Three.js Can';t将纹理发送到自定义着色器(ShaderPass/EffectComposer)
我目前正在使用这个很棒的库,但是我在使用EffectComposer时遇到了一些困难 我无法将纹理发送到ShaderPass引入的后处理着色器 我认为这是一个错误。。。或者我在做一些愚蠢的事情(需要更新,扭曲…) (r54、W7、Nv9700mGT、FF 17.0.1和铬合金24.0.1312.52) 我使用“webgl_postprocessing.html”示例通过添加以下着色器来重现这种现象:Three.js Can';t将纹理发送到自定义着色器(ShaderPass/EffectComposer),three.js,textures,fragment-shader,Three.js,Textures,Fragment Shader,我目前正在使用这个很棒的库,但是我在使用EffectComposer时遇到了一些困难 我无法将纹理发送到ShaderPass引入的后处理着色器 我认为这是一个错误。。。或者我在做一些愚蠢的事情(需要更新,扭曲…) (r54、W7、Nv9700mGT、FF 17.0.1和铬合金24.0.1312.52) 我使用“webgl_postprocessing.html”示例通过添加以下着色器来重现这种现象: <script id="vertexShaderBasic" type="x-shader
<script id="vertexShaderBasic" type="x-shader/x-vertex">
varying vec2 glTexCoord;
void main() {
glTexCoord = uv;
gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
}
</script>
<script id="fragmentShaderBlender" type="x-shader/x-fragment">
varying vec2 glTexCoord;
uniform sampler2D sprite1;
uniform sampler2D previousRender;
void main() {
vec3 color = texture2D( previousRender, glTexCoord ).rgb;
color += texture2D( sprite1, glTexCoord ).rgb;
gl_FragColor.rgb = color;
gl_FragColor.a = 1.0;
}
</script>
在“编写器”字段中,在以下位置之后:
addPass(新的3.RenderPass(场景、摄影机))
我在最后加上:
composer2.render();
两个过程之间的链接运行良好,但精灵从未出现在覆盖屏幕的EffectComposer四边形上
谢谢你,对不起我的英语
编辑以重述:
<!DOCTYPE html>
<html lang="en">
<head>
<title>three.js webgl - postprocessing</title>
<meta charset="utf-8">
<style>
body {
margin: 0px;
background-color: #000000;
overflow: hidden;
}
</style>
</head>
<body>
<script src="../build/three.min.js"></script>
<script src="js/shaders/CopyShader.js"></script>
<script src="js/shaders/DotScreenShader.js"></script>
<script src="js/shaders/RGBShiftShader.js"></script>
<script src="js/postprocessing/EffectComposer.js"></script>
<script src="js/postprocessing/RenderPass.js"></script>
<script src="js/postprocessing/MaskPass.js"></script>
<script src="js/postprocessing/ShaderPass.js"></script>
<script id="vertexShaderBasic" type="x-shader/x-vertex">
varying vec2 glTexCoord;
void main() {
glTexCoord = uv;
gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
}
</script>
<script id="fragmentShaderBlender" type="x-shader/x-fragment">
varying vec2 glTexCoord;
uniform sampler2D sprite1;
uniform sampler2D previousRender;
void main() {
vec3 color = texture2D( previousRender, glTexCoord ).rgb;
color += texture2D( sprite1, glTexCoord ).rgb;
gl_FragColor.rgb = color;
gl_FragColor.a = 1.0;
}
</script>
<script>
var camera, scene, renderer, composer;
var composer2;
var object, light;
function start() {
init();
animate();
}
var sprite1 = THREE.ImageUtils.loadTexture( "textures/sprite1.jpg", null, start );
//var sprite1 = THREE.ImageUtils.loadTexture( "textures/sprite1.jpg", new THREE.UVMapping(), start ); // change anything
function init() {
renderer = new THREE.WebGLRenderer();
renderer.setSize( window.innerWidth, window.innerHeight );
document.body.appendChild( renderer.domElement );
//
camera = new THREE.PerspectiveCamera( 70, window.innerWidth / window.innerHeight, 1, 1000 );
camera.position.z = 400;
scene = new THREE.Scene();
scene.fog = new THREE.Fog( 0x000000, 1, 1000 );
object = new THREE.Object3D();
