纹理splatting是否适用于Three.js或其他
Javascript 3D渲染框架?如果是的话,我想看一些例子,甚至可以在大地形上进行教程.如果它不起作用是否有任何其他方式映射大地形?
谢谢.
谢谢.
解决方法
接受挑战!
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,并包含一个变化的浮点(下面称为vAmount),以传递给片段着色器以确定要在其处显示(混合)的纹理.点.
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 ); }
接下来是碎片着色器,它可以包含不同高程所需的许多纹理,并且有一个很棒的内置函数,称为smoothstep,它使得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(0.0,0.0,1.0) + water + sandy + grass + rocky + snowy; }
然后,您可以使用THREE.ShaderMaterial将其用于给定网格.上面的代码在http://stemkoski.github.io/Three.js/Shader-Heightmap-Textures.html实现,产生如下结果:
希望这有助于您入门.快乐的编码!