伪造查看器中的剪切平面无法使用 ShaderMaterial 剪切对象 [英] clipping planes in forge viewer not able to clip objects with ShaderMaterial
问题描述
我正在尝试在伪造查看器中添加带有 THREE.ShaderMaterial
的自定义对象,我能够在伪造查看器的 overlayScene
中添加和渲染对象.
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
.
我提到了这个 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.如果我尝试使用其他材料添加相同的对象,则剪切平面能够剪切它们.
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.
我已经尝试过这个.但是我收到了 Cannot resolve #include
的错误(其他着色器源也一样).我曾尝试在 THREE.ShaderChunk
中添加这些着色器,但没有奏效.
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[]
.
- 有没有什么方法可以通过
THREE.ShaderMaterial
使用剪切平面? - 我是否需要在
ShaderChunk.ts
的chunks[]
中添加我的自定义着色器?如果是,如何?
- Is there any way to use clipping planes with
THREE.ShaderMaterial
? - Do I need to add my custom shaders in
chunks[]
fromShaderChunk.ts
? If yes How?
如果可能,请分享一个演示示例.
Please share a demo example if possible.
推荐答案
与您发现的另一个 Stack Overflow 问题类似,Forge Viewer 中的截面工具使用自定义着色器逻辑,该逻辑仅包含在查看器自己的材质中.尝试在您的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
...
}
...
并且在定义新的 THREE.ShaderMaterial
时,您还需要包含几个特定于分区的统一:
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 },
...
}
请参阅此gist,了解向<代码添加分段支持的完整示例>THREE.ShaderMaterial.
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