【发布时间】:2019-10-27 13:52:20
【问题描述】:
对于这个含糊不清的问题,我深表歉意,但我不知道该如何表达。我正在尝试编写一些产生圆形渐变的 THREE.js/GLSL 代码(对于一些 SDF 的东西)。使用下面的代码,我希望看到平面上的渐变,但平面仍然是白色的,上面没有其他渲染。谁能告诉我哪里出错了?
<!DOCTYPE html>
<html>
<head>
<meta charset="utf-8">
<title>My first three.js app</title>
<style>
body { margin: 0; }
canvas { width: 100%; height: 100% }
</style>
</head>
<body>
<script type="x-shader/x-vertex" id="sdfVS">
varying vec2 vUv; // pass the uv coordinates of each pixel to the frag shader
void main() {
vUv = uv;
gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);
}
</script>
<script type="x-shader/x-fragment" id="sdfFS">
precision mediump float;
uniform vec2 u_resolution;
varying vec2 vUv;
float circle(vec2 pos, float radius)
{
return distance(pos, vec2(radius));
}
void main()
{
vec2 pos = (gl_FragCoord.xy / vUv) * 2.0 - 1.0;
float circle1 = circle(pos, 0.5);
vec3 color = vec3(circle1);
gl_FragColor = vec4(color, 1.0);
}
</script>
<script src="../../js/three.min.js"></script>
<script>
var scene, camera, renderer, aspect, geometry, material, plane;
var container;
var frustumSize = 2;
init();
animate();
function init() {
container = document.createElement( 'div' );
document.body.appendChild( container );
scene = new THREE.Scene();
scene.background = new THREE.Color(0x0000ff);
aspect = window.innerWidth / window.innerHeight;
camera = new THREE.OrthographicCamera( 0.5 * frustumSize * aspect / - 2, 0.5 * frustumSize * aspect / 2, frustumSize / 2, frustumSize / - 2, 0.1, 1 );
cameraOrthoHelper = new THREE.CameraHelper( camera );
scene.add( cameraOrthoHelper );
var width = 1;
var height = 1;
geometry = new THREE.PlaneGeometry(width, height);
material = new THREE.ShaderMaterial( {
vertexShader: document.getElementById('sdfVS').textContent,
fragmentShader: document.getElementById('sdfFS').textContent,
side: THREE.DoubleSide
} );
plane = new THREE.Mesh( geometry, material );
plane.rotation.x = 0;
plane.rotation.y = THREE.Math.degToRad( -90 );
plane.rotation.z = 0;
scene.add( plane )
renderer = new THREE.WebGLRenderer();
renderer.setPixelRatio( window.devicePixelRatio );
renderer.setSize( window.innerWidth, window.innerHeight );
container.appendChild( renderer.domElement );
window.addEventListener( 'resize', onWindowResize, false );
}
function onWindowResize() {
camera.aspect = window.innerWidth / window.innerHeight;
camera.updateProjectionMatrix();
renderer.setSize( window.innerWidth, window.innerHeight );
}
function animate() {
requestAnimationFrame( animate );
render();
}
function render() {
camera.position.x = -1;
camera.position.y = 0;
camera.position.z = 0;
camera.lookAt( scene.position );
camera.updateMatrixWorld();
renderer.render( scene, camera );
}
</script>
</body>
</html>
【问题讨论】:
-
如果把
vec2 pos = (gl_FragCoord.xy / vUv) * 2.0 - 1.0;改成vec2 pos = vUv;,是不是你期待的效果?