three.js - How can I warp a shader matrix to match isometric perspective in a 3d scene?
问题描述
I'm applying a shader as a texture to a plane in an isometric scene. The plane lays flat with x,z dimensions. I'm having trouble getting the shader pattern to match the isometric perspective as the scene it's in.
Here's an example where the shader rotates with the plane (like a regular texture) by passing in the orientation as a uniform.
Here's a "2d" (orthographic) projection of the shader texture:
var TWO_PI = Math.PI * 2;
var PI = Math.PI;
var width = window.innerHeight - 50;
var height = window.innerHeight - 50;
var aspect = width / height;
var planeSize = width * 0.75;
var clock = new THREE.Clock();
var camera, scene, renderer;
var plane, geom_plane, mat_plane;
function init() {
// ---------- scene
scene = new THREE.Scene();
// ---------- plane
var plane_w = planeSize;
var plane_h = planeSize;
var geom_plane = new THREE.PlaneGeometry(plane_w,
plane_h,
0);
var mat_plane = new THREE.MeshBasicMaterial({
color: 0xffff00,
side: THREE.DoubleSide
});
var shaderMaterial_plane = new THREE.ShaderMaterial({
uniforms: {
u_resolution: {
value: new THREE.Vector2(planeSize, planeSize)
},
u_rotation_x: {
value: performance.now() * 0.001
},
u_rotation_y: {
value: performance.now() * 0.001
}
},
vertexShader: document.getElementById('vertexshader').textContent,
fragmentShader: document.getElementById('fragmentshader').textContent,
blending: THREE.NormalBlending,
depthTest: true,
transparent: true
});
plane = new THREE.Mesh(geom_plane, shaderMaterial_plane);
scene.add(plane);
// ---------- cam
camera = new THREE.OrthographicCamera(width / -2, width / 2, height / 2, height / -2, 1, 5000);
camera.position.set(0, 0, planeSize);
camera.lookAt(scene.position);
// ---------- renderer
renderer = new THREE.WebGLRenderer({
antialias: false,
alpha: true
});
renderer.setSize(width, height);
renderer.setClearColor(0x000000);
document.body.appendChild(renderer.domElement);
}
function animate() {
requestAnimationFrame(animate);
var time = performance.now() * 0.001;
plane.material.uniforms.u_rotation_x.value = Math.sin(time * 0.2);
plane.material.uniforms.u_rotation_y.value = Math.cos(time * 0.2);
var delta = clock.getDelta();
render();
}
function render() {
renderer.render(scene, camera);
}
init();
animate();
<script type="x-shader/x-vertex" id="vertexshader">
varying vec2 vUv;
void main() {
vUv = uv;
gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);
}
</script>
<script type="x-shader/x-fragment" id="fragmentshader">
uniform vec2 u_resolution; // Canvas size (width,height)
uniform float u_rotation_x;
uniform float u_rotation_y;
mat2 rotate2d(vec2 _angles){
return mat2(_angles.x,
-_angles.x,
_angles.y,
_angles.y);
}
float map(float value, float min1, float max1, float min2, float max2) {
return min2 + (value - min1) * (max2 - min2) / (max1 - min1);
}
void main() {
vec2 st = gl_FragCoord.xy/u_resolution.xy;
vec3 color = vec3(1.0,1.0,1.0);
float gradientLength = 0.2;
float t = 18.;
// move matrix in order to set rotation pivot point to center
st -= vec2(0.5);
// rotate
vec2 u_rotation = vec2(u_rotation_x, u_rotation_y);
st = rotate2d(u_rotation) * st;
// move matrix back
st += vec2(0.5);
// apply gradient pattern
vec2 p = vec2(floor(gl_FragCoord.x), floor(gl_FragCoord.y));
float pp = clamp(gl_FragCoord.y,-0.5,st.y);
float val = mod((pp + t), gradientLength);
float alpha = map(val, 0.0, gradientLength, 1.0, 0.0);
gl_FragColor = vec4(color,alpha);
}
</script>
<div id="threejs_canvas"></div>
<script src="https://threejs.org/build/three.min.js"></script>
And here it is on the plane in isometric space (with the same rotation):
var TWO_PI = Math.PI * 2;
var PI = Math.PI;
var width = window.innerHeight - 50;
var height = window.innerHeight - 50;
