我正在使用Three.js作为开发空间模拟器的框架,我正在尝试,但未能让夜间灯工作。
可在此处访问模拟器:
可以在此处找到运行下面代码段的页面:
orbitingeden.com/orrery/soloearth.html
示例页面的代码在这里。我甚至不知道从哪里开始。我尝试将两个球体分开几个单位,一个接近太阳(白天版本)和另一个(夜间版本)但是有很多问题,其中最重要的是它们开始在奇怪的十二面体类型中相互重叠方法。我从这个orrery采用了tDiffuse2的想法,但是无法让它发挥作用。
<!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>
答案 0 :(得分:16)
如果我理解你的问题......
我不知道three.js,但总的来说,我通过使用一个已经过白天和黑夜纹理然后在着色器中选择一个或另一个的着色器来做到这一点。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 * ...;
}
基本上你采用光照计算,而不是用它来照明你用它来选择纹理。照明计算通常使用表面法线与表面光线(太阳)方向之间的点积。这为你提供了矢量之间角度的余弦。余弦从-1变为1,所以如果值从-1到0,则它背对着太阳,如果它是0到+1则面向太阳。
该行
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);
那将直接面对太阳100%的现场和100%的夜晚直接面对太阳和中间的混合。可能不是你想要的,但你可以使用这些数字。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研究一个Three.js的例子,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
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 );
}
与上面的一个很大区别在于,由于太阳通常被认为是一个定向光,因为它距离很远,那么你所需要的只是它的方向。换句话说,它指向相对于地球的方式。
答案 1 :(得分:0)
感谢您的分享 - 非常有用。虽然我现在确定为什么当相机旋转时阴影不会远离太阳(它相对于相机保持静止)。这是我用来设置sunDirection统一的代码:
this.uniforms.sunDirection.value.copy(this.sunPosition); this.uniforms.sunDirection.value.normalize();
不确定原因......