我使用以下代码创建了这样的虚拟地球:
function earthView(){
if (!scene){
main(); // create three js basic code(camera, renderer etc.)
}
// create the geometry sphere stars
var geometry = new THREE.SphereBufferGeometry(6371000000, 36, 36)
// create the material, using a texture of startfield
var material = new THREE.MeshBasicMaterial()
material.map = THREE.ImageUtils.loadTexture('images/earthView/ESO_-_Milky_Way.jpg')
material.side = THREE.BackSide
// create the mesh based on geometry and material
var mesh = new THREE.Mesh(geometry, material)
mesh.position.set(0,0,-6371000)
scene.add(mesh)
/*
var geometry = new THREE.SphereGeometry(5000,10,10);
var material = new THREE.MeshBasicMaterial({color:"0xff0000"});
var mesh_test = new THREE.Mesh(geometry,material);
scene.add(mesh_test);*/
//earth
var geometry = new THREE.SphereBufferGeometry(6371000, 36, 36)
var material = new THREE.MeshPhongMaterial()
var earthMesh = new THREE.Mesh(geometry, material)
earthMesh.position.set(0,0,-6371000)
earthMesh.rotation.set(Math.PI/2,Math.PI/2,0)
earthMesh.rotation.y -=22.87*Math.PI/180//rightturn ^
earthMesh.rotation.x +=49.02*Math.PI/180//rightturn ^
helper = new THREE.EdgesHelper( earthMesh );
helper.material.color.set( 0xffffff );
material.map = THREE.ImageUtils.loadTexture('images/earthView/earthmap1k.jpg')
material.bumpMap = THREE.ImageUtils.loadTexture('images/earthView/earthbump1k.jpg')
material.bumpScale = 100
material.specularMap = THREE.ImageUtils.loadTexture('images/earthView/earthspec1k.jpg')
scene.add(earthMesh);
scene.add( helper );
//atmosphere
var geometry = new THREE.SphereBufferGeometry(9371000, 36, 36)
var material = new createAtmosphereMaterial()
material.uniforms.glowColor.value.set(0x00b3ff)
material.uniforms.coeficient.value = 0.02
material.uniforms.power.value = 2.5
material.side = THREE.DoubleSide
var earthAtmo = new THREE.Mesh(geometry, material)
earthAtmo.position.set(0,0,-6371000)
scene.add(earthAtmo);
/**
* from http://stemkoski.blogspot.fr/2013/07/shaders-in-threejs-glow-and- halo.html
* @return {[type]} [description]
*/
function createAtmosphereMaterial(){
var vertexShader = [
'varying vec3 vNormal;',
'void main(){',
' // compute intensity',
' vNormal = normalize( normalMatrix * normal );',
' // set gl_Position',
' gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );',
'}',
].join('\n')
var fragmentShader = [
'uniform float coeficient;',
'uniform float power;',
'uniform vec3 glowColor;',
'varying vec3 vNormal;',
'void main(){',
' float intensity = pow( coeficient - dot(vNormal, vec3(0.0, 0.0, 1.0)), power );',
' gl_FragColor = vec4( glowColor * intensity, 1.0 );',
'}',
].join('\n')
// create custom material from the shader code above
// that is within specially labeled script tags
var material = new THREE.ShaderMaterial({
uniforms: {
coeficient : {
type : "f",
value : 1.0
},
power : {
type : "f",
value : 2
},
glowColor : {
type : "c",
value : new THREE.Color('blue')
},
},
vertexShader : vertexShader,
fragmentShader : fragmentShader,
side : THREE.BackSide,
blending : THREE.AdditiveBlending,
transparent : true,
depthWrite : false,
});
return material
}
}
在previus question中,我遇到了渲染器的问题,因为我以实际比例创建了虚拟地球(1px = 1m)。我通过在定义渲染器时设置logarithmicDepthBuffer: true
来克服此错误。
现在问题是大气(发光着色器材质)在平移或放大webgl时有一个错误 - 容器已经说明了,here是解决这个问题的一个例子。
问题是: 如何更改我的代码来克服这个错误?(我想在渲染功能中有一些东西需要添加,但我可以&#39 ;让它工作)。
提示1:此错误仅在设置logarithmicDepthBuffer: true
时发生。否则,由于我正在使用的大型物体,我得到了错误的渲染。
Image1:渲染选项logarithmicDepthBuffer: false
,没有错误,只有错误渲染。
Image2:渲染选项logarithmicDepthBuffer: true
,没有错误,如果没有缩放或平移。
Image3:渲染选项logarithmicDepthBuffer: true
,当应用着色器材质接缝的区域放大变小时。
Image4:渲染选项logarithmicDepthBuffer: true
,当平移所应用着色器材质接缝的区域时,不要跟随或理解平移。
提示2:着色器材质可渲染的区域在缩小时变大,在放大时变小。
更新:现在看看,当我添加星球时会出现问题。如果我不添加星球,那么一切都正常..任何想法为什么会发生这种情况?