与three.js的纹理splatting

时间:2013-09-18 19:30:25

标签: html5 3d three.js webgl

纹理splatting是否适用于Three.js或其他Javascript 3D渲染框架?如果是的话,我希望看到示例甚至是大地形教程。如果它不起作用是否有任何其他方式映射大地形? 谢谢。

1 个答案:

答案 0 :(得分:30)

接受挑战!

首先,您可以编写一个顶点着色器,它采用灰度图像并将其用作高度图,并包含一个变化的浮点(下面称为vAmount)以传递给片段着色器以确定纹理在那一点上显示(混合)。

uniform sampler2D bumpTexture;
uniform float bumpScale;

varying float vAmount;
varying vec2 vUV;

void main() 
{
    vUV = uv;
    vec4 bumpData = texture2D( bumpTexture, uv );

    vAmount = bumpData.r; // assuming map is grayscale it doesn't matter if you use r, g, or b.

    // move the position along the normal
    vec3 newPosition = position + normal * bumpScale * vAmount;

    gl_Position = projectionMatrix * modelViewMatrix * vec4( newPosition, 1.0 );
}

接下来是片段着色器,它可以包含不同高程所需的许多纹理,并且有一个很棒的内置函数smoothstep,它使平滑过渡更容易计算。

此类片段着色器的代码示例:

uniform sampler2D oceanTexture;
uniform sampler2D sandyTexture;
uniform sampler2D grassTexture;
uniform sampler2D rockyTexture;
uniform sampler2D snowyTexture;

varying vec2 vUV;

varying float vAmount;

void main() 
{
    vec4 water = (smoothstep(0.01, 0.25, vAmount) - smoothstep(0.24, 0.26, vAmount)) * texture2D( oceanTexture, vUV * 10.0 );
    vec4 sandy = (smoothstep(0.24, 0.27, vAmount) - smoothstep(0.28, 0.31, vAmount)) * texture2D( sandyTexture, vUV * 10.0 );
    vec4 grass = (smoothstep(0.28, 0.32, vAmount) - smoothstep(0.35, 0.40, vAmount)) * texture2D( grassTexture, vUV * 20.0 );
    vec4 rocky = (smoothstep(0.30, 0.50, vAmount) - smoothstep(0.40, 0.70, vAmount)) * texture2D( rockyTexture, vUV * 20.0 );
    vec4 snowy = (smoothstep(0.50, 0.65, vAmount))                                   * texture2D( snowyTexture, vUV * 10.0 );
    gl_FragColor = vec4(0.0, 0.0, 0.0, 1.0) + water + sandy + grass + rocky + snowy;
}  

然后您可以使用THREE.ShaderMaterial将其用于给定网格。上面的代码在http://stemkoski.github.io/Three.js/Shader-Heightmap-Textures.html实现,并产生如下结果:

enter image description here

希望这可以帮助您入门。快乐的编码!