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>