three.js skybox分配给相机

时间:2012-11-24 12:21:03

标签: javascript webgl three.js skybox

我正在尝试将天空盒分配给播放器相机。 当相机移动时(天空箱随之移动),纹理会变得拉长。 如何摆脱这个?

代码:

var textureCube = THREE.ImageUtils.loadTextureCube( urls );
textureCube.format = THREE.RGBFormat;
var shader = THREE.ShaderUtils.lib[ "cube" ];
shader.uniforms[ "tCube" ].value = textureCube;

cubematerial = new THREE.ShaderMaterial({
    fragmentShader: shader.fragmentShader,
    vertexShader: shader.vertexShader,
    uniforms: shader.uniforms,
    depthWrite: false,
    side: THREE.BackSide
});
skyBox = new THREE.Mesh(new THREE.CubeGeometry(1000,1000,1000), cubematerial);
camera.add(skyBox);

2 个答案:

答案 0 :(得分:2)

因此,在深入研究Three.js示例之后,我找到了一种方法。 http://learningthreejs.com/blog/2011/08/15/lets-do-a-sky/已过时。示例中使用的方法是使用固定摄像头将天空盒添加到第二个场景中,并渲染两个场景。请查看webgl_materials_cars.html示例。

另外,因为我使用分配给角色的第三人称相机,我必须从角色相机到天空盒相机进行世界旋转。这可以在渲染时完成:

function render(){
<...>
    skyboxCamera.rotation.setEulerFromRotationMatrix( new THREE.Matrix4().extractRotation( camera.matrixWorld ), skyboxCamera.eulerOrder );
    renderer.render(skyboxScene, skyboxCamera);
    renderer.render(scene, camera);
<...>
}

答案 1 :(得分:0)

我知道这是一个封闭的问题,但我想为未来的寻求者提供一个不需要额外场景的替代方案:

  1. 首先阅读并阅读本教程:http://learningthreejs.com/blog/2011/08/15/lets-do-a-sky/

  2. 现在创建以下着色器(我将其添加到three.js ShaderLib中,但如果您不想用三个源代码添加它,请将其添加到外部):

    'skybox': {
    
    uniforms: { "tCube": { type: "t", value: null },
                "tFlip": { type: "f", value: -1 } },
    
    vertexShader: [
    
        "varying vec3 vWorldPosition;",
    
        THREE.ShaderChunk[ "logdepthbuf_pars_vertex" ],
    
        "void main() {",
    
        "   vec4 worldPosition = modelMatrix * vec4( position, 1.0 );",
        "   vWorldPosition = worldPosition.xyz;",
    
        "   gl_Position = projectionMatrix * modelViewMatrix * vec4( position + cameraPosition, 1.0 );",
    
            THREE.ShaderChunk[ "logdepthbuf_vertex" ],
    
        "}"
    
    ].join("\n"),
    
    fragmentShader: [
    
        "uniform samplerCube tCube;",
        "uniform float tFlip;",
    
        "varying vec3 vWorldPosition;",
    
        THREE.ShaderChunk[ "logdepthbuf_pars_fragment" ],
    
        "void main() {",
    
        "   gl_FragColor = textureCube( tCube, vec3( tFlip * vWorldPosition.x, vWorldPosition.yz ) );",
    
            THREE.ShaderChunk[ "logdepthbuf_fragment" ],
    
        "}"
    
    ].join("\n")
    

    },

  3. 像这样创建你的天空盒:

        // urls is a list of textures to use
    var cubemap = THREE.ImageUtils.loadTextureCube(urls); 
    cubemap.format = THREE.RGBFormat; 
    
    var shader = THREE.ShaderLib['skybox']; // init the skybox shader we created above
    shader.uniforms['tCube'].value = cubemap; // apply textures to shader
    
    // create shader material
    var skyBoxMaterial = new THREE.ShaderMaterial( {
      fragmentShader: shader.fragmentShader,
      vertexShader: shader.vertexShader,
      uniforms: shader.uniforms,
      depthWrite: false,
      side: THREE.BackSide
    });
    
    // create skybox mesh
    var skybox = new THREE.Mesh(
      new THREE.CubeGeometry(1000, 1000, 1000),
      skyBoxMaterial
    );
    
            // THIS IS IMPORTANT! or the skybox will get culled after you move the camera too far..
    skybox.frustumCulled = false;