使用threejs實現地球輝光和大氣層效果
阿新 • • 發佈:2018-11-11
使用threejs實現地球輝光和大氣層效果
實現原理就是使用three.js的ShaderMaterial材質。
我們把輝光分為幾個步驟來實現:
- 建立兩個球體,一個作為原始物體,一個略大一些作為它的輝光
- 作為輝光的球體從內到外片元透明度逐漸減小(線性減小或是指數減小都可以)
- 將覆蓋原始物體的部分丟棄掉
主要程式碼如下:
var vertexShader = [
'varying vec3 vVertexWorldPosition;',
'varying vec3 vVertexNormal;',
'varying vec4 vFragColor;' ,
'void main(){',
' vVertexNormal = normalize(normalMatrix * normal);',//將法線轉換到檢視座標系中
' vVertexWorldPosition = (modelMatrix * vec4(position, 1.0)).xyz;',//將頂點轉換到世界座標系中
' // set gl_Position',
' gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);',
'}'
].join('\n') ;
//大氣層效果
THREE.AeroSphere = {
uniforms: {
coeficient: {
type: "f",
value: 1.0
},
power: {
type: "f",
value: 2
},
glowColor: {
type: "c",
value: new THREE.Color(0xffff00)
}
},
vertexShader: vertexShader,
fragmentShader: [
'uniform vec3 glowColor;',
'uniform float coeficient;',
'uniform float power;',
'varying vec3 vVertexNormal;',
'varying vec3 vVertexWorldPosition;',
'varying vec4 vFragColor;',
'void main(){',
' vec3 worldCameraToVertex= vVertexWorldPosition - cameraPosition;', //世界座標系中從相機位置到頂點位置的距離
' vec3 viewCameraToVertex = (viewMatrix * vec4(worldCameraToVertex, 0.0)).xyz;',//檢視座標系中從相機位置到頂點位置的距離
' viewCameraToVertex = normalize(viewCameraToVertex);',//規一化
' float intensity = pow(coeficient + dot(vVertexNormal, viewCameraToVertex), power);',
' gl_FragColor = vec4(glowColor, intensity);',
'}'//vVertexNormal檢視座標系中點的法向量
//viewCameraToVertex檢視座標系中點到攝像機的距離向量
//dot點乘得到它們的夾角的cos值
//從中心向外面角度越來越小(從鈍角到銳角)從cos函式也可以知道這個值由負變正,不透明度最終從低到高
].join('\n')
//輝光效果Grow
THREE.GlowSphere = {
uniforms: {
coeficient: {
type: "f",
value: 0.0
},
power: {
type: "f",
value: 2
},
glowColor: {
type: "c",
value: new THREE.Color(0xff22ff)
}
},
vertexShader: vertexShader,
fragmentShader: [
'uniform vec3 glowColor;',
'uniform float coeficient;',
'uniform float power;',
'varying vec3 vVertexNormal;',
'varying vec3 vVertexWorldPosition;',
'varying vec4 vFragColor;',
'void main(){',
' vec3 worldVertexToCamera= cameraPosition - vVertexWorldPosition;', //世界座標系中頂點位置到相機位置到的距離
' vec3 viewCameraToVertex = (viewMatrix * vec4(worldVertexToCamera, 0.0)).xyz;',//檢視座標系中從相機位置到頂點位置的距離
' viewCameraToVertex = normalize(viewCameraToVertex);',//規一化
' float intensity = coeficient + dot(vVertexNormal, viewCameraToVertex);',
' if(intensity > 0.65){ intensity = 0.0;}',
' gl_FragColor = vec4(glowColor, intensity);',
'}'//vVertexNormal檢視座標系中點的法向量
//viewCameraToVertex檢視座標系中點到攝像機的距離向量
//dot點乘得到它們的夾角的cos值
//從中心向外面角度越來越大(從銳角到鈍角)從cos函式也可以知道這個值由負變正,不透明度最終從高到低
].join('\n')
}
//球體 輝光 大氣層
function shad() {
var material1 = new THREE.ShaderMaterial({
uniforms: THREE.AeroSphere.uniforms,
vertexShader: THREE.AeroSphere.vertexShader,
fragmentShader: THREE.AeroSphere.fragmentShader,
blending: THREE.NormalBlending,
transparent: true,
depthWrite:false
});
var material2 = new THREE.ShaderMaterial({
uniforms: THREE.GlowSphere.uniforms,
vertexShader: THREE.GlowSphere.vertexShader,
fragmentShader: THREE.GlowSphere.fragmentShader,
blending: THREE.NormalBlending,
transparent: true
});
var sphere = new THREE.SphereBufferGeometry(16, 32, 32);
var mesh = new THREE.Mesh(sphere, material1);
scene.add(mesh);
var sphere2 = new THREE.SphereBufferGeometry(10, 32, 32);
var mesh2 = new THREE.Mesh(sphere2, material2);
//mesh2.position.x = 15;
scene.add(mesh2);
}
效果如下圖所示:
程式碼參考:https://blog.csdn.net/srk19960903/article/details/78734238