请提示如何制作地球的气氛,以便从太空和地面可以看到它(如图所示)
地球模型:
Earth = new THREE.Mesh(new THREE.SphereGeometry(6700,32,32),ShaderMaterialEarth);
宇宙模型:
cosmos= new THREE.Mesh(new THREE.SphereGeometry(50000,32,32),ShaderMaterialCosmos);
和光源:
sun = new THREE.DirectionalLight();
从哪里开始,只是我不知道。也许这应该ShaderMaterialCosmos
,在哪里传递相机的位置,并计算应该如何绘制像素。但是如何?
我尝试使用以下内容,但在片段着色器的入口处获得零向量 http://http.developer.nvidia.com/GPUGems2/gpugems2_chapter16.html
vertexShader:
#define M_PI 3.1415926535897932384626433832795
const float ESun=1.0;
const float Kr = 0.0025;
const float Km = 0.0015;
const int nSamples = 2;
const float fSamples = 1.0;
const float fScaleDepth = 0.25;
varying vec2 vUv;
varying vec3 wPosition;
varying vec4 c0;
varying vec4 c1;
varying vec3 t0;
uniform vec3 v3CameraPos; , // The camera's current position
uniform vec3 v3LightDir; // Direction vector to the light source
uniform vec3 v3InvWavelength; // 1 / pow(wavelength, 4) for RGB
uniform float fCameraHeight; // The camera's current height
const float fOuterRadius=6500.0; // The outer (atmosphere) radius
const float fInnerRadius=6371.0; // The inner (planetary) radius
const float fKrESun=Kr*ESun; // Kr * ESun
const float fKmESun=Km*ESun; // Km * ESun
const float fKr4PI=Kr*4.0*M_PI; // Kr * 4 * PI
const float fKm4PI=Km*4.0*M_PI; // Km * 4 * PI
const float fScale=1.0/(fOuterRadius-fInnerRadius); // 1 / (fOuterRadius - fInnerRadius)
const float fScaleOverScaleDepth= fScale / fScaleDepth; // fScale / fScaleDepth
const float fInvScaleDepth=1.0/0.25;
float getNearIntersection(vec3 v3Pos, vec3 v3Ray, float fDistance2, float fRadius2)
{
float B = 2.0 * dot(v3Pos, v3Ray);
float C = fDistance2 - fRadius2;
float fDet = max(0.0, B*B - 4.0 * C);
return 0.5 * (-B - sqrt(fDet));
}
float scale(float fCos)
{
float x = 1.0 - fCos;
return fScaleDepth * exp(-0.00287 + x*(0.459 + x*(3.83 + x*(-6.80 + x*5.25))));
}
void main() {
// Get the ray from the camera to the vertex and its length (which
// is the far point of the ray passing through the atmosphere)
vec3 v3Pos = position.xyz;
vec3 v3Ray = v3Pos - v3CameraPos;
float fFar = length(v3Ray);
v3Ray /= fFar;
// Calculate the closest intersection of the ray with
// the outer atmosphere (point A in Figure 16-3)
float fNear = getNearIntersection(v3CameraPos, v3Ray, fCameraHeight*fCameraHeight, fOuterRadius*fOuterRadius);
// Calculate the ray's start and end positions in the atmosphere,
// then calculate its scattering offset
vec3 v3Start = v3CameraPos + v3Ray * fNear;
fFar -= fNear;
float fStartAngle = dot(v3Ray, v3Start) / fOuterRadius;
float fStartDepth = exp(-fInvScaleDepth);
float fStartOffset = fStartDepth * scale(fStartAngle);
// Initialize the scattering loop variables
float fSampleLength = fFar / fSamples;
float fScaledLength = fSampleLength * fScale;
vec3 v3SampleRay = v3Ray * fSampleLength;
vec3 v3SamplePoint = v3Start + v3SampleRay * 0.5;
// Now loop through the sample points
vec3 v3FrontColor = vec3(0.0, 0.0, 0.0);
for(int i=0; i<nSamples; i++) {
float fHeight = length(v3SamplePoint);
float fDepth = exp(fScaleOverScaleDepth * (fInnerRadius - fHeight));
float fLightAngle = dot(v3LightDir, v3SamplePoint) / fHeight;
float fCameraAngle = dot(v3Ray, v3SamplePoint) / fHeight;
float fScatter = (fStartOffset + fDepth * (scale(fLightAngle) * scale(fCameraAngle)));
vec3 v3Attenuate = exp(-fScatter * (v3InvWavelength * fKr4PI + fKm4PI));
v3FrontColor += v3Attenuate * (fDepth * fScaledLength);
v3SamplePoint += v3SampleRay;
}
wPosition = (modelMatrix * vec4(position,1.0)).xyz;
c0.rgb = v3FrontColor * (v3InvWavelength * fKrESun);
c1.rgb = v3FrontColor * fKmESun;
t0 = v3CameraPos - v3Pos;
vUv = uv;
}
fragmentShader:
float getMiePhase(float fCos, float fCos2, float g, float g2){
return 1.5 * ((1.0 - g2) / (2.0 + g2)) * (1.0 + fCos2) / pow(1.0 + g2 - 2.0*g*fCos, 1.5);
}
// Rayleigh phase function
float getRayleighPhase(float fCos2){
//return 0.75 + 0.75 * fCos2;
return 0.75 * (2.0 + 0.5 * fCos2);
}
varying vec2 vUv;
varying vec3 wPosition;
varying vec4 c0;
varying vec4 c1;
varying vec3 t0;
uniform vec3 v3LightDir;
uniform float g;
uniform float g2;
void main() {
float fCos = dot(v3LightDir, t0) / length(t0);
float fCos2 = fCos * fCos;
gl_FragColor = getRayleighPhase(fCos2) * c0 + getMiePhase(fCos, fCos2, g, g2) * c1;
gl_FragColor = c1;
}