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webgl - 将夜灯添加到 WebGL/Three.js 地球

转载 作者:行者123 更新时间:2023-12-03 18:26:52 27 4
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我正在使用 Three.js 作为开发空间模拟器的框架,我正在尝试,但未能让夜灯正常工作。

模拟器可以在这里访问:

orbitingeden.com

可以在此处找到运行以下代码段的页面:

orbitingeden.com/orrery/soloearth.html

示例页面的代码在这里。我什至不知道从哪里开始。我尝试渲染两个相距几个单位的地球仪,一个更靠近太阳(白天版),一个更靠近太阳(白天版),另一个更远(夜间版),但有很多问题,其中最重要的是它们开始以奇怪的十二面体形式相互重叠方法。我从这个 orrery 中采用了 tDiffuse2 的想法,但无法让它工作。

<!doctype html>
<html lang="en">
<head>
<title>three.js webgl - earth</title>
<meta charset="utf-8">
<script src="three.js/Detector.js"></script>
<script src="three.js/Three.js"></script>
</head>
<body>
<script>
if ( ! Detector.webgl ) Detector.addGetWebGLMessage();

var radius = 6371;
var tilt = 0.41;
var rotationSpeed = 0.02;
var cloudsScale = 1.005;
var SCREEN_HEIGHT = window.innerHeight;
var SCREEN_WIDTH = window.innerWidth;
var container, camera, scene, renderer;
var meshPlanet, meshClouds, dirLight, ambientLight;
var clock = new THREE.Clock();

init();
animate();

function init() {
container = document.createElement( 'div' );
document.body.appendChild( container );

scene = new THREE.Scene();
scene.fog = new THREE.FogExp2( 0x000000, 0.00000025 );

camera = new THREE.PerspectiveCamera( 25, SCREEN_WIDTH / SCREEN_HEIGHT, 50, 1e7 );
camera.position.z = radius * 5;
scene.add( camera );

dirLight = new THREE.DirectionalLight( 0xffffff );
dirLight.position.set( -20, 0, 2 ).normalize();
scene.add( dirLight );

ambientLight = new THREE.AmbientLight( 0x000000 );
scene.add( ambientLight );

//initialize the earth
var planetTexture = THREE.ImageUtils.loadTexture( "textures/earth-day.jpg" ),
nightTexture = THREE.ImageUtils.loadTexture( "textures/earthNight.gif" ),
cloudsTexture = THREE.ImageUtils.loadTexture( "textures/clouds.gif" ),
normalTexture = THREE.ImageUtils.loadTexture( "textures/earth-map.jpg" ),
specularTexture = THREE.ImageUtils.loadTexture( "textures/earth-specular.jpg" );
var shader = THREE.ShaderUtils.lib[ "normal" ];
var uniforms = THREE.UniformsUtils.clone( shader.uniforms );
uniforms[ "tNormal" ].texture = normalTexture;
uniforms[ "uNormalScale" ].value = 0.85;
uniforms[ "tDiffuse" ].texture = planetTexture;
uniforms[ "tDiffuse2" ].texture = nightTexture;
uniforms[ "tSpecular" ].texture = specularTexture;
uniforms[ "enableAO" ].value = false;
uniforms[ "enableDiffuse" ].value = true;
uniforms[ "enableSpecular" ].value = true;
uniforms[ "uDiffuseColor" ].value.setHex( 0xffffff );
uniforms[ "uSpecularColor" ].value.setHex( 0x333333 );
uniforms[ "uAmbientColor" ].value.setHex( 0x000000 );
uniforms[ "uShininess" ].value = 15;
var parameters = {
fragmentShader: shader.fragmentShader,
vertexShader: shader.vertexShader,
uniforms: uniforms,
lights: true,
fog: true
};
var materialNormalMap = new THREE.ShaderMaterial( parameters );
geometry = new THREE.SphereGeometry( radius, 100, 50 );
geometry.computeTangents();
meshPlanet = new THREE.Mesh( geometry, materialNormalMap );
meshPlanet.rotation.y = 0;
meshPlanet.rotation.z = tilt;
scene.add( meshPlanet );

