问题描述
我一直在从 webglfundamentals 学习 webgl,在那里我遇到了一个简单的着色器示例,您可以在其中使用纯色绘制三角形。这是 tutorial 和原始 demo 的链接。
我尝试使用平面几何在三个 js 中创建相同的效果,但我无法实现纯色着色器。当我在 Three js 中使用几乎相同的设置时,我变得更像渐变效果。我在这里做错了什么? (我注意到我的着色器也不一致,因为它在刷新时呈现不同)此外,是否有专门为三个 js 学习着色器的地方?
var vShader = `
precision mediump float;
precision mediump int;
attribute vec4 a_color;
varying vec4 vColor;
void main() {
gl_Position = projectionMatrix * modelViewMatrix * vec4( position,1.0 );
vColor = a_color;
}`;
var fShader = ` precision mediump float;
precision mediump int;
varying vec4 vColor;
void main() {
vec4 color = vec4( vColor );
gl_FragColor = vColor;
}`;
var row = 1;
var col = 1;
var w = 600;
var h = 400;
scene = new THREE.Scene();
camera = new THREE.PerspectiveCamera(45,w / h,0.1,100);
renderer = new THREE.Webglrenderer();
camera.position.z = 5;
var viewSize = getViewSize(camera);
document.body.appendChild(renderer.domElement);
renderer.setSize(w,h);
var geometry = new THREE.PlaneBufferGeometry(viewSize.width,viewSize.height,col,row);
var color = new THREE.Color();
const blossomPalette = [0xff0000,0xff0000,0x0000ff,0x0000ff];
var colors = new Float32Array(4 * 2 * 3 * col * row);
for (let i = 0; i < 4; i++) {
color.setHex(blossomPalette[Math.floor(Math.random() * blossomPalette.length)]);
color.toArray(colors,i * 3);
}
geometry.setAttribute('a_color',new THREE.BufferAttribute(colors,4,false));
var material = new THREE.ShaderMaterial({
vertexShader: vShader,fragmentShader: fShader,transparent: true,blending: THREE.AdditiveBlending,depthTest: false,vertexColors: true,flatShading: true
});
var plane = new THREE.Mesh(geometry,material);
scene.add(plane);
function animate() {
renderer.render(scene,camera);
requestAnimationFrame(animate)
}
animate();
function getViewSize(camera) {
var fovInradians = (camera.fov * Math.PI) / 180;
var height = Math.abs(camera.position.z * Math.tan(fovInradians / 2) * 2);
return {
width: height * camera.aspect,height: height
}
}
<script src="https://threejsfundamentals.org/threejs/resources/threejs/r122/build/three.min.js"></script>
解决方法
three.js 中的 PlaneBufferGeometry
使用 indexed vertices 来共享顶点,所以只有 4 个顶点,然后有 6 个索引来使用这 4 个顶点制作 2 个三角形。这意味着您不能为每个三角形赋予不同的纯色,因为它们共享 2 个顶点,而一个顶点只能有 1 种颜色。
此外,代码为每个顶点选择随机颜色,因此即使您使用了 6 个顶点以使 2 个三角形不共享任何顶点,您仍然不会得到 the result you linked to,而是得到 { {3}} 位于同一教程页面的更下方。
最后,代码只为每种颜色生成 3 个浮点数,因此您需要将颜色属性的组件数设置为 3 而不是 4
如果您想重复 webgl 示例,您需要提供自己的 6 个顶点。
var vShader = `
precision mediump float;
precision mediump int;
attribute vec4 a_color;
varying vec4 vColor;
void main() {
gl_Position = projectionMatrix * modelViewMatrix * vec4( position,1.0 );
vColor = a_color;
}`;
var fShader = ` precision mediump float;
precision mediump int;
varying vec4 vColor;
void main() {
vec4 color = vec4( vColor );
gl_FragColor = vColor;
}`;
var row = 1;
var col = 1;
var w = 600;
var h = 400;
scene = new THREE.Scene();
camera = new THREE.PerspectiveCamera(45,w / h,0.1,100);
renderer = new THREE.WebGLRenderer();
camera.position.z = 5;
var viewSize = getViewSize(camera);
document.body.appendChild(renderer.domElement);
renderer.setSize(w,h);
var geometry = new THREE.BufferGeometry();
var x = viewSize.width / 2;
var y = viewSize.height / 2;
var positions = new Float32Array([
-x,-y,x,-x,y,]);
geometry.setAttribute('position',new THREE.BufferAttribute(positions,3,false));
var color = new THREE.Color();
const blossomPalette = [
0xff0000,0xff0000,0x0000ff,];
var colors = new Float32Array(2 * 3 * 3 * col * row);
for (let i = 0; i < 6; i++) {
color.setHex(blossomPalette[i]);
color.toArray(colors,i * 3);
}
geometry.setAttribute('a_color',new THREE.BufferAttribute(colors,false));
var material = new THREE.ShaderMaterial({
vertexShader: vShader,fragmentShader: fShader,transparent: true,blending: THREE.AdditiveBlending,depthTest: false,vertexColors: true,flatShading: true
});
var plane = new THREE.Mesh(geometry,material);
scene.add(plane);
function animate() {
renderer.render(scene,camera);
requestAnimationFrame(animate)
}
animate();
function getViewSize(camera) {
var fovInRadians = (camera.fov * Math.PI) / 180;
var height = Math.abs(camera.position.z * Math.tan(fovInRadians / 2) * 2);
return {
width: height * camera.aspect,height: height
}
}
<script src="https://threejsfundamentals.org/threejs/resources/threejs/r122/build/three.min.js"></script>