我正在尝试从一个高度图中采样以定位某些点的z坐标,但显然犯了一个基本错误。这是我的场景:
// generate a scene object
var scene = new THREE.Scene();
// generate a camera
var aspectRatio = window.innerWidth / window.innerHeight;
var camera = new THREE.PerspectiveCamera(75, aspectRatio, 0.001, 10);
// generate a renderer
var renderer = new THREE.WebGLRenderer({antialias: true, alpha: true});
renderer.setPixelRatio(window.devicePixelRatio); // <3 retina
renderer.setSize(window.innerWidth, window.innerHeight); // canvas size
document.body.appendChild(renderer.domElement);
// generate some lights
var ambientLight = new THREE.AmbientLight(0xeeeeee);
scene.add(ambientLight);
// generate controls
var controls = new THREE.TrackballControls(camera, renderer.domElement);
controls.zoomSpeed = 0.4;
controls.panSpeed = 0.2;
// render loop
function render() {
requestAnimationFrame(render);
renderer.render(scene, camera);
controls.update();
};
/**
* Heightmap canvas
**/
function getHeightmap(cb) {
var canvas = document.createElement('canvas'),
ctx = canvas.getContext('2d'),
image = new Image();
image.crossOrigin = 'Anonymous';
image.onload = function(img) {
ctx.drawImage(this, 0, 0, this.width, this.height);
cb(ctx.getImageData(0,0, this.height, this.width));
}
image.src = 'https://s3.amazonaws.com/duhaime/blog/visualizations/word-to-viz/heightmap.jpg';
}
/**
* Geometry
**/
function addLetters(data) {
window.data = data;
var n = 100000, // num observations
translations = new Float32Array(n*3),
iter = 0,
inf = Number.POSITIVE_INFINITY,
ninf = Number.NEGATIVE_INFINITY
domains = {x: {min: inf, max: ninf}, y: {min: inf, max: ninf}};
// set the data domains
var domains = {x: {min: 0, max: 10,}, y: {min: 0, max: 10,}};
for (var i=0; i<n; i++) {
// unscaled coords
var x = Math.random() * 10,
y = Math.random() * 10;
// scale x, y, and z 0:1
var x = (x-domains.x.min)/(domains.x.max-domains.x.min),
y = (y-domains.y.min)/(domains.y.max-domains.y.min);
// validate x and y dims in bounds
if (x > 1 || x < 0) console.error(x)
if (y > 1 || y < 0) console.error(y)
// sample from the heightmap at the point's location
var row = Math.floor(y * data.height),
col = Math.floor(x * data.width),
idx = (row * 4) + (col * 4),
z = data.data[idx];
translations[iter++] = x;
translations[iter++] = y;
translations[iter++] = (z/255) * 0.1;
}
// center the camera
camera.position.set(0.5, 0.5, 1);
controls.target.set(0.5, 0.2, -2);
controls.update();
var geometry = new THREE.InstancedBufferGeometry();
geometry.addAttribute('position',
new THREE.BufferAttribute(new Float32Array([0, 0, 0]), 3, 1));
geometry.addAttribute('translation',
new THREE.InstancedBufferAttribute(translations, 3, true, 1) );
var material = new THREE.RawShaderMaterial({
vertexShader: document.getElementById('vertex-shader').textContent,
fragmentShader: document.getElementById('fragment-shader').textContent,
uniforms: {
pointScale: {
type: 'f',
value: window.devicePixelRatio * window.innerHeight * 0.005,
}
}
});
material.transparent = true;
var mesh = new THREE.Points(geometry, material);
mesh.frustumCulled = false; // prevent mesh clipped on drag
mesh.rotation.x = -Math.PI * 0.35; // tilt the mesh back away from cam
scene.add(mesh);
}
/**
* Helpers
**/
// load heightmap data and render
getHeightmap(function(data) {
addLetters(data);
render();
})
html,
body {
width: 100%;
height: 100%;
}
body {
margin: 0;
overflow: hidden;
background: linear-gradient(#585852, #262726);
}
#letter-canvas {
position: absolute;
top: 0;
left: 0;
}
