WebGL - 在平面上显示球体

问题描述 投票:0回答:1

我想展示一个像球体一样的图像 - 但是在飞机上。这个操作的一个例子是Mercatore投影,地球地图从地球“展开”。为了更好地解释自己,在球体上有一个平方纹理 - 不是在整个球体上,而是在它的一部分上 - 我想在平面上显示在球体上看到这个纹理的结果。我发现了这个:How do I 'wrap' a plane over a sphere with three.js?

但我想用着色器来做,因为它可能是最有效的,但可能也是最困难的。我在找到合适的配方时遇到了问题。它有任何数学框架吗?

opengl-es glsl webgl shader vertex-shader
1个回答
1
投票

您应该指定您真正想要的投影。弯曲表面有许多种方法(不仅仅适用于球体)。你的问题是这种变换的反转,所以首先是直接投影(平面 - >球面)。我使用这两个(两者都用于特定目的):

projections

  1. 球体上区域中间的距离与平面上的距离相匹配 这用于修正曲面上的纹理,例如眼镜上的装饰品dekors ......
  2. 球体上与视轴的垂直距离与平面上的距离相匹配 因此,如果从视轴看,您会在球体上和平面上看到相同的图像,只需设置坐标系,因此Z轴是查看方向,x,y轴对应于2D平面轴。然后只计算z坐标以匹配球体表面

我想你想要第一个选择

因此,计算中点(x0,y0)作为边界框的中心或均匀间隔的点平均点。通过弧度ang为每个点和坐标(从中间点)计算atan2

然后计算dx,dy并将二维坐标计算为(x,y)=(x0+dx,y0+dy)

这里是结果示例(我将其用于任何类型的曲率):

example

[笔记]

还有另外一种基于射线投射的方法,可能还有更多...

[edit1] C ++示例

为您打造的小型C ++课程:

//---------------------------------------------------------------------------
#include <Math.h>
class sphere_projection
    {
public:
    float x0,y0,z0,r0;  // 3D sphere
    float u0,v0;        // mid point of 2D image
    float m;            // scale 2D image
    int   mode;         // which projection type
    sphere_projection()
        {
        x0=0.0; y0=0.0; z0=0.0; r0=1.0;
        u0=0.0; v0=0.0; m=1.0;
        mode=1;
        }
    void uv2xyz(float &x,float &y,float &z,float u,float v)
        {
        if (mode==1)
            {
            float a,b;
            // 2D position scaled around midpoint and converted from arclength to angle
            u=(u-u0)*m/r0;
            v=(v-v0)*m/r0;
            // correct on radius distrotion in both axises
            a=u/cos(v);
            b=v/cos(u);
            // compute the 3D cartesian point on surface
            z=z0+(r0*cos(b)*cos(a));
            x=x0+(r0*cos(b)*sin(a));
            y=y0+(r0*sin(b));
            }
        if (mode==2)
            {
            // 2D position scaled around midpoint
            x=(u-u0)*m;
            y=(v-v0)*m;
            // compute the 3D cartesian point on surface
            x=x0+x;
            y=y0+y;
            z=z0+sqrt(r0*r0-x*x-y*y);
            }
        }
    void uv2xy (float &x,float &y,         float u,float v)
        {
        if (mode==1)
            {
            float a,b,z;
            // 2D position scaled around midpoint and converted from arclength to angle
            a=(u-u0)*m/r0;
            b=(v-v0)*m/r0;
            // correct on radius distrotion in both axises and convert back to 2D position
            x=u0+(a*r0/(m*cos(b)));
            y=v0+(b*r0/(m*cos(a)));
            }
        if (mode==2)
            {
            float z;
            // 2D position scaled around midpoint + Z axis
            x=(u-u0)*m;
            y=(v-v0)*m;
            z=sqrt(r0*r0-x*x-y*y);
            // compute arclengths and convert back to 2D position
            x=u0+(r0*atan2(x,z)/m);
            y=v0+(r0*atan2(y,z)/m);
            }
        }
    };
//---------------------------------------------------------------------------

