如何在 3d 中投影 2d 着色器 object
How can I project a 2d shader in a 3d object
标题让它看起来很简单,但我很难在我的 3d 模型上获得 this pie chart shader。为此,我使用了三个 js。到目前为止,这是我的代码:
index.html:
<!DOCTYPE html>
<html>
<head>
<meta charset='utf-8'>
<meta http-equiv='X-UA-Compatible' content='IE=edge'>
<title>Site Prof Matheus</title>
<meta name='viewport' content='width=device-width, initial-scale=1'>
<link rel='stylesheet' type='text/css' media='screen' href='./styles/main.css'>
<script type='module' src='./src/main.js'></script>
</head>
<body>
</body>
</html>
main.js:
import * as THREE from 'https://cdn.skypack.dev/three'
import { OrbitControls } from 'https://cdn.skypack.dev/three-stdlib/controls/OrbitControls'
import { GLTFLoader } from 'https://cdn.skypack.dev/three-stdlib/loaders/GLTFLoader'
import { vertexShader } from '../shaders/vertex.glsl.js'
import { fragmentShader } from '../shaders/fragment.glsl.js'
const scene = new THREE.Scene();
const camera = new THREE.PerspectiveCamera(75, window.innerWidth / window.innerHeight, 0.1, 1000);
const loader = new GLTFLoader();
const renderer = new THREE.WebGLRenderer({ antialias: true });
renderer.setClearColor(0x002653, 0.5)
renderer.setSize(window.innerWidth, window.innerHeight);
document.body.appendChild(renderer.domElement);
renderer.setPixelRatio(window.devicePixelRatio);
const r_material = new THREE.ShaderMaterial({ //Roulette material
uniforms: {
iTime: { value: 1.0 },
resolution: { value: new THREE.Vector2 }
},
vertexShader,
fragmentShader
})
loader.load(
'../roulette.glb',
function (gltf) {
gltf.scene.traverse((o) => {
if (o.isMesh) o.material = r_material;
});
scene.add(gltf.scene);
},
function () { },
function (err) {
console.log('error: ' + err);
}
)
camera.position.z = 5;
const controls = new OrbitControls(camera, renderer.domElement);
controls.enableZoom = true;
controls.enableDamping = true;
function animate() {
requestAnimationFrame(animate);
controls.update();
renderer.render(scene, camera);
};
animate();
vertex.glsl.js:
const vertexShader = /* glsl */`
void main()
{
gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
}
`
// uniform vec3 iResolution;
// uniform int SEGMENTCOUNT;
export { vertexShader };
fragment.glsl.js:
const fragmentShader = /* glsl */`
void main() {
gl_FragColor = vec4(0, 1, 0, 1);
gl_Position
}
`
export { fragmentShader };
这是我的 roulette.gbl model
预期的结果是拥有一个我选择颜色的着色器,所有部分都相等,颜色可以重复,着色器应该覆盖整个网格,而不是底部。 intended result
PS。我看到我的 object 在图像上看起来很平坦,我想只需要添加一些适当的光线,这是我的 object 几何图形,只是出于好奇:my mesh geometry
PSS。非常欢迎饼图着色器上的一些抗锯齿
你可以这样做,将 material 修改为 .onBeforeCompile()
:
body{
overflow: hidden;
margin: 0;
}
<script type="module">
import * as THREE from "https://cdn.skypack.dev/three@0.136.0";
import {
OrbitControls
} from "https://cdn.skypack.dev/three@0.136.0/examples/jsm/controls/OrbitControls";
let scene = new THREE.Scene();
let camera = new THREE.PerspectiveCamera(60, innerWidth / innerHeight, 1, 2000);
camera.position.set(0, 1, 1).setLength(12);
let renderer = new THREE.WebGLRenderer({
antialias: true
});
renderer.setSize(innerWidth, innerHeight);
document.body.appendChild(renderer.domElement);
window.addEventListener("resize", onWindowResize);
let controls = new OrbitControls(camera, renderer.domElement);
scene.add(new THREE.GridHelper());