// clouds
var materialClouds = new THREE.MeshLambertMaterial( { color: 0xffffff, map: cloudsTexture, transparent: true } );
meshClouds = new THREE.Mesh( geometry, materialClouds );
meshClouds.scale.set( cloudsScale, cloudsScale, cloudsScale );
meshClouds.rotation.z = tilt;
scene.add( meshClouds );

renderer = new THREE.WebGLRenderer( { clearColor: 0x000000, clearAlpha: 1 } );
renderer.setSize( SCREEN_WIDTH, SCREEN_HEIGHT );
renderer.sortObjects = false;
renderer.autoClear = false;
container.appendChild( renderer.domElement );
};

function animate() {
requestAnimationFrame( animate );
render();
};

function render() {
// rotate the planet and clouds
var delta = clock.getDelta();
meshPlanet.rotation.y += rotationSpeed * delta;
meshClouds.rotation.y += 1.25 * rotationSpeed * delta;
//render the scene
renderer.clear();
renderer.render( scene, camera );
};
</script>
</body>
</html>

最佳答案

如果我理解你的问题......

我不知道three.js,但总的来说,我会通过让一个着色器通过白天和黑夜时间纹理然后在着色器中选择一个或另一个来做到这一点。例如

uniform sampler2D dayTexture;
uniform sampler2D nightTexture;
varying vec3 v_surfaceToLight; // assumes this gets passed in from vertex shader
varying vec4 v_normal; // assumes this gets passed in from vertex shader
varying vec2 v_texCoord; // assumes this gets passed in from vertex shader

void main () {
vec3 normal = normalize(v_normal);
vec3 surfaceToLight = normalize(v_surfaceToLight);
float angle = dot(normal, surfaceToLight);
vec4 dayColor = texture2D(dayTexture, v_texCoords);
vec4 nightColor = texture2D(nightTexture, v_texCoord);
vec4 color = angle < 0.0 ? dayColor : nightColor;

...

gl_FragColor = color * ...;
}

基本上,您进行照明计算,而不是将其用于照明,而是使用它来选择纹理。光照计算通常使用表面法线和来自表面的光(太阳)方向之间的点积。这为您提供了这些与向量之间的角度的余弦。余弦从 -1 到 1,所以如果值从 -1 到 0,则它背对太阳,如果它是 0 到 +1,则它面向太阳。

线
   vec4 color = angle < 0.0 ? dayColor : nightColor;

选择白天或黑夜。这将是一个严厉的截止。你可能会尝试一些更模糊的东西,比如
   // convert from -1 <-> +1 to 0 <-> +1
float lerp0To1 = angle * 0.5 + 0.5;

// mix between night and day
vec4 color = mix(nightColor, dayColor, lerp0to1);

这将使您在正对太阳的地方 100% 的白天和与太阳正对的地方 100% 的夜晚以及两者之间的混合。可能不是你想要的,但你可以对数字大发雷霆。例如
   // sharpen the mix
angle = clamp(angle * 10.0, -1.0, 1.0);

// convert from -1 <-> +1 to 0 <-> +1
float lerp0To1 = angle * 0.5 + 0.5;

// mix between night and day
vec4 color = mix(nightColor, dayColor, lerp0to1);

希望这是有道理的。

所以我花了一点时间编写一个 Three.js 示例,部分是为了学习 Three.js。样本在这里。

const vs = `
varying vec2 vUv;
varying vec3 vNormal;

void main() {
vUv = uv;
vec4 mvPosition = modelViewMatrix * vec4(position, 1.0);
vNormal = normalMatrix * normal;
gl_Position = projectionMatrix * mvPosition;
}
`;

const fs = `
uniform sampler2D dayTexture;
uniform sampler2D nightTexture;

uniform vec3 sunDirection;

varying vec2 vUv;
varying vec3 vNormal;

void main( void ) {
vec3 dayColor = texture2D( dayTexture, vUv ).rgb;
vec3 nightColor = texture2D( nightTexture, vUv ).rgb;

// compute cosine sun to normal so -1 is away from sun and +1 is toward sun.
float cosineAngleSunToNormal = dot(normalize(vNormal), sunDirection);

