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?
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):
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):
[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:
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)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