EffectComposer(this.renderer); this.composer = composer;  composer.addPass(new POSTPROCESSING.RenderPass(this.scene, this.camera));  // bloom const bloom = new POSTPROCESSING.BloomEffect({   luminanceThreshold: 0.4,   luminanceSmoothing: 0,   mipmapBlur: true,   intensity: 2,   radius: 0.4, }); composer.addPass(new POSTPROCESSING.EffectPass(this.camera, bloom));  // antialiasing const smaa = new POSTPROCESSING.SMAAEffect(); composer.addPass(new POSTPROCESSING.EffectPass(this.camera, smaa));

记录--用three.js渲染真实的下雨效果

待优化

效果算是基本实现了,但也有很多待优化的点

  1. 添加现实中的雨声
  2. 实现更棒的相机交互
  3. 添加更多的物体

本文转载于:

https://juejin.cn/post/7200443454567137336

如果对您有所帮助,欢迎您点个关注,我会定时更新技术文档,大家一起讨论学习,一起进步。

 记录--用three.js渲染真实的下雨效果