var aspect = width / height;
var canvasCubeSize = width;
var clock = new THREE.Clock();
var camera, scene, renderer;
var wire_cube;
var plane, geom_plane, mat_plane;
function init() {
// ---------- scene
scene = new THREE.Scene();
// ---------- wire cube
var wire_geometry = new THREE.BoxGeometry(canvasCubeSize / 2, canvasCubeSize / 2, canvasCubeSize / 2);
var wire_material = new THREE.MeshBasicMaterial({
wireframe: true,
color: 0xff0000
});
wire_cube = new THREE.Mesh(wire_geometry, wire_material);
scene.add(wire_cube);
// ---------- plane
var plane_w = canvasCubeSize / 2;
var plane_h = plane_w;
var geom_plane = new THREE.PlaneGeometry(plane_w,
plane_h,
0);
var mat_plane = new THREE.MeshBasicMaterial({
color: 0xffff00,
side: THREE.DoubleSide
});
var shaderMaterial_plane = new THREE.ShaderMaterial({
uniforms: {
u_time: {
value: 1.0
},
u_resolution: {
value: new THREE.Vector2(canvasCubeSize, canvasCubeSize)
},
u_rotation_x: {
value: wire_cube.rotation.y
},
u_rotation_y: {
value: wire_cube.rotation.y
}
},
vertexShader: document.getElementById('vertexshader').textContent,
fragmentShader: document.getElementById('fragmentshader').textContent,
blending: THREE.NormalBlending,
depthTest: true,
transparent: true
});
plane = new THREE.Mesh(geom_plane, shaderMaterial_plane);
plane.rotation.x = -PI / 2;
wire_cube.add(plane);
// ---------- cam
camera = new THREE.OrthographicCamera(width / -2, width / 2, height / 2, height / -2, 1, 5000);
camera.position.set(canvasCubeSize, canvasCubeSize, canvasCubeSize);
camera.lookAt(scene.position);
// ---------- renderer
renderer = new THREE.WebGLRenderer({
antialias: false,
alpha: true
});
renderer.setSize(width, height);
renderer.setClearColor(0x000000);
document.body.appendChild(renderer.domElement);
}
function animate() {
requestAnimationFrame(animate);
var time = performance.now() * 0.001;
wire_cube.rotation.y = time * 0.2;
if (wire_cube.rotation.y >= TWO_PI) {
wire_cube.rotation.y -= TWO_PI;
}
plane.material.uniforms.u_time.value = time * 0.005;
plane.material.uniforms.u_rotation_x.value = Math.sin(wire_cube.rotation.y);
plane.material.uniforms.u_rotation_y.value = Math.cos(wire_cube.rotation.y);
var delta = clock.getDelta();
render();
}
function render() {
renderer.render(scene, camera);
}
init();
animate();
<script type="x-shader/x-vertex" id="vertexshader">
varying vec2 vUv;
void main() {
vUv = uv;
gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);
}
</script>
<script type="x-shader/x-fragment" id="fragmentshader">
uniform vec2 u_resolution; // Canvas size (width,height)
uniform float u_rotation_x;
uniform float u_rotation_y;
mat2 rotate2d(vec2 _angles){
return mat2(_angles.x,
-_angles.x,
_angles.y,
_angles.y);
}
float map(float value, float min1, float max1, float min2, float max2) {
return min2 + (value - min1) * (max2 - min2) / (max1 - min1);
}
void main() {
vec2 st = gl_FragCoord.xy/u_resolution.xy;
vec3 color = vec3(1.0,1.0,1.0);
float gradientLength = 0.2;
float t = 18.;
// move matrix in order to set rotation pivot point to center
st -= vec2(0.5);
// rotate
vec2 u_rotation = vec2(u_rotation_x, u_rotation_y);
st = rotate2d(u_rotation) * st;
// move matrix back
st += vec2(0.5);
// apply gradient pattern
vec2 p = vec2(floor(gl_FragCoord.x), floor(gl_FragCoord.y));
float pp = clamp(gl_FragCoord.y,-0.5,st.y);
float val = mod((pp + t), gradientLength);
float alpha = map(val, 0.0, gradientLength, 1.0, 0.0);
gl_FragColor = vec4(color,alpha);
}
</script>
<div id="threejs_canvas">
</div>
<script src="https://threejs.org/build/three.min.js"></script>
if snippet output is too small see here
The rotation illustrates how the shader isn't mimicking isometric perspective. Notice how the shader pattern doesn't stay fixed relative to the plane's corners as they rotate.