// sharpen the edge beween the transition
cosineAngleSunToNormal = clamp( cosineAngleSunToNormal * 10.0, -1.0, 1.0);

// convert to 0 to 1 for mixing
float mixAmount = cosineAngleSunToNormal * 0.5 + 0.5;

// Select day or night texture based on mix.
vec3 color = mix( nightColor, dayColor, mixAmount );

gl_FragColor = vec4( color, 1.0 );
}

`;

const scene = new THREE.Scene();
const camera = new THREE.PerspectiveCamera(40, 1, 1, 3000);
camera.position.z = 4;
scene.add( camera );

const directionalLight = new THREE.DirectionalLight( 0xaaff33, 0 );
directionalLight.position.set(-1, 1, 0.5).normalize();
scene.add( directionalLight );

const textureLoader = new THREE.TextureLoader();

const uniforms = {
sunDirection: {value: new THREE.Vector3(0,1,0) },
dayTexture: { value: textureLoader.load( "https://i.imgur.com/dfLCd19.jpg" ) },
nightTexture: { value: textureLoader.load( "https://i.imgur.com/MeKgLts.jpg" ) }
};

const material = new THREE.ShaderMaterial({
uniforms: uniforms,
vertexShader: vs,
fragmentShader: fs,
});

const mesh = new THREE.Mesh( new THREE.SphereGeometry( 0.75, 32, 16 ), material );
scene.add( mesh );

renderer = new THREE.WebGLRenderer();
document.body.appendChild(renderer.domElement);
resize(true);
requestAnimationFrame(render);

function resize(force) {
const canvas = renderer.domElement;
const width = canvas.clientWidth;
const height = canvas.clientHeight;
if (force || canvas.width !== width || canvas.height !== height) {
renderer.setSize(width, height, false);
camera.aspect = width / height;
camera.updateProjectionMatrix();
}
}

function render(time) {
time *= 0.001; // seconds

resize();

uniforms.sunDirection.value.x = Math.sin(time);
uniforms.sunDirection.value.y = Math.cos(time);

// Note: Since the earth is at 0,0,0 you can set the normal for the sun
// with
//
// uniforms.sunDirection.value.copy(sunPosition);
// uniforms.sunDirection.value.normalize();


mesh.rotation.y = time * .3
mesh.rotation.x = time * .7;

renderer.render(scene, camera);

requestAnimationFrame(render);
}
body { margin: 0; }
canvas { width: 100vw; height: 100vh; display: block; }
<script src="https://cdnjs.cloudflare.com/ajax/libs/three.js/87/three.min.js"></script>


我使用的着色器是这个
uniform sampler2D dayTexture;
uniform sampler2D nightTexture;

uniform vec3 sunDirection;

varying vec2 vUv;
varying vec3 vNormal;

void main( void ) {
vec3 dayColor = texture2D( dayTexture, vUv ).rgb;
vec3 nightColor = texture2D( nightTexture, vUv ).rgb;

// compute cosine sun to normal so -1 is away from sun and +1 is toward sun.
float cosineAngleSunToNormal = dot(normalize(vNormal), sunDirection);

// sharpen the edge beween the transition
cosineAngleSunToNormal = clamp( cosineAngleSunToNormal * 10.0, -1.0, 1.0);

// convert to 0 to 1 for mixing
float mixAmount = cosineAngleSunToNormal * 0.5 + 0.5;

// Select day or night texture based on mixAmount.
vec3 color = mix( nightColor, dayColor, mixAmount );

gl_FragColor = vec4( color, 1.0 );

// comment in the next line to see the mixAmount
//gl_FragColor = vec4( mixAmount, mixAmount, mixAmount, 1.0 );
}

与上面的最大区别在于,由于太阳通常被认为是定向光,因为它离得很远,所以你只需要它的方向。换句话说,它相对于地球指向哪个方向。

关于webgl - 将夜灯添加到 WebGL/Three.js 地球,我们在Stack Overflow上找到一个类似的问题: https://stackoverflow.com/questions/10644236/

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