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我正在尝试将自定义 ShaderMaterial 应用于通过 OBJLoader 加载的 OBJ。该材质适用于 PlaneBufferGeometry 并且渲染良好。但是,当应用于 obj 时,似乎没有任何东西(可见)添加到场景中。

下面的代码示例显示了将材质应用于 PlaneBufferGeometry 以及加载的 OBJ 的示例。

下面是代码:

片段着色器

<script id="fragmentShader" type="x-shader/x-fragment">
    uniform vec2 iResolution;
    uniform float iGlobalTime;
      
      vec3 hsv2rgb(vec3 c)
      {
          vec4 K = vec4(1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0);
          vec3 p = abs(fract(c.xxx + K.xyz) * 6.0 - K.www);
          return c.z * mix(K.xxx, clamp(p - K.xxx, 0.0, 1.0), c.y);
      }

      vec3 permute(vec3 x) { return mod(((x*34.0)+1.0)*x, 289.0); }
    
      float snoise(vec2 v){
          const vec4 C = vec4(0.211324865405187, 0.366025403784439,
                              -0.577350269189626, 0.024390243902439);
          vec2 i  = floor(v + dot(v, C.yy) );
          vec2 x0 = v -   i + dot(i, C.xx);
          vec2 i1;
          i1 = (x0.x > x0.y) ? vec2(1.0, 0.0) : vec2(0.0, 1.0);
          vec4 x12 = x0.xyxy + C.xxzz;
          x12.xy -= i1;
          i = mod(i, 289.0);
          vec3 p = permute( permute( i.y + vec3(0.0, i1.y, 1.0 ))
                           + i.x + vec3(0.0, i1.x, 1.0 ));
          vec3 m = max(0.5 - vec3(dot(x0,x0), dot(x12.xy,x12.xy),
                                  dot(x12.zw,x12.zw)), 0.0);
          m = m*m ;
          m = m*m ;
          vec3 x = 2.0 * fract(p * C.www) - 1.0;
          vec3 h = abs(x) - 0.5;
          vec3 ox = floor(x + 0.5);
          vec3 a0 = x - ox;
          m *= 1.79284291400159 - 0.85373472095314 * ( a0*a0 + h*h );
          vec3 g;
          g.x  = a0.x  * x0.x  + h.x  * x0.y;
          g.yz = a0.yz * x12.xz + h.yz * x12.yw;
          return 130.0 * dot(m, g);
      }
    
      void main(void)
      {
            vec2 uv = gl_FragCoord.xy / iResolution.xy;
            float xnoise = snoise(vec2(uv.x, iGlobalTime / 5.0 + 10000.0));
            float ynoise = snoise(vec2(uv.y, iGlobalTime / 5.0 + 500.0));
            vec2 t = vec2(xnoise, ynoise);
            float s1 = snoise(uv + t / 2.0 + snoise(uv + snoise(uv + t/3.0) / 5.0));
            float s2 = snoise(uv + snoise(uv + s1) / 7.0);
            vec3 hsv = vec3(s1, 1.0, 1.0-s2);
            vec3 rgb = hsv2rgb(hsv);
            gl_FragColor = vec4(rgb, 1.0);
        }
    

</script>

顶点着色器:

<script id="vertexShader" type="x-shader/x-vertex">

    void main() {
        gl_Position = vec4(position, 1.0);
      }

</script>

设置

<script type="module">
    import * as THREE from '../build/three.module.js';
    import { OBJLoader } from './jsm/loaders/OBJLoader.js';

    var container;
    var camera, scene, renderer;
    var uniforms;
    var startTime;

    init();
    animate();

    function init() {
        container = document.getElementById('container');

        startTime = Date.now();
        camera = new THREE.Camera();
        camera.position.z = 1;

        scene = new THREE.Scene();

        var geometry = new THREE.PlaneBufferGeometry(16, 9);

        uniforms = {
            iGlobalTime: { type: "f", value: 1.0 },
            iResolution: { type: "v2", value: new THREE.Vector2() }
        };

        var material = new THREE.ShaderMaterial({
            uniforms: uniforms,
            vertexShader: document.getElementById('vertexShader').textContent,
            fragmentShader: document.getElementById('fragmentShader').textContent

        });

        var mesh = new THREE.Mesh(geometry, material);
        scene.add(mesh);

        var loader = new OBJLoader();
        loader.load('models/obj/test/test.obj', function (object) {

            object.traverse(function (child) {

                if (child instanceof THREE.Mesh) {
                    child.material = material
                }

            });
            scene.add(object);


        });


        renderer = new THREE.WebGLRenderer();
        container.appendChild(renderer.domElement);

        onWindowResize();

        window.addEventListener('resize', onWindowResize, false);
    }

    function onWindowResize(event) {
        uniforms.iResolution.value.x = window.innerWidth;
        uniforms.iResolution.value.y = window.innerHeight;
        renderer.setSize(window.innerWidth, window.innerHeight);
    }

    function animate() {
        requestAnimationFrame(animate);
        render();
    }

    function render() {
        var currentTime = Date.now();
        uniforms.iGlobalTime.value = (currentTime - startTime) * 0.001;
        renderer.render(scene, camera);
    }

</script>
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