大气从太空和地面对地球的散射 [英] Atmosphere Scattering for Earth from space and on the ground
问题描述
请提供提示,说明如何使地球的大气层处于从太空和地面可见的状态(如图所示)
Please provide prompt how to make the atmosphere of the Earth so that it is visible from space and from the ground (as shown in the image)
地球模型:
Earth = new THREE.Mesh(new THREE.SphereGeometry(6700,32,32),ShaderMaterialEarth);
宇宙模型:
cosmos= new THREE.Mesh(new THREE.SphereGeometry(50000,32,32),ShaderMaterialCosmos);
和光源:
sun = new THREE.DirectionalLight();
从哪里开始,只是我不知道.也许应该这样做ShaderMaterialCosmos
,在哪里传递相机的位置,并计算应该如何绘制像素.但是如何?
where to start, just I do not know. Perhaps this should do ShaderMaterialCosmos
, where to pass position of the camera, and calculate how should be painted pixel. But how?
我尝试使用以下内容,但在片段着色器的入口处获得零向量 http://http.developer.nvidia.com/GPUGems2/gpugems2_chapter16.html
I tried using the following but get zero vectors at the entrance of the fragment shader http://http.developer.nvidia.com/GPUGems2/gpugems2_chapter16.html
vertexShader:
#define M_PI 3.1415926535897932384626433832795
const float ESun=1.0;
const float Kr = 0.0025;
const float Km = 0.0015;
const int nSamples = 2;
const float fSamples = 1.0;
const float fScaleDepth = 0.25;
varying vec2 vUv;
varying vec3 wPosition;
varying vec4 c0;
varying vec4 c1;
varying vec3 t0;
uniform vec3 v3CameraPos; , // The camera's current position
uniform vec3 v3LightDir; // Direction vector to the light source
uniform vec3 v3InvWavelength; // 1 / pow(wavelength, 4) for RGB
uniform float fCameraHeight; // The camera's current height
const float fOuterRadius=6500.0; // The outer (atmosphere) radius
const float fInnerRadius=6371.0; // The inner (planetary) radius
const float fKrESun=Kr*ESun; // Kr * ESun
const float fKmESun=Km*ESun; // Km * ESun
const float fKr4PI=Kr*4.0*M_PI; // Kr * 4 * PI
const float fKm4PI=Km*4.0*M_PI; // Km * 4 * PI
const float fScale=1.0/(fOuterRadius-fInnerRadius); // 1 / (fOuterRadius - fInnerRadius)
const float fScaleOverScaleDepth= fScale / fScaleDepth; // fScale / fScaleDepth
const float fInvScaleDepth=1.0/0.25;
float getNearIntersection(vec3 v3Pos, vec3 v3Ray, float fDistance2, float fRadius2)
{
float B = 2.0 * dot(v3Pos, v3Ray);
float C = fDistance2 - fRadius2;
float fDet = max(0.0, B*B - 4.0 * C);
return 0.5 * (-B - sqrt(fDet));
}
float scale(float fCos)
{
float x = 1.0 - fCos;
return fScaleDepth * exp(-0.00287 + x*(0.459 + x*(3.83 + x*(-6.80 + x*5.25))));
}
void main() {
// Get the ray from the camera to the vertex and its length (which
// is the far point of the ray passing through the atmosphere)
vec3 v3Pos = position.xyz;
vec3 v3Ray = v3Pos - v3CameraPos;
float fFar = length(v3Ray);
v3Ray /= fFar;
// Calculate the closest intersection of the ray with
// the outer atmosphere (point A in Figure 16-3)
float fNear = getNearIntersection(v3CameraPos, v3Ray, fCameraHeight*fCameraHeight, fOuterRadius*fOuterRadius);
// Calculate the ray's start and end positions in the atmosphere,
// then calculate its scattering offset
vec3 v3Start = v3CameraPos + v3Ray * fNear;
fFar -= fNear;
float fStartAngle = dot(v3Ray, v3Start) / fOuterRadius;
float fStartDepth = exp(-fInvScaleDepth);
float fStartOffset = fStartDepth * scale(fStartAngle);
// Initialize the scattering loop variables
float fSampleLength = fFar / fSamples;
float fScaledLength = fSampleLength * fScale;
vec3 v3SampleRay = v3Ray * fSampleLength;
vec3 v3SamplePoint = v3Start + v3SampleRay * 0.5;
// Now loop through the sample points
vec3 v3FrontColor = vec3(0.0, 0.0, 0.0);
for(int i=0; i<nSamples; i++) {
float fHeight = length(v3SamplePoint);
float fDepth = exp(fScaleOverScaleDepth * (fInnerRadius - fHeight));
float fLightAngle = dot(v3LightDir, v3SamplePoint) / fHeight;
float fCameraAngle = dot(v3Ray, v3SamplePoint) / fHeight;
float fScatter = (fStartOffset + fDepth * (scale(fLightAngle) * scale(fCameraAngle)));
vec3 v3Attenuate = exp(-fScatter * (v3InvWavelength * fKr4PI + fKm4PI));
v3FrontColor += v3Attenuate * (fDepth * fScaledLength);
v3SamplePoint += v3SampleRay;
}
wPosition = (modelMatrix * vec4(position,1.0)).xyz;
c0.rgb = v3FrontColor * (v3InvWavelength * fKrESun);
c1.rgb = v3FrontColor * fKmESun;
t0 = v3CameraPos - v3Pos;
vUv = uv;
}
fragmentShader:
float getMiePhase(float fCos, float fCos2, float g, float g2){
return 1.5 * ((1.0 - g2) / (2.0 + g2)) * (1.0 + fCos2) / pow(1.0 + g2 - 2.0*g*fCos, 1.5);
}
// Rayleigh phase function
float getRayleighPhase(float fCos2){
//return 0.75 + 0.75 * fCos2;
return 0.75 * (2.0 + 0.5 * fCos2);
}
varying vec2 vUv;
varying vec3 wPosition;
varying vec4 c0;
varying vec4 c1;
varying vec3 t0;
uniform vec3 v3LightDir;
uniform float g;
uniform float g2;
void main() {
float fCos = dot(v3LightDir, t0) / length(t0);
float fCos2 = fCos * fCos;
gl_FragColor = getRayleighPhase(fCos2) * c0 + getMiePhase(fCos, fCos2, g, g2) * c1;
gl_FragColor = c1;
}
推荐答案
第16章 GPU Gem 2提供了很好的解释和说明,可以实时实现您的目标.
Chapter 16 of GPU Gem 2 has nice explanation and illustration for achieving your goal in real time.
基本上,您需要通过大气层进行射线投射并评估光散射.
Basically you need to perform ray casting through the atmosphere layer and evaluate the light scattering.
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