javascript – 复制MeshLambertMaterial使用ShaderMaterial忽略纹理

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并在其上构建.

这是我得到的代码(忠实地从Three.js r66复制)

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.

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
                });

问题是,当我使用这些参数创建一个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通过代码挖掘并设法通过在材料定义之后将这个丑陋的“黑客”添加到我的代码中来加载地图

material.map = true;

现在加载并显示纹理,但看起来纹理坐标搞砸了,而不是重复,Shader似乎忽略了我提供的重复值.

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?

解决方法:

three.js设计易于使用,不易修改.这可能会在未来发生变化……

你需要像这样设置material.defines:

var defines = {};

defines[ "USE_MAP" ] = "";. 

然后在材质构造函数中指定定义.

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加上重复:

shaderUniforms[ "offsetRepeat" ].value.set( 0, 0, 2, 2 );

three.js r.66

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