我找不到有关使用a-text原语遮盖图片或其他带有a-frame或threejs的可能性的答案。位图文本应该是基础图像的遮罩。有人告诉我,可以通过着色器https://aframe.io/docs/0.8.0/primitives/a-text.html#attributes_shader解决此问题,并建议我阅读有155页预言的着色器https://thebookofshaders.com书!我不确定这是否是正确的提示!?
在这里您可以看到以图形方式显示的任务位置:
https://photos.app.goo.gl/MLZjcucfpuqmtinH7
Codepen:http://codepen.w3x.de
答案 0 :(得分:0)
复制并粘贴A框架文本着色器代码(删除module.exports)并注册一个文本着色器。这是当前的MSDF着色器:
AFRAME.registerShader('yourtextshader', {
schema: {
alphaTest: {type: 'number', is: 'uniform', default: 0.5},
color: {type: 'color', is: 'uniform', default: 'white'},
map: {type: 'map', is: 'uniform'},
negate: {type: 'boolean', is: 'uniform', default: true},
opacity: {type: 'number', is: 'uniform', default: 1.0}
},
raw: true,
vertexShader: [
'attribute vec2 uv;',
'attribute vec3 position;',
'uniform mat4 projectionMatrix;',
'uniform mat4 modelViewMatrix;',
'varying vec2 vUV;',
'void main(void) {',
' gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);',
' vUV = uv;',
'}'
].join('\n'),
fragmentShader: [
'#ifdef GL_OES_standard_derivatives',
'#extension GL_OES_standard_derivatives: enable',
'#endif',
'precision highp float;',
'uniform bool negate;',
'uniform float alphaTest;',
'uniform float opacity;',
'uniform sampler2D map;',
'uniform vec3 color;',
'varying vec2 vUV;',
'float median(float r, float g, float b) {',
' return max(min(r, g), min(max(r, g), b));',
'}',
// FIXME: Experimentally determined constants.
'#define BIG_ENOUGH 0.001',
'#define MODIFIED_ALPHATEST (0.02 * isBigEnough / BIG_ENOUGH)',
'void main() {',
' vec3 sample = texture2D(map, vUV).rgb;',
' if (negate) { sample = 1.0 - sample; }',
' float sigDist = median(sample.r, sample.g, sample.b) - 0.5;',
' float alpha = clamp(sigDist / fwidth(sigDist) + 0.5, 0.0, 1.0);',
' float dscale = 0.353505;',
' vec2 duv = dscale * (dFdx(vUV) + dFdy(vUV));',
' float isBigEnough = max(abs(duv.x), abs(duv.y));',
' // Do modified alpha test.',
' if (alpha < alphaTest * MODIFIED_ALPHATEST) { discard; return; }',
' gl_FragColor = vec4(color.xyz, alpha * opacity);',
'}'
].join('\n')
});
片段着色器用于计算文本的颜色。您将得到vUV
,它是该片段的UV贴图,告诉您要在纹理中进行采样的位置。
修改该着色器所需执行的操作。还没有时间做一个完整的例子,但是...:
<a-entity text="shader: yourTextShader; yourTexture: #texture
)。uniform sampler2D yourTexture
中为该纹理添加制服。gl_FragColor = vec4(texture2D(yourTexture, vUv), alpha * opacity)