我正在使用 Three.js 作为开发空间模拟器的框架,我正在尝试,但未能让夜灯工作。
模拟器可以在这里访问:
并且可以在此处找到运行以下代码段的页面:
orbitingeden.com/orrery/soloearth.html
示例页面的代码在这里。我什至不知道从哪里开始。我尝试渲染两个相隔几个单位的球体,一个靠近太阳(白天版本),一个更靠近太阳(夜间版本),但有很多问题,其中最重要的是它们开始以奇怪的十二面体形式相互重叠方法。我从这个orrery中采用了 tDiffuse2 的想法,但无法让它工作。
<!doctype html>
<html lang="en">
<head>
<title>three.js webgl - earth</title>
<meta charset="utf-8">
<script src="three.js/Detector.js"></script>
<script src="three.js/Three.js"></script>
</head>
<body>
<script>
if ( ! Detector.webgl ) Detector.addGetWebGLMessage();
var radius = 6371;
var tilt = 0.41;
var rotationSpeed = 0.02;
var cloudsScale = 1.005;
var SCREEN_HEIGHT = window.innerHeight;
var SCREEN_WIDTH = window.innerWidth;
var container, camera, scene, renderer;
var meshPlanet, meshClouds, dirLight, ambientLight;
var clock = new THREE.Clock();
init();
animate();
function init() {
container = document.createElement( 'div' );
document.body.appendChild( container );
scene = new THREE.Scene();
scene.fog = new THREE.FogExp2( 0x000000, 0.00000025 );
camera = new THREE.PerspectiveCamera( 25, SCREEN_WIDTH / SCREEN_HEIGHT, 50, 1e7 );
camera.position.z = radius * 5;
scene.add( camera );
dirLight = new THREE.DirectionalLight( 0xffffff );
dirLight.position.set( -20, 0, 2 ).normalize();
scene.add( dirLight );
ambientLight = new THREE.AmbientLight( 0x000000 );
scene.add( ambientLight );
//initialize the earth
var planetTexture = THREE.ImageUtils.loadTexture( "textures/earth-day.jpg" ),
nightTexture = THREE.ImageUtils.loadTexture( "textures/earthNight.gif" ),
cloudsTexture = THREE.ImageUtils.loadTexture( "textures/clouds.gif" ),
normalTexture = THREE.ImageUtils.loadTexture( "textures/earth-map.jpg" ),
specularTexture = THREE.ImageUtils.loadTexture( "textures/earth-specular.jpg" );
var shader = THREE.ShaderUtils.lib[ "normal" ];
var uniforms = THREE.UniformsUtils.clone( shader.uniforms );
uniforms[ "tNormal" ].texture = normalTexture;
uniforms[ "uNormalScale" ].value = 0.85;
uniforms[ "tDiffuse" ].texture = planetTexture;
uniforms[ "tDiffuse2" ].texture = nightTexture;
uniforms[ "tSpecular" ].texture = specularTexture;
uniforms[ "enableAO" ].value = false;
uniforms[ "enableDiffuse" ].value = true;
uniforms[ "enableSpecular" ].value = true;
uniforms[ "uDiffuseColor" ].value.setHex( 0xffffff );
uniforms[ "uSpecularColor" ].value.setHex( 0x333333 );
uniforms[ "uAmbientColor" ].value.setHex( 0x000000 );
uniforms[ "uShininess" ].value = 15;
var parameters = {
fragmentShader: shader.fragmentShader,
vertexShader: shader.vertexShader,
uniforms: uniforms,
lights: true,
fog: true
};
var materialNormalMap = new THREE.ShaderMaterial( parameters );
geometry = new THREE.SphereGeometry( radius, 100, 50 );
geometry.computeTangents();
meshPlanet = new THREE.Mesh( geometry, materialNormalMap );
meshPlanet.rotation.y = 0;
meshPlanet.rotation.z = tilt;
scene.add( meshPlanet );
// clouds
var materialClouds = new THREE.MeshLambertMaterial( { color: 0xffffff, map: cloudsTexture, transparent: true } );
meshClouds = new THREE.Mesh( geometry, materialClouds );
meshClouds.scale.set( cloudsScale, cloudsScale, cloudsScale );
meshClouds.rotation.z = tilt;
scene.add( meshClouds );
renderer = new THREE.WebGLRenderer( { clearColor: 0x000000, clearAlpha: 1 } );
renderer.setSize( SCREEN_WIDTH, SCREEN_HEIGHT );
renderer.sortObjects = false;
renderer.autoClear = false;
container.appendChild( renderer.domElement );
};
function animate() {
requestAnimationFrame( animate );
render();
};
function render() {
// rotate the planet and clouds
var delta = clock.getDelta();
meshPlanet.rotation.y += rotationSpeed * delta;
meshClouds.rotation.y += 1.25 * rotationSpeed * delta;
//render the scene
renderer.clear();
renderer.render( scene, camera );
};
</script>
</body>
</html>