Вы не можете просто переместить позицию
, представляя, что у вас есть четырехугольная плоскость 2x2
A--B--C
| /| /|
|/ |/ |
D--E--F
| /| /|
|/ |/ |
G--H--I
Точка E имеет одну нормальную перпендикулярную плоскость, но если вы переместите саму точку E перпендикулярно плоскости, внезапно ему нужна отдельная нормаля для каждого треугольника, который ее использует, 6 треугольников на диаграмме выше. И, конечно же, необходимо изменить и нормали других вершин.
Вам нужно будет вычислять новые нормали в шейдере фрагментов, используя стандартные производные.
function main() {
const gl = document.querySelector('canvas').getContext('webgl');
const ext = gl.getExtension('OES_standard_derivatives');
if (!ext) {
return alert('need OES_standard_derivatives');
}
const m4 = twgl.m4;
const vs = `
attribute vec4 position;
attribute vec2 texcoord;
uniform sampler2D displacementMap;
uniform mat4 projection;
uniform mat4 view;
uniform mat4 model;
varying vec3 v_worldPosition;
void main() {
float displacementScale = 10.0;
float displacement = texture2D(displacementMap, texcoord).r * displacementScale;
vec4 displacedPosition = position + vec4(0, displacement, 0, 0);
gl_Position = projection * view * model * displacedPosition;
v_worldPosition = (model * displacedPosition).xyz;
}
`;
const fs = `
#extension GL_OES_standard_derivatives : enable
precision highp float;
varying vec3 v_worldPosition;
void main() {
vec3 dx = dFdx(v_worldPosition);
vec3 dy = dFdy(v_worldPosition);
vec3 normal = normalize(cross(dy, dx));
// just hard code lightDir and color
// to make it easy
vec3 lightDir = normalize(vec3(1, -2, 3));
float light = dot(lightDir, normal);
vec3 color = vec3(0.3, 1, 0.1);
gl_FragColor = vec4(color * (light * 0.5 + 0.5), 1);
}
`;
// compile shader, link, look up locations
const programInfo = twgl.createProgramInfo(gl, [vs, fs]);
// make some vertex data
// calls gl.createBuffer, gl.bindBuffer, gl.bufferData for each array
const bufferInfo = twgl.primitives.createPlaneBufferInfo(
gl,
96, // width
64, // height
96, // quads across
64, // quads down
);
const tex = twgl.createTexture(gl, {
src: 'https://threejsfundamentals.org/threejs/resources/images/heightmap-96x64.png',
minMag: gl.NEAREST,
wrap: gl.CLAMP_TO_EDGE,
});
function render(time) {
time *= 0.001; // seconds
twgl.resizeCanvasToDisplaySize(gl.canvas);
gl.viewport(0, 0, gl.canvas.width, gl.canvas.height);
gl.enable(gl.DEPTH_TEST);
gl.enable(gl.CULL_FACE);
const fov = 60 * Math.PI / 180;
const aspect = gl.canvas.clientWidth / gl.canvas.clientHeight;
const near = 0.1;
const far = 200;
const projection = m4.perspective(fov, aspect, near, far);
const eye = [Math.cos(time) * 30, 10, Math.sin(time) * 30];
const target = [0, 0, 0];
const up = [0, 1, 0];
const camera = m4.lookAt(eye, target, up);
const view = m4.inverse(camera);
const model = m4.identity();
gl.useProgram(programInfo.program);
// calls gl.bindBuffer, gl.enableVertexAttribArray, gl.vertexAttribPointer
twgl.setBuffersAndAttributes(gl, programInfo, bufferInfo);
// calls gl.activeTexture, gl.bindTexture, gl.uniformXXX
twgl.setUniformsAndBindTextures(programInfo, {
projection,
view,
model,
displacementMap: tex,
});
// calls gl.drawArrays or gl.drawElements
twgl.drawBufferInfo(gl, bufferInfo);
requestAnimationFrame(render);
}
requestAnimationFrame(render);
}
main();
<script src="https://twgljs.org/dist/4.x/twgl-full.min.js"></script>
<canvas id="canvas"></canvas>
или просмотрев несколько точек на карте смещения или
function main() {
const gl = document.querySelector('canvas').getContext('webgl');
const m4 = twgl.m4;
const vs = `
attribute vec4 position;
attribute vec2 texcoord;
uniform sampler2D displacementMap;
uniform mat4 projection;
uniform mat4 view;
