要在Three.js中使用Raymarching绘制三维SDF球体并将Matcap贴图映射到球体上,可以按照以下步骤进行:

  1. 首先,创建一个HTML文件,并引入Three.js库和一个自定义的着色器文件(包含Raymarching和Matcap贴图的逻辑)。例如:
<!DOCTYPE html>
<html lang="en">
<head>
  <meta charset="UTF-8">
  <title>Three.js Raymarching with Matcap</title>
  <style>
    body { margin: 0; overflow: hidden; }
    canvas { display: block; }
  </style>
</head>
<body>
  <script src="https://threejs.org/build/three.js"></script>
  <script src="shader.js"></script>
  <script>
    // 在这里创建和渲染场景
  </script>
</body>
</html>
  1. <script>标签中,创建和渲染场景的代码如下:
// 创建场景
const scene = new THREE.Scene();

// 创建相机
const camera = new THREE.PerspectiveCamera(75, window.innerWidth / window.innerHeight, 0.1, 1000);
camera.position.z = 5;

// 创建渲染器
const renderer = new THREE.WebGLRenderer();
renderer.setSize(window.innerWidth, window.innerHeight);
document.body.appendChild(renderer.domElement);

// 创建球体的材质
const material = new THREE.ShaderMaterial({
  uniforms: {
    resolution: { value: new THREE.Vector2() }, // 分辨率
    time: { value: 0.0 } // 时间
  },
  vertexShader: document.getElementById('vertexShader').textContent,
  fragmentShader: document.getElementById('fragmentShader').textContent
});

// 创建球体的几何体
const geometry = new THREE.SphereGeometry(1, 32, 32);

// 创建球体的网格并添加到场景中
const sphere = new THREE.Mesh(geometry, material);
scene.add(sphere);

// 更新分辨率和时间的uniform变量
function updateUniforms() {
  material.uniforms.resolution.value.x = window.innerWidth;
  material.uniforms.resolution.value.y = window.innerHeight;
  material.uniforms.time.value += 0.01;
}

// 渲染循环
function animate() {
  requestAnimationFrame(animate);
  updateUniforms();
  renderer.render(scene, camera);
}
animate();
  1. 创建着色器文件shader.js,并编写Raymarching和Matcap贴图的逻辑。例如:
// vertexShader代码
const vertexShader = `
  void main() {
    gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);
  }
`;

// fragmentShader代码
const fragmentShader = `
  uniform vec2 resolution;
  uniform float time;

  // Raymarching的SDF球体函数
  float sdfSphere(vec3 p, float radius) {
    return length(p) - radius;
  }

  // Matcap贴图采样函数
  vec2 getMatcapUV(vec3 normal) {
    vec3 reflectDir = reflect(normalize(normal), vec3(0.0, 0.0, 1.0));
    float theta = atan(reflectDir.y, reflectDir.x);
    float phi = acos(reflectDir.z);
    vec2 uv = vec2((theta + 3.141592653589793) / (2.0 * 3.141592653589793), phi / 3.141592653589793);
    return uv;
  }

  void main() {
    vec2 p = (2.0 * gl_FragCoord.xy - resolution) / min(resolution.x, resolution.y);
    vec3 rayOrigin = vec3(0.0, 0.0, -5.0);
    vec3 rayDirection = normalize(vec3(p, 1.0));
    float t = 0.0;
    float totalDistance = 0.0;

    // Raymarching循环,通过迭代计算光线与球体的交点
    for (int i = 0; i < 100; i++) {
      vec3 p = rayOrigin + rayDirection * t;
      float distance = sdfSphere(p, 1.0); // 调用SDF球体函数
      totalDistance += distance;
      t += distance;

      // 判断是否超出球体
      if (distance < 0.001 || t > 100.0) {
        break;
      }
    }

    // 计算法向量
    vec3 normal = normalize(vec3(
      sdfSphere(vec3(p.x + 0.001, p.y, p.z), 1.0) - totalDistance,
      sdfSphere(vec3(p.x, p.y + 0.001, p.z), 1.0) - totalDistance,
      sdfSphere(vec3(p.x, p.y, p.z + 0.001), 1.0) - totalDistance
    ));

    // 根据法向量采样Matcap贴图
    vec2 matcapUV = getMatcapUV(normal);
    vec4 matcapColor = texture2D(matcapTexture, matcapUV);

    gl_FragColor = vec4(matcapColor.rgb, 1.0);
  }
`;

// 将着色器代码添加到页面中
const vertexShaderElement = document.createElement('script');
vertexShaderElement.type = 'x-shader/x-vertex';
vertexShaderElement.id = 'vertexShader';
vertexShaderElement.textContent = vertexShader;
document.head.appendChild(vertexShaderElement);

const fragmentShaderElement = document.createElement('script');
fragmentShaderElement.type = 'x-shader/x-fragment';
fragmentShaderElement.id = 'fragmentShader';
fragmentShaderElement.textContent = fragmentShader;
document.head.appendChild(fragmentShaderElement);
  1. fragmentShader中,你需要调用getMatcapUV函数来计算法线并采样Matcap贴图,因此你需要将Matcap贴图的纹理传递给着色器。你可以通过以下代码将Matcap贴图加载为纹理:
// 创建Matcap贴图的纹理
const matcapTexture = new THREE.TextureLoader().load('matcap.jpg');

// 将纹理传递给着色器的uniform变量
material.uniforms.matcapTexture = { value: matcapTexture };

确保将实际的Matcap贴图文件(例如matcap.jpg)放置在与HTML文件相同的目录中,并将其名称更新为正确的文件名。

以上就是使用Three.js中的ShaderMaterial进行Raymarching绘制三维SDF球体并将Matcap贴图映射到球体上的基本步骤。请根据你的具体需求进行调整和修改

threejs shadermaterial 使用raymarching绘制三维sdf球体并将matcap贴图映射到三维sdf球体中

原文地址: http://www.cveoy.top/t/topic/hYo2 著作权归作者所有。请勿转载和采集!

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