我正在尝试根据距相机的距离在2个不同的顶点位置之间进行混合/混合。具体来说,我正在尝试创建一种效果,使其在更靠近相机的水平面与远处的垂直平面之间融合。结果应该是一个弯曲的平面,该平面会从当前的相机位置离开并向上移动。
到目前为止,我的实现感觉还很接近,但我只是不能将我需要完成的部分放在我的手指上。我采用了a similar Tangram demo(shader code)的方法,但是无法在此附近获得结果。七巧板示例还使用了与Three.js中所使用的完全不同的设置,因此我无法复制所有内容。
这是我到目前为止的内容:https://jsfiddle.net/robhawkes/a97tu864/
varying float distance;
mat4 rotateX(float rotationX) {
return mat4(
vec4(1.0,0.0,0.0,0.0),
vec4(0.0,cos(rotationX),-sin(rotationX),0.0),
vec4(0.0,sin(rotationX),cos(rotationX),0.0),
vec4(0.0,0.0,0.0,1.0)
);
}
void main()
{
vec4 vPosition = vec4(position, 1.0);
vec4 modelViewPosition = modelViewMatrix * vPosition;
float bend = radians(-90.0);
vec4 newPos = rotateX(bend) * vPosition;
distance = -modelViewPosition.z;
// Show bent position
//gl_Position = projectionMatrix * modelViewMatrix * newPos;
float factor = 0.0;
//if (vPosition.x > 0.0) {
// factor = 1.0;
//}
//factor = clamp(0.0, 1.0, distance / 2000.0);
vPosition = mix(vPosition, newPos, factor);
gl_Position = projectionMatrix * modelViewMatrix * vPosition;
}
我正在执行以下操作:
mix
根据距离在水平位置和垂直位置之间进行融合我尝试了多种方法,但似乎无法使其正常工作。
有什么想法吗?由于我的着色器/矩阵知识有限,即使指向正确的道路也将非常有帮助。
答案 0 :(得分:2)
主要问题是,您将THREE.PlaneBufferGeometry
细分为宽度段,而不是高度段:
groundGeometry = new THREE.PlaneBufferGeometry(
1000, 10000,
100, // <----- widthSegments
100 ); // <----- heightSegments is missing
现在您可以将视图空间的z坐标用于插值:
float factor = -modelViewPosition.z / 2000.0;
var camera, controls, scene, renderer;
var groundGeometry, groundMaterial, groundMesh;
var ambientLight;
init();
initLight();
initGround();
animate();
function init() {
camera = new THREE.PerspectiveCamera( 70, window.innerWidth / window.innerHeight, 0.01, 10000 );
camera.position.y = 500;
camera.position.z = 1000;
controls = new THREE.MapControls( camera );
controls.maxPolarAngle = Math.PI / 2;
scene = new THREE.Scene();
scene.add(camera);
var axesHelper = new THREE.AxesHelper( 500 );
scene.add( axesHelper );
renderer = new THREE.WebGLRenderer( { antialias: true } );
renderer.setSize( window.innerWidth, window.innerHeight );
document.body.appendChild( renderer.domElement );
}
function initLight() {
ambientLight = new THREE.AmbientLight( 0x404040 );
scene.add( ambientLight );
}
function initGround() {
groundMaterial = new THREE.ShaderMaterial({
vertexShader: document.getElementById( 'vertexShader' ).textContent,
fragmentShader: document.getElementById( 'fragmentShader' ).textContent,
transparent: true
});
groundGeometry = new THREE.PlaneBufferGeometry( 1000, 10000, 100, 100 );
groundMesh = new THREE.Mesh( groundGeometry, groundMaterial );
groundMesh.position.z = -3000;
groundMesh.position.y = -100;
groundMesh.rotateX(-Math.PI / 2)
scene.add( groundMesh );
}
function animate() {
requestAnimationFrame( animate );
controls.update();
renderer.render( scene, camera );
}
<script type="x-shader/x-vertex" id="vertexShader">
varying float distance;
mat4 rotateX(float rotationX) {
return mat4(
vec4(1.0,0.0,0.0,0.0),
vec4(0.0,cos(rotationX),-sin(rotationX),0.0),
vec4(0.0,sin(rotationX),cos(rotationX),0.0),
vec4(0.0,0.0,0.0,1.0)
);
}
void main()
{
vec4 vPosition = vec4(position, 1.0);
vec4 modelViewPosition = modelViewMatrix * vPosition;
float bend = radians(-90.0);
vec4 newPos = rotateX(bend) * vPosition;
distance = -modelViewPosition.z;
float factor = -modelViewPosition.z / 2000.0;
vPosition = mix(vPosition, newPos, factor);
gl_Position = projectionMatrix * modelViewMatrix * vPosition;
}
</script>
<script type="x-shader/x-fragment" id="fragmentShader">
varying float distance;
void main() {
if (distance < 3000.0) {
gl_FragColor = vec4(1.0, 0.0, 0.0, 1.0);
} else {
gl_FragColor = vec4(0.0, 1.0, 0.0, 1.0);
}
}
</script>
<script src="https://threejs.org/build/three.min.js"></script>
<script src="https://rawgit.com/mrdoob/three.js/dev/examples/js/controls/MapControls.js"></script>