复制MeshLambertMaterial使用ShaderMaterial忽略纹理 [英] Replicating MeshLambertMaterial Using ShaderMaterial ignores textures
问题描述
我注意到THREE.js在内部使用着色器来创建核心材质例如MeshLambertMaterial,所以我决定将Lambert着色器从Three.js代码复制到一个新的着色器中并在其上构建。
I noticed that THREE.js uses shaders internally to create core material "e.g. MeshLambertMaterial", So I decided to copy the lambert shader from Three.js code into a new shader and build on it.
这是我得到的代码(忠实地从Three.js r66复制)
This is the code I got (Copied faithfully from Three.js r66)
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")
}
这是我用来设置制服和创建材料的代码。
and this is the code that I use to setup my uniforms and create the material.
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
});
问题在于,当我使用这些参数创建MeshLambertMaterial时,我得到正确的光照和纹理重复,当我用它来创建ShaderMaterial时,灯光和阴影似乎正在工作,但纹理贴图没有被加载,为了解决这个问题,我挖掘了代码并设法通过添加这个丑陋的黑客来加载地图代码,在材料定义之后
The problem is that when I use these parameters to create a MeshLambertMaterial I get the correct lighting and texture repetitions, when I use it to create ShaderMaterial the lights and shadows seem to be working but the texture map isn't loaded, to fix this I dug through the code and managed to get the map to load by adding this ugly "hack" to my code, right after the material definition
material.map = true;
现在加载并显示纹理,但看起来纹理坐标混乱,而不是重复,Shader似乎忽略了我提供的重复值。
Now the texture is loaded and displayed but it looks like the texture coordinates are messed up, instead of repeating, the Shader seems to be ignoring the repeat values I supplied.
为什么我需要那个黑客来处理我的纹理,我该怎么做才能获得正确的纹理重复?
Why did I need that hack to get my texture processed and what can I do to get the correct texture repetitions?
推荐答案
three.js设计易于使用,不易修改。这可能会在未来发生变化......
three.js was designed to be easy to use, not easy to modify. This may change in the future...
您需要像这样设置 material.defines
:
var defines = {};
defines[ "USE_MAP" ] = "";.
然后在物料构造函数中指定定义
。
Then specify defines
in the material constructor.
var material = new THREE.ShaderMaterial({
name: "TerrainShader",
defines : defines,
uniforms : shaderUniforms,
vertexShader: THREE.MyShader.vertexShader,
fragmentShader: THREE.MyShader.fragmentShader,
fog:false,
lights:true
});
关于纹理重复,你需要在你的制服上添加重复:
Regarding the texture repetitions, you need to add the repeat to your uniforms:
shaderUniforms[ "offsetRepeat" ].value.set( 0, 0, 2, 2 );
three.js r.66
three.js r.66
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