玩ThreeJS,我遇到了非方形四边形纹理的经典问题: http://www.xyzw.us/~cass/qcoord/
问题是ThreeJS只允许你用vec2设置纹理坐标(我所知道的......) 花了好几个小时,最后找到了一个有效的解决方案,我想与社区分享,,也许会有更好的想法? 所以这是代码:
首先,用三个JS制作我的Quad的javascript:
var planeGeom = new THREE.Geometry();
planeGeom.vertices.push(new THREE.Vector3(0, 0, 10));
planeGeom.vertices.push(new THREE.Vector3(10, 0, 10));
planeGeom.vertices.push(new THREE.Vector3(20, 0,0));
planeGeom.vertices.push(new THREE.Vector3(-10, 0, 0));
//create the 2 faces , maybe i should play with CW or CCW order... ;)
planeGeom.faces.push(new THREE.Face3(0,1,3));
planeGeom.faces.push(new THREE.Face3(1,2,3));
//Compute widths ratio
var topWidth = Math.abs(Plane.TR.x - Plane.TL.x);
var bottomWidth = Math.abs(Plane.BR.x - Plane.BL.x);
var ratio = topWidth / bottomWidth;
//create UV's as barely explained in the link above (www.xyzw.us)
var UVS = [
new THREE.Vector2(0, ratio),
new THREE.Vector2(0, 0),
new THREE.Vector2(1.0, 0),
new THREE.Vector2(ratio, ratio)
];
//faceVertexUvs[materialID] [face index] [vertex index among face]
planeGeom.faceVertexUvs[0][0] = [UVS[0],UVS[1],UVS[3]];
planeGeom.faceVertexUvs[0][1] = [UVS[1],UVS[2],UVS[3]];
//load the image
var checkerTexture = THREE.ImageUtils.loadTexture('./resources/images/checker_largeColor.gif');
//Now create custom shader parts
customUniforms =
{
uSampler: { type: "t", value: checkerTexture },
};
var customMaterial = new THREE.ShaderMaterial(
{
uniforms: customUniforms,
vertexShader: document.getElementById( 'vertexShader').textContent,
fragmentShader: document.getElementById( 'fragmentShader').textContent,
side: THREE.DoubleSide
} );
//create the mesh with the custom geometry and material
var planeMesh = new THREE.Mesh(planeGeom, customMaterial);
//add the object to the threeJS scene
this.m_Scene.add(planeMesh);
现在是自定义着色器代码:
顶点着色器:
varying vec4 textureCoord;
void main()
{
//here i reCreate the Vec4 i would have liked to have in threeJS
textureCoord = vec4(uv,0.0, 1.0);
if(uv.y != 0.0)
{
textureCoord.w *= (uv.y);
}
gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
}
和片段着色器:
uniform sampler2D uSampler;
varying vec4 textureCoord;
void main()
{
gl_FragColor = texture2D(uSampler, vec2(textureCoord.x/textureCoord.w, textureCoord.y/textureCoord.w));
}
voilaaa。我希望它可以帮助一些人,或者也许是我自己几年......;)