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Three.js Can';t将纹理发送到自定义着色器(ShaderPass/EffectComposer)_Three.js_Textures_Fragment Shader - Fatal编程技术网

Three.js Can';t将纹理发送到自定义着色器(ShaderPass/EffectComposer)

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

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/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 );