如何在 Three.js 中更新制服?
How do you update a uniform In Three.js?
我不得不重写我的问题,因为我之前问错了。
我想问一下,three.js如何更新制服?
这似乎有效:
yourMesh.material.uniforms.yourUniform.value = whatever;
更新着色器制服的小例子。
/* Vertex Shader */
<script type="x-shader/x-fragment" id="myShader">
uniform float myuniform;
uniform sampler2D myTexture;
varying vec2 vUV;
varying vec2 ver;
ver = uv *vec2( myuniform, myuniform); // this will be updated on mouse move
gl_Position = projectionMatrix *modelViewMatrix * vec4(position,1.0);
</script>
/* Set uniform */
var myUniform;
var myTexture = new THREE.ImageUtils.loadTexture( './data/textures/theTexture.jpg' );
_uniforms = {
myUniform: { type: "f", value: myUniform },
myTexture: { type: "t", value: myTexture },
};
customMaterial = new THREE.ShaderMaterial(
{
uniforms: _uniforms,
vertexShader: document.getElementById( 'myShader' ).textContent,
fragmentShader: document.getElementById( 'fragmentShader' ).textContent,
wireframe: false,
side: THREE.FrontSide
} );
document.addEventListener( 'mousemove', onDocumentMouseMove, false );
function onDocumentMouseMove(ev) {
uniforms.myUniform.value += 0.01; // Updates this new value
uniforms.myUniform.needsUpdate = true;
}
...
有两种方法:
您可以在 Shader Material
中更新 uniform
或
您可以使用 mesh.material
访问 ShaderMaterial
然后更新 uniform
两种情况的例子:
var delta = 0
var customUniforms = {
delta: { value: 0 },
u_time: { value: Date.now() }
};
// shader material with custom Uniform
shaderMaterial = new THREE.ShaderMaterial({
uniforms: customUniforms,
vertexShader: document.getElementById("vertexShader2").textContent,
fragmentShader: document.getElementById("fragmentShader2").textContent
});
// test Mesh object for shader
var geometry = new THREE.BoxBufferGeometry(10, 10, 10, 10, 10, 10);
shaderMesh = new THREE.Mesh(geometry, shaderMaterial);
this.scene.add(shaderMesh);
在动画循环中
animate = () => {
delta += 0.1;
// Update uniform in Shader Material
shaderMaterial.uniforms.delta.value = 0.5 + Math.sin(delta) * 0.0005;
// Update uniform from Mesh itself
shaderMesh.material.uniforms.u_time.value = delta;
}
https://codesandbox.io/s/autumn-http-e9wk5
完整示例
<body>
<div id="container"></div>
<script src="js/three.min.js"></script>
<script id="vertexShader" type="x-shader/x-vertex">
void main() {
gl_Position = vec4( position, 1.0 );
}
</script>
<script id="fragmentShader" type="x-shader/x-fragment">
uniform vec2 u_resolution;
uniform float u_time;
void main() {
vec2 st = gl_FragCoord.xy/u_resolution.xy;
gl_FragColor=vec4(st.x,st.y,0.0,1.0);
}
</script>
<script>
var container;
var camera, scene, renderer;
var uniforms;
init();
animate();
function init() {
container = document.getElementById( 'container' );
camera = new THREE.Camera();
camera.position.z = 1;
scene = new THREE.Scene();
var geometry = new THREE.PlaneBufferGeometry( 2, 2 );
uniforms = {
u_time: { type: "f", value: 1.0 },
u_resolution: { type: "v2", value: new THREE.Vector2() },
u_mouse: { type: "v2", value: new THREE.Vector2() }
};
var material = new THREE.ShaderMaterial( {
uniforms: uniforms,
vertexShader: document.getElementById( 'vertexShader' ).textContent,
fragmentShader: document.getElementById( 'fragmentShader' ).textContent
} );
var mesh = new THREE.Mesh( geometry, material );
scene.add( mesh );
renderer = new THREE.WebGLRenderer();
renderer.setPixelRatio( window.devicePixelRatio );
container.appendChild( renderer.domElement );
onWindowResize();
window.addEventListener( 'resize', onWindowResize, false );
document.onmousemove = function(e){
uniforms.u_mouse.value.x = e.pageX
uniforms.u_mouse.value.y = e.pageY
}
}
function onWindowResize( event ) {
renderer.setSize( window.innerWidth, window.innerHeight );
uniforms.u_resolution.value.x = renderer.domElement.width;
uniforms.u_resolution.value.y = renderer.domElement.height;
}
function animate() {
requestAnimationFrame( animate );
render();
}
function render() {
uniforms.u_time.value += 0.05;
renderer.render( scene, camera );
}
</script>
</body>
对于我的用例来说,这似乎是一个很好的方法:
const mat = new THREE.ShaderMaterial({
uniforms: {
customVec3Uniform: { value: new THREE.Vector3(1,1,1) }
},
vertexShader: document.getElementById('vertexShader').textContent,
fragmentShader: document.getElementById('fragmentShader').textContent,
});
关于运行时更新():
mat.uniforms.customVec3Uniform.value = new THREE.Vector3(2,2,2);
// mat.needsUpdate = true; // my example works without 'needsUpdate'
我不得不重写我的问题,因为我之前问错了。
我想问一下,three.js如何更新制服?