let light = new THREE.DirectionalLight(0xffffff, 0.5);
light.position.setScalar(1);
scene.add(light, new THREE.AmbientLight(0xffffff, 0.5));
let path = new THREE.Path();
path.moveTo(0, -1);
path.lineTo(4, -1);
path.absarc(4, -0.5, 0.5, Math.PI * 1.5, 0);
path.absarc(4, 0.5, 0.5, 0, Math.PI * 0.5);
path.lineTo(0, -0.5);
let g = new THREE.LatheGeometry(path.getPoints(50), 72);
let m = new THREE.MeshLambertMaterial({
color: 0x00ff7f,
//wireframe: true,
onBeforeCompile: shader => {
shader.vertexShader = `
varying vec3 vPos;
${shader.vertexShader}
`.replace(
`#include <begin_vertex>`,
`#include <begin_vertex>
vPos = position;
`
);
//console.log(shader.vertexShader);
shader.fragmentShader = `
#define ss(a, b, c) smoothstep(a, b, c)
varying vec3 vPos;
${shader.fragmentShader}
`.replace(
`vec4 diffuseColor = vec4( diffuse, opacity );`,
`
vec3 col = diffuse;
int N = 37;
float a = atan(vPos.x,-vPos.z)+PI;
float r = PI2/float(N);
float cId = floor(a/r);
vec3 br = mod(cId, 2.) == 0. ? vec3(0) : vec3(1, 0, 0); // black / red
br = cId == 0. ? vec3(0, 0.75, 0) : br; // green
float d = length(vPos.xz);
float fw = length(fwidth(vPos.xz));
col = mix(col, br, ss(3. - fw, 3., d) - ss(4., 4. + fw, d));
col = mix(diffuse, col, clamp(sign(vPos.y), 0., 1.));
vec4 diffuseColor = vec4( col, opacity );
`
);
//console.log(shader.fragmentShader);
}
})
let o = new THREE.Mesh(g, m);
o.position.y = 0.5;
o.rotation.y = Math.PI;
scene.add(o);
renderer.setAnimationLoop(() => {
renderer.render(scene, camera);
});
function onWindowResize() {
camera.aspect = innerWidth / innerHeight;
camera.updateProjectionMatrix();
renderer.setSize(innerWidth, innerHeight);
}
</script>
标题让它看起来很简单,但我很难在我的 3d 模型上获得 this pie chart shader。为此,我使用了三个 js。到目前为止,这是我的代码:
index.html:
<!DOCTYPE html>
<html>
<head>
<meta charset='utf-8'>
<meta http-equiv='X-UA-Compatible' content='IE=edge'>
<title>Site Prof Matheus</title>
<meta name='viewport' content='width=device-width, initial-scale=1'>
<link rel='stylesheet' type='text/css' media='screen' href='./styles/main.css'>
<script type='module' src='./src/main.js'></script>
</head>
<body>
</body>
</html>
main.js:
import * as THREE from 'https://cdn.skypack.dev/three'
import { OrbitControls } from 'https://cdn.skypack.dev/three-stdlib/controls/OrbitControls'
import { GLTFLoader } from 'https://cdn.skypack.dev/three-stdlib/loaders/GLTFLoader'
import { vertexShader } from '../shaders/vertex.glsl.js'
import { fragmentShader } from '../shaders/fragment.glsl.js'
const scene = new THREE.Scene();
const camera = new THREE.PerspectiveCamera(75, window.innerWidth / window.innerHeight, 0.1, 1000);
const loader = new GLTFLoader();
const renderer = new THREE.WebGLRenderer({ antialias: true });
renderer.setClearColor(0x002653, 0.5)
renderer.setSize(window.innerWidth, window.innerHeight);
document.body.appendChild(renderer.domElement);
renderer.setPixelRatio(window.devicePixelRatio);
const r_material = new THREE.ShaderMaterial({ //Roulette material
uniforms: {
iTime: { value: 1.0 },
resolution: { value: new THREE.Vector2 }
},
vertexShader,
fragmentShader
})
loader.load(
'../roulette.glb',
function (gltf) {
gltf.scene.traverse((o) => {
if (o.isMesh) o.material = r_material;
});
scene.add(gltf.scene);
},
function () { },