<script src='https://cdnjs.cloudflare.com/ajax/libs/three.js/97/three.min.js'></script>
<script src='https://s3.amazonaws.com/duhaime/blog/visualizations/word-to-viz/trackball-controls.min.js'></script>
<script id='vertex-shader' type='x-shader/x-vertex'>
//uniform sampler2D map; // character map
uniform mat4 projectionMatrix;
uniform mat4 modelViewMatrix;
uniform vec3 cameraPosition;
uniform float pointScale;
attribute vec3 position;
attribute vec3 translation;
varying float vOpacity;
float scalePointZ(in vec4 pos, in vec3 cameraPosition) {
float zDelta = pow(pos[2] - cameraPosition[2], 2.0);
return pointScale / pow(zDelta, 0.5);
}
void main() {
// project this particle
vec3 raw = position + translation;
vec4 world = modelViewMatrix * vec4(raw, 1.0);
gl_Position = projectionMatrix * world;
// set the size of each particle
gl_PointSize = scalePointZ(world, cameraPosition);
vOpacity = clamp(cameraPosition.z - world.z, 0.0, 1.0);
}
</script>
<script id='fragment-shader' type='x-shader/x-fragment'>
precision mediump float;
varying float vOpacity;
void main() {
// make point circular
vec2 coord = gl_PointCoord - vec2(0.5);
if (length(coord) > 0.5) discard;
// color the point
gl_FragColor = vec4(0.7, 0.7, 0.8, vOpacity);
}
</script>
正如人们所看到的那样,高度图正在设置每个点的z位置,但是z坐标中有一些条纹不存在于高度图中,因此我必须从中错误地进行采样。
谁能看到为什么会这样吗?任何见解都将非常有帮助!
答案 0 :(得分:1)
计算二维高度图图像中像素的索引的公式为
idx = (row * 4 * data.width) + (col * 4)
而不是
idx = (row * 4) + (col * 4)
将图像加载到数据数组时,画布的大小必须适合于高度图图像的大小:
function getHeightmap(cb) {
var canvas = document.createElement('canvas'),
ctx = canvas.getContext('2d'),
image = new Image();
image.crossOrigin = 'Anonymous';
image.onload = function(img) {
canvas.width = this.width; // <----- set width and height of the canvas
canvas.height = this.height;
ctx.drawImage(this, 0, 0, this.width, this.height);
cb(ctx.getImageData(0,0, this.width, this.height));
}
image.src = 'https://s3.amazonaws.com/duhaime/blog/visualizations/word-to-viz/heightmap.jpg';
}
请参见示例。我将建议应用于您的代码,并将高度图从蓝色着色为红色:
// generate a scene object
var scene = new THREE.Scene();
// generate a camera
var aspectRatio = window.innerWidth / window.innerHeight;
var camera = new THREE.PerspectiveCamera(75, aspectRatio, 0.001, 10);
// generate a renderer
var renderer = new THREE.WebGLRenderer({antialias: true, alpha: true});
renderer.setPixelRatio(window.devicePixelRatio); // <3 retina
renderer.setSize(window.innerWidth, window.innerHeight); // canvas size
document.body.appendChild(renderer.domElement);
// generate some lights
var ambientLight = new THREE.AmbientLight(0xeeeeee);
scene.add(ambientLight);
// generate controls
var controls = new THREE.TrackballControls(camera, renderer.domElement);
controls.zoomSpeed = 0.4;
controls.panSpeed = 0.2;
window.onresize = function() {
renderer.setSize(window.innerWidth, window.innerHeight);
camera.aspect = window.innerWidth / window.innerHeight;
camera.updateProjectionMatrix();
}
// render loop
function render() {
requestAnimationFrame(render);
renderer.render(scene, camera);
controls.update();
};
/**
* Heightmap canvas
**/
function getHeightmap(cb) {
var canvas = document.createElement('canvas'),
ctx = canvas.getContext('2d'),
image = new Image();
image.crossOrigin = 'Anonymous';
image.onload = function(img) {
canvas.width = this.width; // <----- set widht and height of the canvas
canvas.height = this.height;
ctx.drawImage(this, 0, 0, this.width, this.height);
cb(ctx.getImageData(0,0, this.width, this.height));
}
image.src = 'https://s3.amazonaws.com/duhaime/blog/visualizations/word-to-viz/heightmap.jpg';