scene.add( object );
var geometry = new THREE.SphereGeometry( 1, 4, 4 );
var material = new THREE.MeshPhongMaterial( { color: 0xffffff, shading: THREE.FlatShading } );
for ( var i = 0; i < 100; i ++ ) {
var mesh = new THREE.Mesh( geometry, material );
mesh.position.set( Math.random() - 0.5, Math.random() - 0.5, Math.random() - 0.5 ).normalize();
mesh.position.multiplyScalar( Math.random() * 400 );
mesh.rotation.set( Math.random() * 2, Math.random() * 2, Math.random() * 2 );
mesh.scale.x = mesh.scale.y = mesh.scale.z = Math.random() * 50;
object.add( mesh );
}
scene.add( new THREE.AmbientLight( 0x222222 ) );
light = new THREE.DirectionalLight( 0xffffff );
light.position.set( 1, 1, 1 );
scene.add( light );
// postprocessing
composer = new THREE.EffectComposer( renderer );
composer.addPass( new THREE.RenderPass( scene, camera ) );
/////////////////////////////////////
/////////////////////////////////////
composer2 = new THREE.EffectComposer( renderer );
var uniforms1 = {
sprite1: { type: "t", value: sprite1 },
previousRender: { type: "t", value: null }
};
//uniforms1.sprite1.value.wrapS = uniforms1.sprite1.value.wrapT = THREE.RepeatWrapping;
var blenderShader = {
uniforms: uniforms1,
vertexShader: $( 'vertexShaderBasic' ).textContent,
fragmentShader: $( 'fragmentShaderBlender' ).textContent
};
blenderShader.uniforms.previousRender.value = composer.renderTarget2;
var blenderPass = new THREE.ShaderPass( blenderShader );
blenderPass.renderToScreen = true;
composer2.addPass( blenderPass );
/////////////////////////////////////
/////////////////////////////////////
var effect = new THREE.ShaderPass( THREE.DotScreenShader );
effect.uniforms[ 'scale' ].value = 4;
composer.addPass( effect );
var effect = new THREE.ShaderPass( THREE.RGBShiftShader );
effect.uniforms[ 'amount' ].value = 0.0015;
//effect.renderToScreen = true;
composer.addPass( effect );
//
window.addEventListener( 'resize', onWindowResize, false );
}
function $( id ) {
return document.getElementById( id );
}
function onWindowResize() {
camera.aspect = window.innerWidth / window.innerHeight;
camera.updateProjectionMatrix();
renderer.setSize( window.innerWidth, window.innerHeight );
}
function animate() {
requestAnimationFrame( animate );
var time = Date.now();
object.rotation.x += 0.005;
object.rotation.y += 0.01;
composer.render();
composer2.render();
}
</script>
</body>
</html>
three.js webgl-后处理
身体{
边际:0px;
背景色:#000000;
溢出:隐藏;
}
可变vec2-glTexCoord;
void main(){
glTexCoord=紫外线;
gl_位置=projectionMatrix*modelViewMatrix*vec4(位置,1.0);
}
可变vec2-glTexCoord;
均匀采样2D sprite1;
均匀取样器2D先前渲染;
void main(){
vec3 color=texture2D(previousRender,glTexCoord).rgb;
颜色+=纹理2D(sprite1,glTexCoord).rgb;
gl_FragColor.rgb=颜色;
gl_FragColor.a=1.0;
}
摄像机、场景、渲染器、作曲家;
var-2;
物体、光;
函数start(){
init();
制作动画();
}
var sprite1=THREE.ImageUtils.loadTexture(“textures/sprite1.jpg”,null,start);
//var sprite1=THREE.ImageUtils.loadTexture(“textures/sprite1.jpg”,新的THREE.UVMapping(),start);//改变什么
函数init(){
renderer=new THREE.WebGLRenderer();
renderer.setSize(window.innerWidth、window.innerHeight);
document.body.appendChild(renderer.doElement);
//