function (err) {
console.log('error: ' + err);
}
)
camera.position.z = 5;
const controls = new OrbitControls(camera, renderer.domElement);
controls.enableZoom = true;
controls.enableDamping = true;
function animate() {
requestAnimationFrame(animate);
controls.update();
renderer.render(scene, camera);
};
animate();
vertex.glsl.js:
const vertexShader = /* glsl */`
void main()
{
gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
}
`
// uniform vec3 iResolution;
// uniform int SEGMENTCOUNT;
export { vertexShader };
fragment.glsl.js:
const fragmentShader = /* glsl */`
void main() {
gl_FragColor = vec4(0, 1, 0, 1);
gl_Position
}
`
export { fragmentShader };
这是我的 roulette.gbl model
预期的结果是拥有一个我选择颜色的着色器,所有部分都相等,颜色可以重复,着色器应该覆盖整个网格,而不是底部。 intended result
PS。我看到我的 object 在图像上看起来很平坦,我想只需要添加一些适当的光线,这是我的 object 几何图形,只是出于好奇:my mesh geometry
PSS。非常欢迎饼图着色器上的一些抗锯齿
你可以这样做,将 material 修改为 .onBeforeCompile()
:
body{
overflow: hidden;
margin: 0;
}
<script type="module">
import * as THREE from "https://cdn.skypack.dev/three@0.136.0";
import {
OrbitControls
} from "https://cdn.skypack.dev/three@0.136.0/examples/jsm/controls/OrbitControls";
let scene = new THREE.Scene();
let camera = new THREE.PerspectiveCamera(60, innerWidth / innerHeight, 1, 2000);
camera.position.set(0, 1, 1).setLength(12);
let renderer = new THREE.WebGLRenderer({
antialias: true
});
renderer.setSize(innerWidth, innerHeight);
document.body.appendChild(renderer.domElement);
window.addEventListener("resize", onWindowResize);
let controls = new OrbitControls(camera, renderer.domElement);
scene.add(new THREE.GridHelper());
let light = new THREE.DirectionalLight(0xffffff, 0.5);
light.position.setScalar(1);
scene.add(light, new THREE.AmbientLight(0xffffff, 0.5));
let path = new THREE.Path();
path.moveTo(0, -1);
path.lineTo(4, -1);
path.absarc(4, -0.5, 0.5, Math.PI * 1.5, 0);
path.absarc(4, 0.5, 0.5, 0, Math.PI * 0.5);
path.lineTo(0, -0.5);
let g = new THREE.LatheGeometry(path.getPoints(50), 72);
let m = new THREE.MeshLambertMaterial({
color: 0x00ff7f,
//wireframe: true,
onBeforeCompile: shader => {
shader.vertexShader = `
varying vec3 vPos;
${shader.vertexShader}
`.replace(
`#include <begin_vertex>`,
`#include <begin_vertex>
vPos = position;
`
);
//console.log(shader.vertexShader);
shader.fragmentShader = `
#define ss(a, b, c) smoothstep(a, b, c)
varying vec3 vPos;
${shader.fragmentShader}
`.replace(
`vec4 diffuseColor = vec4( diffuse, opacity );`,
`
vec3 col = diffuse;
int N = 37;
float a = atan(vPos.x,-vPos.z)+PI;
float r = PI2/float(N);
float cId = floor(a/r);
vec3 br = mod(cId, 2.) == 0. ? vec3(0) : vec3(1, 0, 0); // black / red
br = cId == 0. ? vec3(0, 0.75, 0) : br; // green
float d = length(vPos.xz);
float fw = length(fwidth(vPos.xz));
col = mix(col, br, ss(3. - fw, 3., d) - ss(4., 4. + fw, d));
col = mix(diffuse, col, clamp(sign(vPos.y), 0., 1.));
vec4 diffuseColor = vec4( col, opacity );
`
);
//console.log(shader.fragmentShader);
}
})
let o = new THREE.Mesh(g, m);
o.position.y = 0.5;
o.rotation.y = Math.PI;
scene.add(o);
renderer.setAnimationLoop(() => {
renderer.render(scene, camera);
});
function onWindowResize() {
camera.aspect = innerWidth / innerHeight;
camera.updateProjectionMatrix();
renderer.setSize(innerWidth, innerHeight);
}
</script>