我注意到THREE.js内部使用着色器来创建核心材质“例如MeshLambertMaterial”,所以我决定将来自Three.js代码的lambert着色器复制到新的着色器中并在其上构建。使用ShaderMaterial复制MeshLambertMaterial忽略纹理
这是我得到的代码(从three.js所R66忠实复制)
THREE.MyShader = {
uniforms: THREE.UniformsUtils.merge([
THREE.UniformsLib[ "common" ],
THREE.UniformsLib[ "fog" ],
THREE.UniformsLib[ "lights" ],
THREE.UniformsLib[ "shadowmap" ],
{
"ambient" : { type: "c", value: new THREE.Color(0xffffff) },
"emissive" : { type: "c", value: new THREE.Color(0x000000) },
"wrapRGB" : { type: "v3", value: new THREE.Vector3(1, 1, 1) }
}
]),
vertexShader: [
"#define LAMBERT",
"varying vec3 vLightFront;",
"#ifdef DOUBLE_SIDED",
"varying vec3 vLightBack;",
"#endif",
THREE.ShaderChunk[ "map_pars_vertex" ],
THREE.ShaderChunk[ "lightmap_pars_vertex" ],
THREE.ShaderChunk[ "envmap_pars_vertex" ],
THREE.ShaderChunk[ "lights_lambert_pars_vertex" ],
THREE.ShaderChunk[ "color_pars_vertex" ],
THREE.ShaderChunk[ "morphtarget_pars_vertex" ],
THREE.ShaderChunk[ "skinning_pars_vertex" ],
THREE.ShaderChunk[ "shadowmap_pars_vertex" ],
"void main() {",
THREE.ShaderChunk[ "map_vertex" ],
THREE.ShaderChunk[ "lightmap_vertex" ],
THREE.ShaderChunk[ "color_vertex" ],
THREE.ShaderChunk[ "morphnormal_vertex" ],
THREE.ShaderChunk[ "skinbase_vertex" ],
THREE.ShaderChunk[ "skinnormal_vertex" ],
THREE.ShaderChunk[ "defaultnormal_vertex" ],
THREE.ShaderChunk[ "morphtarget_vertex" ],
THREE.ShaderChunk[ "skinning_vertex" ],
THREE.ShaderChunk[ "default_vertex" ],
THREE.ShaderChunk[ "worldpos_vertex" ],
THREE.ShaderChunk[ "envmap_vertex" ],
THREE.ShaderChunk[ "lights_lambert_vertex" ],
THREE.ShaderChunk[ "shadowmap_vertex" ],
"}"
].join("\n"),
fragmentShader: [
"uniform float opacity;",
"varying vec3 vLightFront;",
"#ifdef DOUBLE_SIDED",
"varying vec3 vLightBack;",
"#endif",
THREE.ShaderChunk[ "color_pars_fragment" ],
THREE.ShaderChunk[ "map_pars_fragment" ],
THREE.ShaderChunk[ "lightmap_pars_fragment" ],
THREE.ShaderChunk[ "envmap_pars_fragment" ],
THREE.ShaderChunk[ "fog_pars_fragment" ],
THREE.ShaderChunk[ "shadowmap_pars_fragment" ],
THREE.ShaderChunk[ "specularmap_pars_fragment" ],
"void main() {",
"gl_FragColor = vec4(vec3 (1.0), opacity);",
THREE.ShaderChunk[ "map_fragment" ],
THREE.ShaderChunk[ "alphatest_fragment" ],
THREE.ShaderChunk[ "specularmap_fragment" ],
"#ifdef DOUBLE_SIDED",
//"float isFront = float(gl_FrontFacing);",
//"gl_FragColor.xyz *= isFront * vLightFront + (1.0 - isFront) * vLightBack;",
"if (gl_FrontFacing)",
"gl_FragColor.xyz *= vLightFront;",
"else",
"gl_FragColor.xyz *= vLightBack;",
"#else",
"gl_FragColor.xyz *= vLightFront;",
"#endif",
THREE.ShaderChunk[ "lightmap_fragment" ],
THREE.ShaderChunk[ "color_fragment" ],
THREE.ShaderChunk[ "envmap_fragment" ],
THREE.ShaderChunk[ "shadowmap_fragment" ],
THREE.ShaderChunk[ "linear_to_gamma_fragment" ],
THREE.ShaderChunk[ "fog_fragment" ],
"}"
].join("\n")
}
,这是我用它来设置我的制服和创造物质的代码。
var textureUsed = 'rock_1';
var texture = THREE.ImageUtils.loadTexture(texturePath + textureUsed + "/diffuse.png");
texture.wrapS = THREE.RepeatWrapping;
texture.wrapT = THREE.RepeatWrapping;
texture.repeat.x = 128;
texture.repeat.y = 128;
var shaderUniforms = THREE.UniformsUtils.clone(THREE.MyShader.uniforms);
shaderUniforms[ "map" ].value = texture;
var material = new THREE.ShaderMaterial({
name: "TerrainShader",
uniforms : shaderUniforms,
vertexShader: THREE.MyShader.vertexShader,
fragmentShader: THREE.MyShader.fragmentShader,
fog:false,
lights:true
});
的问题是,当我用这些参数来创建一个MeshLambertMaterial我得到正确的照明和纹理的重复,当我用它来创建ShaderMaterial的灯光和阴影似乎工作,但纹理贴图ISN”牛逼装,要解决这个问题我通过代码挖掘和管理,以获取地图加入这个丑陋的“黑客”我的代码,材料定义之后
material.map = true;
现在纹理加载并显示加载但它看起来像纹理坐标混乱了,而不是重复,Shader似乎忽略了我提供的重复值。
为什么我需要黑客来处理我的纹理,以及我能做些什么来获得正确的纹理重复?
three.js所被设计成易于使用,不容易修改。这可能会在将来发生变化......作为开始,尝试添加'material.defines'就像这样:'var defines = {};定义[“USE_MAP”] =“”;'。在材质构造函数中指定'定义:定义',看看是否有帮助。 – WestLangley
谢谢,您的修改与我使用的“materials.map”hack具有相同的效果。纹理贴图加载但重复不是 –
'shaderUniforms [“offsetRepeat”] .value.set(0,0,2,2);' – WestLangley