摄像头=新的三个透视摄像头(70,window.innerWidth/window.innerHeight,11000);
摄像机位置z=400;
场景=新的三个。场景();
scene.fog=新的3.fog(0x000000,11000);
object=new THREE.Object3D();
场景。添加(对象);
var几何=新的三个。球墨法(1,4,4);
var material=new THREE.MeshPhongMaterial({color:0xffffff,shading:THREE.FlatShading});
对于(变量i=0;i<100;i++){
var mesh=新的三个网格(几何体、材质);
mesh.position.set(Math.random()-0.5,Math.random()-0.5,Math.random()-0.5).normalize();
mesh.position.multilyscalar(Math.random()*400);
mesh.rotation.set(Math.random()*2,Math.random()*2,Math.random()*2);
mesh.scale.x=mesh.scale.y=mesh.scale.z=Math.random()*50;
对象。添加(网格);
}
添加(新的3.AmbientLight(0x22222));
灯光=新的三个方向灯光(0xffffff);
光。位置。设置(1,1,1);
场景。添加(灯光);
//后处理
composer=新的3.EffectComposer(渲染器);
addPass(新的3.RenderPass(场景、摄影机));
/////////////////////////////////////
/////////////////////////////////////
Composer 2=新的3.EffectComposer(渲染器);
变量uniforms1={
sprite1:{type:“t”,值:sprite1},
previousRender:{type:“t”,值:null}
};
//uniforms1.sprite1.value.wrapps=uniforms1.sprite1.value.wrapT=THREE.RepeatWrapping;
变量blenderShader={
制服:制服1,
vertexShader:$(“vertexShaderBasic”).textContent,
fragmentShader:$('FragmentShaderBander')。textContent
};
blenderShader.uniforms.previousRender.value=composer.renderTarget2;
var blenderPass=new THREE.ShaderPass(blenderShader);
blenderPass.renderToScreen=true;
作曲家2.addPass(blenderPass);
/////////////////////////////////////
/////////////////////////////////////
var effect=new THREE.ShaderPass(THREE.DotScreenShader);
效果。制服[“比例”]。值=4;
作曲家:阿德帕斯(特效);
var effect=new THREE.ShaderPass(THREE.RGBShiftShader);
效果。制服[‘数量’]。值=0.0015;
//effect.renderToScreen=true;
作曲家:阿德帕斯(特效);
//
addEventListener('resize',onWindowResize,false);
}
函数$(id){
返回文档.getElementById(id);
}
函数onWindowResize(){
camera.aspect=window.innerWidth/window.innerHeight;
camera.updateProjectMatrix();
renderer.setSize(window.innerWidth、window.innerHeight);
}
函数animate(){
请求动画帧(动画);
var time=Date.now();
obj
//effect.renderToScreen = true;
composer2.render();
<!DOCTYPE html>
<html lang="en">
<head>
<title>three.js webgl - postprocessing</title>
<meta charset="utf-8">
<style>
body {
margin: 0px;
background-color: #000000;
overflow: hidden;
}
</style>
</head>
<body>
<script src="../build/three.min.js"></script>
<script src="js/shaders/CopyShader.js"></script>
<script src="js/shaders/DotScreenShader.js"></script>
<script src="js/shaders/RGBShiftShader.js"></script>
<script src="js/postprocessing/EffectComposer.js"></script>
<script src="js/postprocessing/RenderPass.js"></script>
<script src="js/postprocessing/MaskPass.js"></script>
<script src="js/postprocessing/ShaderPass.js"></script>
<script id="vertexShaderBasic" type="x-shader/x-vertex">
varying vec2 glTexCoord;
void main() {
glTexCoord = uv;
gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
}
</script>
<script id="fragmentShaderBlender" type="x-shader/x-fragment">
varying vec2 glTexCoord;
uniform sampler2D sprite1;
uniform sampler2D previousRender;
void main() {
vec3 color = texture2D( previousRender, glTexCoord ).rgb;
color += texture2D( sprite1, glTexCoord ).rgb;
gl_FragColor.rgb = color;
gl_FragColor.a = 1.0;
}
</script>
<script>
var camera, scene, renderer, composer;
