【发布时间】:2022-01-22 13:42:54
【问题描述】:
大家好,我是three.js 的新手,我正在尝试导入一个着色器程序,使我的gltf 模型纹理变成瀑布图案,我从https://shadered.org/view?s=6Gny24_ojD 获取了glsl 代码。但是,我无法显示着色器,而是让我的 gltf 模型消失而没有任何错误,gltf 模型和着色器都已加载,但我不知道如何将它们一起显示。有什么原因以及如何解决它?提前致谢。我附上了下面的 sn-p 和完整代码。谢谢
我认为这里的某些部分代码出错了
var textureLoader = new THREE.TextureLoader();
mesh = gltf.scene.children[0]
console.log(mesh)
var texture = textureLoader.load('blue1.jpg');
texture.flipY = false;
const customMaterial = new THREE.ShaderMaterial({
uniforms: {
time: { value: 1.0 },
map: { value: texture },
resolution: { value: new THREE.Vector2() }
},
vertexShader: document.getElementById('vertexShader').textContent,
fragmentShader: document.getElementById('fragmentShader').textContent,
});
console.log(customMaterial)
var matcapMaterial = new THREE.MeshMatcapMaterial({ skinning: true ,matcap: texture })
obj = scene.add( mesh );
obj.traverse((o) => {
if (o.isMesh) o.material = matcapMaterial
o.material = customMaterial;
;
})
;
index.html
<!DOCTYPE html>
<html lang="en">
<head>
<meta charset="UTF-8" />
<meta name="viewport" content="width=device-width, initial-scale=1.0" />
<title>3d model</title>
</head>
<script id="vertexShader" type="x-shader/x-vertex">
varying vec2 vUv;
void main()
{
vUv = uv;
vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );
gl_Position = projectionMatrix * mvPosition;
}
</script>
<script id="fragmentShader" type="x-shader/x-fragment">
uniform vec2 u_mouse;
uniform vec2 u_resolution;
uniform sampler2D u_helmet_texture;
varying vec2 vUv;
void main() {
vec2 st = gl_FragCoord.xy/u_resolution;
float pct = 1.0 - distance(st, u_mouse);
vec4 heatmap = vec4(pct*2.0, 0.1, 0.1, 0.7);
vec4 helmet = texture2D(u_helmet_texture, vUv);
vec4 color = mix(heatmap, helmet, .60);
gl_FragColor = color;
}
</script>
<script type="module">
import * as THREE from 'https://cdn.jsdelivr.net/npm/three@0.114/build/three.module.js';
import { OrbitControls } from 'https://cdn.jsdelivr.net/npm/three@0.114/examples/jsm/controls/OrbitControls.js';
import { GLTFLoader } from 'https://cdn.jsdelivr.net/npm/three@0.114/examples/jsm/loaders/GLTFLoader.js';
import { RGBELoader } from 'https://cdn.jsdelivr.net/npm/three@0.114/examples/jsm/loaders/RGBELoader.js';
var container, controls;
var camera, scene, renderer, mixer, clock;
var obj , material , texture , mesh
init();
animate();
function init() {
container = document.getElementById( 'test' );
document.body.appendChild( container );
camera = new THREE.PerspectiveCamera( 75, window.innerWidth / window.innerHeight, 0.01, 1000 );
camera.position.x = 0
camera.position.y = 2
camera.position.z = 10
scene = new THREE.Scene();
// scene.background = new THREE.Color(0xffffff);
var light = new THREE.HemisphereLight(0xffffff,0x000000,10);
scene.add(light);
clock = new THREE.Clock();
var loader = new GLTFLoader();
// Load a glTF resource
loader.load('scene.gltf', function ( gltf ) {
var textureLoader = new THREE.TextureLoader();
mesh = gltf.scene.children[0]
console.log(mesh)
var texture = textureLoader.load('blue1.jpg');
texture.flipY = false;
const customMaterial = new THREE.ShaderMaterial({
uniforms: {
time: { value: 1.0 },
map: { value: texture },
resolution: { value: new THREE.Vector2() }
},
vertexShader: document.getElementById('vertexShader').textContent,
fragmentShader: document.getElementById('fragmentShader').textContent,
});
console.log(customMaterial)
var matcapMaterial = new THREE.MeshMatcapMaterial({ skinning: true ,matcap: texture })
obj = scene.add( mesh );
obj.traverse((o) => {
if (o.isMesh) o.material = matcapMaterial
o.material = customMaterial;
;
})
;
mixer = new THREE.AnimationMixer( mesh );
gltf.animations.forEach( ( clip ) => {
mixer.clipAction( clip ).play();
} );
} );
renderer = new THREE.WebGLRenderer( { antialias: true } );
renderer.setPixelRatio( window.devicePixelRatio );
renderer.setSize( window.innerWidth, window.innerHeight );
renderer.toneMapping = THREE.ACESFilmicToneMapping;
renderer.toneMappingExposure = 0.8;
renderer.outputEncoding = THREE.sRGBEncoding;
container.appendChild( renderer.domElement );
}
function onWindowResize() {
camera.aspect = window.innerWidth / window.innerHeight;
camera.updateProjectionMatrix();
renderer.setSize( window.innerWidth, window.innerHeight );
}
//
function animate() {
requestAnimationFrame( animate );
var delta = clock.getDelta();
if ( mixer ) mixer.update( delta );
renderer.render( scene, camera );
}
</script>
<body>
<div id="test">
</div>
</body>
</html>
【问题讨论】:
标签: three.js glsl fragment-shader vertex-shader gltf