我尝试将简单的自定义着色器应用于Three.js中的多维数据集,但我遇到了一些麻烦。当我尝试应用着色器时,立方体消失了。如果我使用常规的Toon或Lambert材料,这不是问题 - 立方体旋转并且可以正常操作。
当我尝试应用自定义着色器时,Orbit Controls也会停止工作。虽然我已经完成了这些例子,但似乎无法让它发挥作用。
//Set Scene
var scene = new THREE.Scene();
var camera = new THREE.PerspectiveCamera( 75, window.innerWidth/window.innerHeight, 0.1, 1000 );
camera.position.z = 3;
//Create Light
var light = new THREE.PointLight(0xFE938C, 1.5);
light.position.set(0,5,20);
scene.add(light);
var geometry = new THREE.BoxGeometry( 1, 1, 1 );
var uniforms = {
u_time: {type: 'f', value: 0.2},
u_resolution: {type: 'v2', value: new THREE.Vector2()},
};
var material = new THREE.ShaderMaterial({
uniforms: uniforms,
vertexShader: document.getElementById( 'vertexShader' ).textContent,
fragmentShader: document.getElementById( 'fragmentShader' ).textContent
});
var cube = new THREE.Mesh( geometry, material );
cube.position.set(0, 0 , 0);
scene.add( cube );
var renderer = new THREE.WebGLRenderer({alpha: true});
renderer.setPixelRatio(window.devicePixelRatio);
renderer.setSize( window.innerWidth, window.innerHeight);
document.body.appendChild( renderer.domElement );
controls = new THREE.OrbitControls( camera, renderer.domElement );
var render = function () {
requestAnimationFrame( render );
//cube.rotation.x += 0.1;
//cube.rotation.y += 0.005;
renderer.render(scene, camera);
};
render();

<script id="vertexShader" type="x-shader/x-vertex">
void main() {
gl_Position = vec4( position, 1.0 );
}
</script>
<script id="fragmentShader" type="x-shader/x-fragment">
uniform vec2 u_resolution;
uniform float u_time;
void main() {
vec2 st = gl_FragCoord.xy/u_resolution.xy;
gl_FragColor=vec4(st.x,st.y,0.0,1.0);
}
</script>
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答案 0 :(得分:2)
至少你需要使用一个顶点着色器,它考虑了三个定义并传入的投影矩阵和模型视图矩阵
void main() {
gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
}
//Set Scene
var scene = new THREE.Scene();
var camera = new THREE.PerspectiveCamera( 75, window.innerWidth/window.innerHeight, 0.1, 1000 );
camera.position.z = 3;
//Create Light
var light = new THREE.PointLight(0xFE938C, 1.5);
light.position.set(0,5,20);
scene.add(light);
var geometry = new THREE.BoxGeometry( 1, 1, 1 );
var uniforms = {
u_time: {type: 'f', value: 0.2},
u_resolution: {type: 'v2', value: new THREE.Vector2()},
};
var material = new THREE.ShaderMaterial({
uniforms: uniforms,
vertexShader: document.getElementById( 'vertexShader' ).textContent,
fragmentShader: document.getElementById( 'fragmentShader' ).textContent
});
var cube = new THREE.Mesh( geometry, material );
cube.position.set(0, 0 , 0);
scene.add( cube );
var renderer = new THREE.WebGLRenderer({alpha: true});
renderer.setPixelRatio(window.devicePixelRatio);
renderer.setSize( window.innerWidth, window.innerHeight);
document.body.appendChild( renderer.domElement );
var render = function () {
requestAnimationFrame( render );
uniforms.u_resolution.value.x = window.innerWidth;
uniforms.u_resolution.value.y = window.innerHeight;
cube.rotation.x += 0.1;
cube.rotation.y += 0.005;
renderer.render(scene, camera);
};
render();
<script src="https://cdnjs.cloudflare.com/ajax/libs/three.js/86/three.min.js"></script>
<script id="vertexShader" type="x-shader/x-vertex">
void main() {
gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
}
</script>
<script id="fragmentShader" type="x-shader/x-fragment">
uniform vec2 u_resolution;
uniform float u_time;
void main() {
vec2 st = gl_FragCoord.xy/u_resolution.xy;
gl_FragColor=vec4(st.x,st.y,0.0,1.0);
}
</script>