Here's the frag shader:
uniform vec2 u_resolution; // canvas size (width,height)
uniform float u_rotation_x;
uniform float u_rotation_y;
mat2 rotate2d(vec2 _angles){
return mat2(_angles.x,
-_angles.x,
_angles.y,
_angles.y);
}
float map(float value, float min1, float max1, float min2, float max2) {
return min2 + (value - min1) * (max2 - min2) / (max1 - min1);
}
void main() {
vec2 st = gl_FragCoord.xy/u_resolution.xy;
vec3 color = vec3(1.0,1.0,1.0);
float gradientLength = 0.2;
float t = 18.;
// move matrix in order to set rotation pivot point to center
st -= vec2(0.5);
// rotate
vec2 u_rotation = vec2(u_rotation_x, u_rotation_y);
st = rotate2d(u_rotation) * st;
// move matrix back
st += vec2(0.5);
// apply gradient pattern
vec2 p = vec2(floor(gl_FragCoord.x), floor(gl_FragCoord.y));
float pp = clamp(gl_FragCoord.y,-0.5,st.y);
float val = mod((pp + t), gradientLength);
float alpha = map(val, 0.0, gradientLength, 1.0, 0.0);
gl_FragColor = vec4(color,alpha);
}
Could someone help me understand how to "warp" the matrix in the shader so that when it rotates, it mimics the rotation of a flat plane in isometric space?
Edit: I'm wondering if warping the matrix and applying accurate rotation should be broken up into two separate issues? I'm playing around with changing the rotation speed based on 0 to TWO_PI orientation but maybe that's a solution specific to this example...
解决方案
非常有趣的问题(+1)。如何将单位圆转换为椭圆并使用其中内接的 90 度偏移基向量?
此处忽略矩阵数学GL/GLSL/C++示例:
CPU侧画法:
// GLSL Isometric view
float pan[2]={0.5,0.5};
float u[2]={1.0,0.0};
float v[2]={0.5,0.5};
const float deg=M_PI/180.0;
const float da=1.0*deg;;
static float a=0.0;
u[0]=1.0*cos(a);
u[1]=0.5*sin(a);
v[0]=1.0*cos(a+90.0*deg);
v[1]=0.5*sin(a+90.0*deg);
a+=da; if (a>=2.0*M_PI) a-=2.0*M_PI;
glUseProgram(prog_id);
id=glGetUniformLocation(prog_id,"zoom"); glUniform1f(id,0.5);
id=glGetUniformLocation(prog_id,"pan"); glUniform2fv(id,1,pan);
id=glGetUniformLocation(prog_id,"u"); glUniform2fv(id,1,u);
id=glGetUniformLocation(prog_id,"v"); glUniform2fv(id,1,v);
glBegin(GL_QUADS);
glColor3f(1,1,1);
float x=0.0,y=0.0;
glVertex2f(x+0.0,y+0.0);
glVertex2f(x+0.0,y+1.0);
glVertex2f(x+1.0,y+1.0);
glVertex2f(x+1.0,y+0.0);
glEnd();
glUseProgram(0);
顶点:
#version 120
// Vertex
uniform vec2 pan=vec2(0.5,0.5); // origin [grid cells]
uniform float zoom=0.5; // scale
uniform vec2 u=vec2(1.0,0.0); // basis vectors
uniform vec2 v=vec2(0.5,0.5);
varying vec2 pos; // position [grid cells]
void main()
{
pos=gl_Vertex.xy;
vec2 a=zoom*(gl_Vertex.xy-pan);
gl_Position=vec4((u*a.x)+(v*a.y),0.0,1.0);
}
分段:
#version 120
// Fragment
varying vec2 pos; // texture coordinate
void main()
{
float a;
a=2.0*(pos.x+pos.y);
a-=floor(a);
gl_FragColor=vec4(a,a,a,1.0);
}
最后预览:
重要的东西在Vertex shader中。因此,只需通过公式简单地使用u,v
基向量从世界2D 转换为等距2D 位置:
isometric = world.x*u + world.y*v
其余的pan
只是zoom
......
推荐阅读
- laravel - Laravel Spatie 403 用户未登录
- javascript - SweetAlert 2 和 Internet Explorer
- c++ - 为什么我的解决方案(Square Dance - google jam 问题)给出“错误答案”?
- linux - pgrep {进程名称} | wc -l 返回错误结果
- html - Bootstrap - 防止文本大小影响下一个 div 位置
- kubernetes - 如何使用 kubernetes ingress 运行两个 minecraft 服务器
- ruby - 如何在 ubuntu 上引用正确版本的 ruby
- c++ - 我必须反转一个字符串,但我的代码没有产生任何输出——C++
- java - 将 GUI 添加到视频播放程序(在使用 Java 处理中)
- python - Selenium Chrome 窗口中的按钮不可点击