在Forge Viewer中剪切平面无法使用ShaderMaterial剪切对象 [英] clipping planes in forge viewer not able to clip objects with ShaderMaterial

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问题描述

我正在尝试在中使用THREE.ShaderMaterial添加自定义对象,我能够在overlayScene中添加和呈现对象.

I am trying to add custom objects with THREE.ShaderMaterial in forge-viewer, I am able to add and render the objects in forge-viewer's overlayScene.

我提到了用于添加相同内容的博客.

I referred this blog for adding the same.

我面临的问题是: 伪造查看器的剪切平面无法剪切自定义添加的对象. 如果我尝试与其他材料添加同一对象,则剪切平面可以对其进行剪切.

The problem I am facing is: The forge-viewer's clipping planes are not able to clip the custom added objects. If I try to add same object with other material, then clipping planes are able to clip them.

我尝试了.但是我收到Cannot resolve #include<clipping_planes_pars_vertex.glsl>的错误(与其他着色器源相同).我试图在THREE.ShaderChunk中添加这些着色器,但是没有用.

I have tried this. But I am getting error that Cannot resolve #include<clipping_planes_pars_vertex.glsl> (same for other shader sources). I have tried to add these shaders in THREE.ShaderChunk but not worked.

我已经看到错误来自ShaderChunk.ts,因为它没有在chunks[]中找到着色器.

I have seen that the error comes from in ShaderChunk.ts because it didn't found shader in chunks[].

  1. 有什么方法可以在THREE.ShaderMaterial中使用剪切平面吗?
  2. 是否需要在ShaderChunk.ts中的chunks[]中添加我的自定义着色器?如果是,怎么办?
  1. Is there any way to use clipping planes with THREE.ShaderMaterial?
  2. Do I need to add my custom shaders in chunks[] from ShaderChunk.ts? If yes How?

请分享一个演示示例.

推荐答案

与您发现的另一个Stack Overflow问题类似,Forge Viewer中的section工具使用了自定义着色器逻辑,该逻辑仅包含在Viewer自己的材料中.尝试在材质着色器中包含以下片段:

Similarly to the other Stack Overflow question you found, the section tool in Forge Viewer uses a custom shader logic that is only included in the Viewer's own materials. Try including the following snippets in your material shaders:

在顶点着色器中:

...
#if NUM_CUTPLANES > 0
    varying vec3 vWorldPosition;
#endif
...
void main() {
    ...
    #if NUM_CUTPLANES > 0
        vWorldPosition = vec3(/* include your own vertex world position here */);
    #endif
    ...
}
...

在片段着色器中:

...
#if NUM_CUTPLANES > 0
    varying highp vec3 vWorldPosition;
#endif

#include<cutplanes>
...
void main() {
    ...
    #if NUM_CUTPLANES > 0
        checkCutPlanes(vWorldPosition);
    #endif
    ...
}
...

在定义新的THREE.ShaderMaterial时,您还需要包括几个特定于部门的制服:

And when defining the new THREE.ShaderMaterial, you also need to include a couple of sectioning-specific uniforms:

const uniforms = {
    ...
    "cutplanes": { type: "v4v", value: [] },
    "hatchParams": { type: "v2", value: new THREE.Vector2(1.0, 10.0) },
    "hatchTintColor": { type: "c", value: new THREE.Color( 0xFFFFFF ) },
    "hatchTintIntensity": { type: "f", value: 1.0 },
    ...
}

有关向 gist . >.

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