var composer2;
var object, light;
function start() {
init();
animate();
}
var sprite1 = THREE.ImageUtils.loadTexture( "textures/sprite1.jpg", null, start );
//var sprite1 = THREE.ImageUtils.loadTexture( "textures/sprite1.jpg", new THREE.UVMapping(), start ); // change anything
function init() {
renderer = new THREE.WebGLRenderer();
renderer.setSize( window.innerWidth, window.innerHeight );
document.body.appendChild( renderer.domElement );
//
camera = new THREE.PerspectiveCamera( 70, window.innerWidth / window.innerHeight, 1, 1000 );
camera.position.z = 400;
scene = new THREE.Scene();
scene.fog = new THREE.Fog( 0x000000, 1, 1000 );
object = new THREE.Object3D();
scene.add( object );
var geometry = new THREE.SphereGeometry( 1, 4, 4 );
var material = new THREE.MeshPhongMaterial( { color: 0xffffff, shading: THREE.FlatShading } );
for ( var i = 0; i < 100; i ++ ) {
var mesh = new THREE.Mesh( geometry, material );
mesh.position.set( Math.random() - 0.5, Math.random() - 0.5, Math.random() - 0.5 ).normalize();
mesh.position.multiplyScalar( Math.random() * 400 );
mesh.rotation.set( Math.random() * 2, Math.random() * 2, Math.random() * 2 );
mesh.scale.x = mesh.scale.y = mesh.scale.z = Math.random() * 50;
object.add( mesh );
}
scene.add( new THREE.AmbientLight( 0x222222 ) );
light = new THREE.DirectionalLight( 0xffffff );
light.position.set( 1, 1, 1 );
scene.add( light );
// postprocessing
composer = new THREE.EffectComposer( renderer );
composer.addPass( new THREE.RenderPass( scene, camera ) );
/////////////////////////////////////
/////////////////////////////////////
composer2 = new THREE.EffectComposer( renderer );
var uniforms1 = {
sprite1: { type: "t", value: sprite1 },
previousRender: { type: "t", value: null }
};
//uniforms1.sprite1.value.wrapS = uniforms1.sprite1.value.wrapT = THREE.RepeatWrapping;
var blenderShader = {
uniforms: uniforms1,
vertexShader: $( 'vertexShaderBasic' ).textContent,
fragmentShader: $( 'fragmentShaderBlender' ).textContent
};
blenderShader.uniforms.previousRender.value = composer.renderTarget2;
var blenderPass = new THREE.ShaderPass( blenderShader );
blenderPass.renderToScreen = true;
composer2.addPass( blenderPass );
/////////////////////////////////////
/////////////////////////////////////
var effect = new THREE.ShaderPass( THREE.DotScreenShader );
effect.uniforms[ 'scale' ].value = 4;
composer.addPass( effect );
var effect = new THREE.ShaderPass( THREE.RGBShiftShader );
effect.uniforms[ 'amount' ].value = 0.0015;
//effect.renderToScreen = true;
composer.addPass( effect );
//
window.addEventListener( 'resize', onWindowResize, false );
}
function $( id ) {
return document.getElementById( id );
}
function onWindowResize() {
camera.aspect = window.innerWidth / window.innerHeight;
camera.updateProjectionMatrix();
renderer.setSize( window.innerWidth, window.innerHeight );
}
function animate() {
requestAnimationFrame( animate );
var time = Date.now();
object.rotation.x += 0.005;
object.rotation.y += 0.01;
composer.render();
composer2.render();
}
</script>
</body>
</html>
var sprite1 = THREE.ImageUtils.loadTexture( "textures/sprite1.jpg", new THREE.UVMapping(), start );