uniform mat4 model;
varying vec2 v_texcoord;
void main() {
float displacementScale = 10.0;
float displacement = texture2D(displacementMap, texcoord).r * displacementScale;
vec4 displacedPosition = position + vec4(0, displacement, 0, 0);
gl_Position = projection * view * model * displacedPosition;
v_texcoord = texcoord;
}
`;
const fs = `
precision highp float;
varying vec2 v_texcoord;
uniform sampler2D displacementMap;
void main() {
// should make this a uniform so it's shared
float displacementScale = 10.0;
// I'm sure there is a better way to compute
// what this offset should be
float offset = 0.01;
vec2 uv0 = v_texcoord;
vec2 uv1 = v_texcoord + vec2(offset, 0);
vec2 uv2 = v_texcoord + vec2(0, offset);
float h0 = texture2D(displacementMap, uv0).r;
float h1 = texture2D(displacementMap, uv1).r;
float h2 = texture2D(displacementMap, uv2).r;
vec3 p0 = vec3(uv0, h0 * displacementScale);
vec3 p1 = vec3(uv1, h1 * displacementScale);
vec3 p2 = vec3(uv2, h2 * displacementScale);
vec3 v0 = p1 - p0;
vec3 v1 = p2 - p0;
vec3 normal = normalize(cross(v1, v0));
// just hard code lightDir and color
// to make it easy
vec3 lightDir = normalize(vec3(1, -3, 2));
float light = dot(lightDir, normal);
vec3 color = vec3(0.3, 1, 0.1);
gl_FragColor = vec4(color * (light * 0.5 + 0.5), 1);
}
`;
// compile shader, link, look up locations
const programInfo = twgl.createProgramInfo(gl, [vs, fs]);
// make some vertex data
// calls gl.createBuffer, gl.bindBuffer, gl.bufferData for each array
const bufferInfo = twgl.primitives.createPlaneBufferInfo(
gl,
96, // width
64, // height
96, // quads across
64, // quads down
);
const tex = twgl.createTexture(gl, {
src: 'https://threejsfundamentals.org/threejs/resources/images/heightmap-96x64.png',
minMag: gl.LINEAR,
wrap: gl.CLAMP_TO_EDGE,
});
function render(time) {
time *= 0.001; // seconds
twgl.resizeCanvasToDisplaySize(gl.canvas);
gl.viewport(0, 0, gl.canvas.width, gl.canvas.height);
gl.enable(gl.DEPTH_TEST);
gl.enable(gl.CULL_FACE);
const fov = 60 * Math.PI / 180;
const aspect = gl.canvas.clientWidth / gl.canvas.clientHeight;
const near = 0.1;
const far = 200;
const projection = m4.perspective(fov, aspect, near, far);
const eye = [Math.cos(time) * 30, 10, Math.sin(time) * 30];
const target = [0, 0, 0];
const up = [0, 1, 0];
const camera = m4.lookAt(eye, target, up);
const view = m4.inverse(camera);
const model = m4.identity();
gl.useProgram(programInfo.program);
// calls gl.bindBuffer, gl.enableVertexAttribArray, gl.vertexAttribPointer
twgl.setBuffersAndAttributes(gl, programInfo, bufferInfo);
// calls gl.activeTexture, gl.bindTexture, gl.uniformXXX
twgl.setUniformsAndBindTextures(programInfo, {
projection,
view,
model,
displacementMap: tex,
});
// calls gl.drawArrays or gl.drawElements
twgl.drawBufferInfo(gl, bufferInfo);
requestAnimationFrame(render);
}
requestAnimationFrame(render);
}
main();
<script src="https://twgljs.org/dist/4.x/twgl-full.min.js"></script>
<canvas id="canvas"></canvas>
Обратите внимание, что вместо вычисления нормалей из 3 выборок текстуры вы, вероятно, могли бы предварительно вычислить их во время инициализации, просматривая карту высот и генерируя карту нормалей. , Вы можете поставить это как 3 канала с одинаковой текстурой. Как, скажем, RGB = нормальный и A = высота
async function main() {
const gl = document.querySelector('canvas').getContext('webgl');
const m4 = twgl.m4;
const v3 = twgl.v3;
const vs = `
attribute vec4 position;
attribute vec2 texcoord;
uniform sampler2D displacementMap;
uniform mat4 projection;
uniform mat4 view;
uniform mat4 model;
varying vec2 v_texcoord;
void main() {
float displacementScale = 10.0;
float displacement = texture2D(displacementMap, texcoord).a * displacementScale;