}
/**
* Geometry
**/
function addLetters(data) {
window.data = data;
var n = 100000, // num observations
translations = new Float32Array(n*3),
iter = 0,
inf = Number.POSITIVE_INFINITY,
ninf = Number.NEGATIVE_INFINITY
domains = {x: {min: inf, max: ninf}, y: {min: inf, max: ninf}};
// set the data domains
var domains = {x: {min: 0, max: 10,}, y: {min: 0, max: 10,}};
let min_x = 0, max_x = 0, min_y = 0, max_y = 0;
for (var i=0; i<n; i++) {
// unscaled coords
var x = Math.random() * 10,
y = Math.random() * 10;
// scale x, y, and z 0:1
var x = (x-domains.x.min)/(domains.x.max-domains.x.min),
y = (y-domains.y.min)/(domains.y.max-domains.y.min);
// validate x and y dims in bounds
if (x > 1 || x < 0) console.error(x)
if (y > 1 || y < 0) console.error(y)
// sample from the heightmap at the point's location
var row = Math.floor(y * data.height),
col = Math.floor(x * data.width),
idx = (row * 4 * data.width) + (col * 4),
z = data.data[idx];
translations[iter++] = x;
translations[iter++] = y;
translations[iter++] = (z/255) * 0.1;
}
// center the camera
camera.position.set(0.5, 0.5, 1);
controls.target.set(0.5, 0.2, -2);
controls.update();
var geometry = new THREE.InstancedBufferGeometry();
geometry.addAttribute('position',
new THREE.BufferAttribute(new Float32Array([0, 0, 0]), 3, 1));
geometry.addAttribute('translation',
new THREE.InstancedBufferAttribute(translations, 3, true, 1) );
var material = new THREE.RawShaderMaterial({
vertexShader: document.getElementById('vertex-shader').textContent,
fragmentShader: document.getElementById('fragment-shader').textContent,
uniforms: {
pointScale: {
type: 'f',
value: window.devicePixelRatio * window.innerHeight * 0.005,
}
}
});
material.transparent = true;
var mesh = new THREE.Points(geometry, material);
mesh.frustumCulled = false; // prevent mesh clipped on drag
mesh.rotation.x = -Math.PI * 0.35; // tilt the mesh back away from cam
scene.add(mesh);
}
/**
* Helpers
**/
// load heightmap data and render
getHeightmap(function(data) {
addLetters(data);
render();
})
html,
body { width: 100%; height: 100%; }
body { margin: 0; overflow: hidden; background: linear-gradient(#585852, #262726); }
#letter-canvas { position: absolute; top: 0; left: 0; }
<script src="https://cdnjs.cloudflare.com/ajax/libs/three.js/103/three.min.js"></script>
<script src='https://s3.amazonaws.com/duhaime/blog/visualizations/word-to-viz/trackball-controls.min.js'></script>
<script id='vertex-shader' type='x-shader/x-vertex'>
//uniform sampler2D map; // character map
uniform mat4 projectionMatrix;
uniform mat4 modelViewMatrix;
uniform vec3 cameraPosition;
uniform float pointScale;
attribute vec3 position;
attribute vec3 translation;
varying float vOpacity;
float scalePointZ(in vec4 pos, in vec3 cameraPosition) {
float zDelta = pow(pos[2] - cameraPosition[2], 2.0);
return pointScale / pow(zDelta, 0.5);
}
void main() {
// project this particle
vec3 raw = position + translation;
vec4 world = modelViewMatrix * vec4(raw, 1.0);
gl_Position = projectionMatrix * world;
// set the size of each particle
gl_PointSize = scalePointZ(world, cameraPosition);
vOpacity = clamp(translation.z*10.0, 0.0, 1.0);
}
</script>
<script id='fragment-shader' type='x-shader/x-fragment'>
precision mediump float;
varying float vOpacity;
void main() {
// make point circular
vec2 coord = gl_PointCoord - vec2(0.5);
if (length(coord) > 0.5) discard;
// color the point
gl_FragColor = vec4(vOpacity, 0.3, 1.0 - vOpacity, vOpacity*0.5+0.5);
}
</script>