纹理飞溅是否适用于 Three.js 或其他 Javascript 3D 渲染框架?如果是的话,我想看看例子,甚至可能是关于大地形的教程。如果它不起作用,还有其他方法可以绘制大地形吗?谢谢你。
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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,并包括一个可变的浮点数(vAmount
如下所示)以传递给片段着色器以确定要在该点显示(混合)的纹理.
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,它可以包含不同高度所需的任何纹理,并且有一个很棒的内置函数smoothstep
,可以使平滑过渡更容易计算。
这种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 aTHREE.ShaderMaterial
将其用于给定的网格。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:
希望这可以帮助您入门。快乐编码!
于 2013-09-25T01:36:23.617 回答