这是如何使用它(在OpenGL中渲染):

glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);

glMatrixMode(GL_MODELVIEW);
glPushMatrix();
glTranslatef(0.0,+2.5,-20.0);

static float ang=0.0; ang+=2.5;
float x,y,z,u,v,d=0.2;
sphere_projection sp;
sp.x0=0.0;
sp.y0=0.0;
sp.z0=0.0;
sp.r0=1.5;
sp.u0=0.0;
sp.v0=0.0;
sp.m =0.5;


for (sp.mode=1;sp.mode<=2;sp.mode++)
    {
    // original 2D grid
    glMatrixMode(GL_MODELVIEW);
    glTranslatef(-5.0,0.0,0.0);
    glColor3f(1.0f, 1.0f, 1.0f);
    for (u=d-1.0;u<=1.0;u+=d)
     for (v=d-1.0;v<=1.0;v+=d)
        {
        glBegin(GL_LINE_LOOP);
        glVertex3f(u-d,v-d,0.0);
        glVertex3f(u-d,v  ,0.0);
        glVertex3f(u  ,v  ,0.0);
        glVertex3f(u  ,v-d,0.0);
        glEnd();
        }
    // sphere mapped corrected
    glMatrixMode(GL_MODELVIEW);
    glTranslatef(+5.0,0.0,0.0);
    glPushMatrix();
    glRotatef(ang,0.0,1.0,0.0);
    glColor3f(1.0f, 0.0f, 0.0f);
    for (u=d-1.0;u<=1.0;u+=d)
     for (v=d-1.0;v<=1.0;v+=d)
        {
        glBegin(GL_LINE_LOOP);
        sp.uv2xyz(x,y,z,u-d,v-d); glVertex3f(x,y,z);
        sp.uv2xyz(x,y,z,u-d,v  ); glVertex3f(x,y,z);
        sp.uv2xyz(x,y,z,u  ,v  ); glVertex3f(x,y,z);
        sp.uv2xyz(x,y,z,u  ,v-d); glVertex3f(x,y,z);
        glEnd();
        }
    glMatrixMode(GL_MODELVIEW);
    glPopMatrix();

    // sphere mapped corrected
    glMatrixMode(GL_MODELVIEW);
    glTranslatef(+5.0,0.0,0.0);
    glColor3f(0.0f, 0.0f, 1.0f);
    for (u=d-1.0;u<=1.0;u+=d)
     for (v=d-1.0;v<=1.0;v+=d)
        {
        glBegin(GL_LINE_LOOP);
        sp.uv2xy(x,y,u-d,v-d); glVertex3f(x,y,0.0);
        sp.uv2xy(x,y,u-d,v  ); glVertex3f(x,y,0.0);
        sp.uv2xy(x,y,u  ,v  ); glVertex3f(x,y,0.0);
        sp.uv2xy(x,y,u  ,v-d); glVertex3f(x,y,0.0);
        glEnd();
        }

    glTranslatef(-5.0,-5.0,0.0);
    }

glMatrixMode(GL_MODELVIEW);
glPopMatrix();
glFlush();
SwapBuffers(hdc);

这是结果:

example

  • sp.uv2xy将2D(u,v)图像坐标转换为投影校正的2D(x,y)坐标(图像)
  • sp.uv2xyz将2D(u,v)图像坐标转换为投影校正的3D(x,y,x)坐标(球面,其中x,y轴对应于屏幕x,y轴)
  • qazxsw poi {1,2}选择您要使用的投影类型
  • sp.mode选择投影图像中点和比例
  • sp.u0,v0,m定义了您投射的球体

[edit2] Sphere EquirectangularProjection

这个2D sp.x0,y0,z0,r0坐标不需要校正直接转换为球面角度u,v所以对于a=long,b=lat范围内的u,v

<0,+1>

那么3D坐标就是球形变换:

a=x*2.0*M_PI; b=(y-0.5)*M_PI;

x=x0+(r0*cos(b)*cos(a)); y=y0+(r0*cos(b)*sin(a)); z=z0+(r0*sin(b));

如果你想要反向变换谷球坐标系

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