这似乎有效:
yourMesh.material.uniforms.yourUniform.value = whatever;
更新着色器制服的小例子。
/* Vertex Shader */
<script type="x-shader/x-fragment" id="myShader">
uniform float myuniform;
uniform sampler2D myTexture;
varying vec2 vUV;
varying vec2 ver;
ver = uv *vec2( myuniform, myuniform); // this will be updated on mouse move
gl_Position = projectionMatrix *modelViewMatrix * vec4(position,1.0);
</script>
/* Set uniform */
var myUniform;
var myTexture = new THREE.ImageUtils.loadTexture( './data/textures/theTexture.jpg' );
_uniforms = {
myUniform: { type: "f", value: myUniform },
myTexture: { type: "t", value: myTexture },
};
customMaterial = new THREE.ShaderMaterial(
{
uniforms: _uniforms,
vertexShader: document.getElementById( 'myShader' ).textContent,
fragmentShader: document.getElementById( 'fragmentShader' ).textContent,
wireframe: false,
side: THREE.FrontSide
} );
document.addEventListener( 'mousemove', onDocumentMouseMove, false );
function onDocumentMouseMove(ev) {
uniforms.myUniform.value += 0.01; // Updates this new value
uniforms.myUniform.needsUpdate = true;
}
...
有两种方法:
您可以在
Shader Material
中更新uniform
或
您可以使用
mesh.material
访问ShaderMaterial
然后更新uniform
两种情况的例子:
var delta = 0 var customUniforms = { delta: { value: 0 }, u_time: { value: Date.now() } }; // shader material with custom Uniform shaderMaterial = new THREE.ShaderMaterial({ uniforms: customUniforms, vertexShader: document.getElementById("vertexShader2").textContent, fragmentShader: document.getElementById("fragmentShader2").textContent }); // test Mesh object for shader var geometry = new THREE.BoxBufferGeometry(10, 10, 10, 10, 10, 10); shaderMesh = new THREE.Mesh(geometry, shaderMaterial); this.scene.add(shaderMesh);
在动画循环中
animate = () => { delta += 0.1; // Update uniform in Shader Material shaderMaterial.uniforms.delta.value = 0.5 + Math.sin(delta) * 0.0005; // Update uniform from Mesh itself shaderMesh.material.uniforms.u_time.value = delta; }
https://codesandbox.io/s/autumn-http-e9wk5
完整示例
<body>
<div id="container"></div>
<script src="js/three.min.js"></script>
<script id="vertexShader" type="x-shader/x-vertex">
void main() {
gl_Position = vec4( position, 1.0 );
}
</script>
<script id="fragmentShader" type="x-shader/x-fragment">
uniform vec2 u_resolution;
uniform float u_time;
void main() {
vec2 st = gl_FragCoord.xy/u_resolution.xy;
gl_FragColor=vec4(st.x,st.y,0.0,1.0);
}
</script>
<script>
var container;
var camera, scene, renderer;
var uniforms;
init();
animate();
function init() {
container = document.getElementById( 'container' );
camera = new THREE.Camera();
camera.position.z = 1;
scene = new THREE.Scene();
var geometry = new THREE.PlaneBufferGeometry( 2, 2 );
uniforms = {
u_time: { type: "f", value: 1.0 },
u_resolution: { type: "v2", value: new THREE.Vector2() },
u_mouse: { type: "v2", value: new THREE.Vector2() }
};
var material = new THREE.ShaderMaterial( {
uniforms: uniforms,
vertexShader: document.getElementById( 'vertexShader' ).textContent,
fragmentShader: document.getElementById( 'fragmentShader' ).textContent
} );
var mesh = new THREE.Mesh( geometry, material );
scene.add( mesh );
renderer = new THREE.WebGLRenderer();
renderer.setPixelRatio( window.devicePixelRatio );
container.appendChild( renderer.domElement );
onWindowResize();
window.addEventListener( 'resize', onWindowResize, false );
document.onmousemove = function(e){
uniforms.u_mouse.value.x = e.pageX
uniforms.u_mouse.value.y = e.pageY
}
}
function onWindowResize( event ) {
renderer.setSize( window.innerWidth, window.innerHeight );
uniforms.u_resolution.value.x = renderer.domElement.width;
uniforms.u_resolution.value.y = renderer.domElement.height;
}
function animate() {
requestAnimationFrame( animate );
render();
}
function render() {
uniforms.u_time.value += 0.05;
renderer.render( scene, camera );
}
</script>
</body>
对于我的用例来说,这似乎是一个很好的方法:
const mat = new THREE.ShaderMaterial({
uniforms: {
customVec3Uniform: { value: new THREE.Vector3(1,1,1) }
},
vertexShader: document.getElementById('vertexShader').textContent,
fragmentShader: document.getElementById('fragmentShader').textContent,
});
关于运行时更新(
mat.uniforms.customVec3Uniform.value = new THREE.Vector3(2,2,2);
// mat.needsUpdate = true; // my example works without 'needsUpdate'