three.js, WebGPU에서 지오메트리를 구성하는 좌표에 파티클 배치하기

위의 결과를 위해서 3가지 방식이 있습니다. 첫번째는 …
private setupModel() {
const knotGeometry = new THREE.TorusKnotGeometry(1, 0.3, 256, 64);
const positionAttribute = knotGeometry.attributes.position;
const count = positionAttribute.count;
const instancePositions = new Float32Array(count * 3);
for (let i = 0; i < count; i++) {
instancePositions[i * 3] = positionAttribute.getX(i);
instancePositions[i * 3 + 1] = positionAttribute.getY(i);
instancePositions[i * 3 + 2] = positionAttribute.getZ(i);
}
const spriteMaterial = new THREE.SpriteNodeMaterial({
transparent: true,
depthWrite: false,
blending: THREE.AdditiveBlending
});
const dist = uv().distance(vec2(0.5, 0.5));
const alphaNode = dist.smoothstep(0.5, 0.0);
spriteMaterial.colorNode = color(0xff0000);
spriteMaterial.opacityNode = alphaNode;
const instancePositionNode = instancedBufferAttribute(
new THREE.InstancedBufferAttribute(instancePositions, 3)
);
spriteMaterial.positionNode = instancePositionNode;
spriteMaterial.scaleNode = vec2(.05);
// const spriteGeometry = new THREE.PlaneGeometry(0.08, 0.08);
// const instancedSprites = new THREE.Mesh(spriteGeometry, spriteMaterial);
const instancedSprites = new THREE.Sprite(spriteMaterial); // 상기 코드와 동일
instancedSprites.count = count;
this.scene.add(instancedSprites);
}
두번째 방식은 ...
private setupModel() {
const knotGeometry = new THREE.TorusKnotGeometry(1, 0.3, 256, 64);
const positionAttribute = knotGeometry.attributes.position;
const count = positionAttribute.count; // 정점 개수
const spriteMaterial = new THREE.SpriteNodeMaterial({
transparent: true,
depthWrite: false,
blending: THREE.AdditiveBlending
});
const dist = uv().distance(vec2(0.5, 0.5));
const alphaNode = dist.smoothstep(0.5, 0.0);
spriteMaterial.colorNode = color(0xff0000);
spriteMaterial.opacityNode = alphaNode;
spriteMaterial.vertexNode = billboarding({
horizontal: true,
vertical: true,
horizontalRotation: false
});
const spriteGeometry = new THREE.PlaneGeometry(0.05, 0.05);
const instancedSprites = new THREE.InstancedMesh(spriteGeometry, spriteMaterial, count);
const dummy = new THREE.Object3D();
const vertex = new THREE.Vector3();
for (let i = 0; i < count; i++) {
vertex.fromBufferAttribute(positionAttribute, i);
dummy.position.copy(vertex);
dummy.updateMatrix();
instancedSprites.setMatrixAt(i, dummy.matrix);
}
instancedSprites.instanceMatrix.needsUpdate = true;
this.scene.add(instancedSprites);
}
세번째 방식은 다음과 같습니다.
private setupModel() {
const knotGeometry = new THREE.TorusKnotGeometry(1, 0.3, 256, 64);
const positionAttr = knotGeometry.attributes.position;
const count = positionAttr.count;
const positionArray = new Float32Array(count * 3);
for (let i = 0; i < count; i++) {
positionArray[i * 3] = positionAttr.getX(i);
positionArray[i * 3 + 1] = positionAttr.getY(i);
positionArray[i * 3 + 2] = positionAttr.getZ(i);
}
const positionStorageBuffer = new THREE.StorageBufferAttribute(positionArray, 3);
const positionStorageNode = storage(positionStorageBuffer, 'vec3', count);
const spriteMaterial = new THREE.SpriteNodeMaterial({
transparent: true,
depthWrite: false,
blending: THREE.AdditiveBlending
});
const dist = uv().distance(vec2(0.5, 0.5));
const alphaNode = dist.smoothstep(0.5, 0.0);
spriteMaterial.colorNode = color(0xff0000);
spriteMaterial.opacityNode = alphaNode;
spriteMaterial.positionNode = positionStorageNode.element(THREE.TSL.instanceIndex);
const spriteGeometry = new THREE.PlaneGeometry(0.08, 0.08);
const instancedSprites = new THREE.Mesh(spriteGeometry, spriteMaterial);
instancedSprites.count = count;
this.scene.add(instancedSprites);
}
DPI를 구하는 2가지 방식
한가지는 이미 알고 있던 사용해 왔던 방식입니다.
const DPR = window.devicePixelRatio; const DPI = DPR * 96;
두번째는 좀더 정확한 DPI를 얻는 방식이라고 합니다.
function getExactDPI() {
for (let dpi = 1; dpi < 600; dpi++) {
if (window.matchMedia(`(max-resolution: ${dpi}dpi)`).matches) {
return dpi;
}
}
return 96; // 기본값
}
어찌되었든 웹에서 DPI는 보안정책 상 정확한 값은 얻기 어렵다고 합니다.
three.js 라이브러리 최신 버전(개발 버전) 사용하기
package.json에 three.js에 대한 내용을 다음처럼 설정합니다.
...
"dependencies": {
"three": "github:mrdoob/three.js#dev"
}
...
쉐이더 코드 확인하기
const program = await renderer.debug.getShaderAsync(scene, camera, mesh)
console.log('**VERTEX SHADER CODE**\n\n', program.vertexShader)
console.log('**FRAGMENT SHADER CODE**\n\n', program.fragmentShader)