vec4 displacedPosition = position + vec4(0, displacement, 0, 0);
gl_Position = projection * view * model * displacedPosition;
v_texcoord = texcoord;
}
`;
const fs = `
precision highp float;
varying vec2 v_texcoord;
uniform sampler2D displacementMap;
void main() {
// should make this a uniform so it's shared
float displacementScale = 10.0;
vec3 data = texture2D(displacementMap, v_texcoord).rgb;
vec3 normal = data * 2. - 1.;
// just hard code lightDir and color
// to make it easy
vec3 lightDir = normalize(vec3(1, -3, 2));
float light = dot(lightDir, normal);
vec3 color = vec3(0.3, 1, 0.1);
gl_FragColor = vec4(color * (light * 0.5 + 0.5), 1);
}
`;
// compile shader, link, look up locations
const programInfo = twgl.createProgramInfo(gl, [vs, fs]);
// make some vertex data
// calls gl.createBuffer, gl.bindBuffer, gl.bufferData for each array
const bufferInfo = twgl.primitives.createPlaneBufferInfo(
gl,
96, // width
64, // height
96, // quads across
64, // quads down
);
const img = await loadImage('https://threejsfundamentals.org/threejs/resources/images/heightmap-96x64.png');
// get image data
const ctx = document.createElement('canvas').getContext('2d');
ctx.canvas.width = img.width;
ctx.canvas.height = img.height;
ctx.drawImage(img, 0, 0);
const imgData = ctx.getImageData(0, 0, img.width, img.height);
// generate normals from height data
const displacementScale = 10;
const data = new Uint8Array(imgData.data.length);
for (let z = 0; z < imgData.height; ++z) {
for (let x = 0; x < imgData.width; ++x) {
const off = (z * img.width + x) * 4;
const h0 = imgData.data[off];
const h1 = imgData.data[off + 4] || 0; // being lazy at edge
const h2 = imgData.data[off + imgData.width * 4] || 0; // being lazy at edge
const p0 = [x , h0 * displacementScale / 255, z ];
const p1 = [x + 1, h1 * displacementScale / 255, z ];
const p2 = [x , h2 * displacementScale / 255, z + 1];
const v0 = v3.normalize(v3.subtract(p1, p0));
const v1 = v3.normalize(v3.subtract(p2, p0));
const normal = v3.normalize(v3.cross(v0, v1));
data[off + 0] = (normal[0] * 0.5 + 0.5) * 255;
data[off + 1] = (normal[1] * 0.5 + 0.5) * 255;
data[off + 2] = (normal[2] * 0.5 + 0.5) * 255;
data[off + 3] = h0;
}
}
const tex = twgl.createTexture(gl, {
src: data,
width: imgData.width,
minMag: gl.LINEAR,
wrap: gl.CLAMP_TO_EDGE,
});
function render(time) {
time *= 0.001; // seconds
twgl.resizeCanvasToDisplaySize(gl.canvas);
gl.viewport(0, 0, gl.canvas.width, gl.canvas.height);
gl.enable(gl.DEPTH_TEST);
gl.enable(gl.CULL_FACE);
const fov = 60 * Math.PI / 180;
const aspect = gl.canvas.clientWidth / gl.canvas.clientHeight;
const near = 0.1;
const far = 200;
const projection = m4.perspective(fov, aspect, near, far);
const eye = [Math.cos(time) * 30, 10, Math.sin(time) * 30];
const target = [0, 0, 0];
const up = [0, 1, 0];
const camera = m4.lookAt(eye, target, up);
const view = m4.inverse(camera);
const model = m4.identity();
gl.useProgram(programInfo.program);
// calls gl.bindBuffer, gl.enableVertexAttribArray, gl.vertexAttribPointer
twgl.setBuffersAndAttributes(gl, programInfo, bufferInfo);
// calls gl.activeTexture, gl.bindTexture, gl.uniformXXX
twgl.setUniformsAndBindTextures(programInfo, {
projection,
view,
model,
displacementMap: tex,
});
// calls gl.drawArrays or gl.drawElements
twgl.drawBufferInfo(gl, bufferInfo);
requestAnimationFrame(render);
}
requestAnimationFrame(render);
}
function loadImage(url) {
return new Promise((resolve, reject) => {
const img = new Image();
img.onload = _ => resolve(img);
img.onerror = reject;
img.crossOrigin = 'anonymous';
img.src = url;
});
}
main();
<script src="https://twgljs.org/dist/4.x/twgl-full.min.js"></script>
<canvas id="canvas"></canvas>