我已经设置了这个最小的测试用例,您可以很容易地看到通过使用自定义片段着色器(小提琴)对振荡红色进行欠采样所产生的云纹图案。
使用GLSL消除这种模式的一般技术是什么?我认为它涉及到衍生工具的扩展,但我从来没有完全理解如何实现它。我想我基本上得做些反混叠?
var canvas = document.getElementById('canvas');
var scene = new THREE.Scene();
var renderer = new THREE.WebGLRenderer({canvas: canvas, antialias: true});
var camera = new THREE.PerspectiveCamera(75, canvas.clientWidth / canvas.clientWidth, 1, 1000);
var geometry = new THREE.SphereGeometry(50, 50, 50);
var material = new THREE.ShaderMaterial({
vertexShader: document.getElementById('vertex-shader').textContent,
fragmentShader: document.getElementById('fragment-shader').textContent
});
var sphere = new THREE.Mesh(geometry, material);
scene.add(sphere);
camera.position.z = 100;
var period = 30;
var clock = new THREE.Clock();
render();
function render() {
requestAnimationFrame(render);
if (canvas.width !== canvas.clientWidth || canvas.height !== canvas.clientHeight) {
renderer.setSize(canvas.clientWidth, canvas.clientHeight, false);
camera.aspect = canvas.clientWidth / canvas.clientHeight;
camera.updateProjectionMatrix();
}
sphere.rotation.y -= clock.getDelta() * 2 * Math.PI / period;
renderer.render(scene, camera);
}html, body, #canvas {
margin: 0;
padding: 0;
width: 100%;
height: 100%;
overflow: hidden;
}<script src="https://cdnjs.cloudflare.com/ajax/libs/three.js/r73/three.min.js"></script>
<canvas id="canvas"></canvas>
<script id="vertex-shader" type="x-shader/x-vertex">
varying vec2 vUv;
void main() {
vUv = uv;
gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);
}
</script>
<script id="fragment-shader" type="x-shader/x-fragment">
#define M_TAU 6.2831853071795864769252867665590
varying vec2 vUv;
void main() {
float w = sin(500.0 * M_TAU * vUv.x) / 2.0 + 0.5;
vec3 color = vec3(w, 0.0, 0.0);
gl_FragColor = vec4(color, 1.0);
}
</script>
更新:我尝试过实现超采样,不确定我是否正确地实现了它,但它似乎没有太大帮助。
发布于 2015-12-30 17:06:18
不幸的是,这里的莫尔图案是高对比度线接近奈奎斯特频率的结果.换句话说,没有一个好的方法,让1或2像素宽的高对比度线平稳地转移到下一个像素,而不引入这样的人工制品,或模糊的线条是无法区分的。
你提到了导数扩展,实际上,这个扩展可以用来计算你的超视距在屏幕空间中的变化有多快,因此,找出需要多少模糊才能把这个问题扫到地毯下面。在下面示例的修改版本中,我尝试使用fwidth将噪声变差的球体变成红色。尝试使用一些在这里定义为常量的浮点数,看看你能找到什么。
var canvas = document.getElementById('canvas');
var scene = new THREE.Scene();
var renderer = new THREE.WebGLRenderer({canvas: canvas, antialias: true});
var camera = new THREE.PerspectiveCamera(75, canvas.clientWidth / canvas.clientWidth, 1, 1000);
var geometry = new THREE.SphereGeometry(50, 50, 50);
var material = new THREE.ShaderMaterial({
vertexShader: document.getElementById('vertex-shader').textContent,
fragmentShader: document.getElementById('fragment-shader').textContent
});
var sphere = new THREE.Mesh(geometry, material);
scene.add(sphere);
camera.position.z = 100;
var period = 30;
var clock = new THREE.Clock();
render();
function render() {
requestAnimationFrame(render);
if (canvas.width !== canvas.clientWidth || canvas.height !== canvas.clientHeight) {
renderer.setSize(canvas.clientWidth, canvas.clientHeight, false);
camera.aspect = canvas.clientWidth / canvas.clientHeight;
camera.updateProjectionMatrix();
}
sphere.rotation.y -= clock.getDelta() * 2 * Math.PI / period;
renderer.render(scene, camera);
}html, body, #canvas {
margin: 0;
padding: 0;
width: 100%;
height: 100%;
overflow: hidden;
}<script src="https://cdnjs.cloudflare.com/ajax/libs/three.js/r73/three.min.js"></script>
<canvas id="canvas"></canvas>
<script id="vertex-shader" type="x-shader/x-vertex">
varying vec2 vUv;
void main() {
vUv = uv;
gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);
}
</script>
<script id="fragment-shader" type="x-shader/x-fragment">
#extension GL_OES_standard_derivatives : enable
#define M_TAU 6.2831853071795864769252867665590
varying vec2 vUv;
void main() {
float linecount = 200.0;
float thickness = 0.0;
float blendregion = 2.8;
// Loosely based on https://github.com/AnalyticalGraphicsInc/cesium/blob/1.16/Source/Shaders/Materials/GridMaterial.glsl#L17-L34
float scaledWidth = fract(linecount * vUv.s);
scaledWidth = abs(scaledWidth - floor(scaledWidth + 0.5));
vec2 dF = fwidth(vUv) * linecount;
float value = 1.0 - smoothstep(dF.s * thickness, dF.s * (thickness + blendregion), scaledWidth);
gl_FragColor = vec4(value, 0.0, 0.0, 1.0);
}
</script>
https://stackoverflow.com/questions/34523682
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