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three.js
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dc2a357c
T
three.js
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前往新版Gitcode,体验更适合开发者的 AI 搜索 >>
提交
dc2a357c
编写于
9月 04, 2018
作者:
A
aardgoose
浏览文件
操作
浏览文件
下载
电子邮件补丁
差异文件
ShaderMaterial background texture
上级
2bdaaaa2
变更
5
隐藏空白更改
内联
并排
Showing
5 changed file
with
51 addition
and
12 deletion
+51
-12
src/renderers/shaders/ShaderChunk.js
src/renderers/shaders/ShaderChunk.js
+4
-0
src/renderers/shaders/ShaderLib.js
src/renderers/shaders/ShaderLib.js
+10
-0
src/renderers/shaders/ShaderLib/background_frag.glsl
src/renderers/shaders/ShaderLib/background_frag.glsl
+10
-0
src/renderers/shaders/ShaderLib/background_vert.glsl
src/renderers/shaders/ShaderLib/background_vert.glsl
+11
-0
src/renderers/webgl/WebGLBackground.js
src/renderers/webgl/WebGLBackground.js
+16
-12
未找到文件。
src/renderers/shaders/ShaderChunk.js
浏览文件 @
dc2a357c
...
...
@@ -88,6 +88,8 @@ import uv2_pars_vertex from './ShaderChunk/uv2_pars_vertex.glsl';
import
uv2_vertex
from
'
./ShaderChunk/uv2_vertex.glsl
'
;
import
worldpos_vertex
from
'
./ShaderChunk/worldpos_vertex.glsl
'
;
import
background_frag
from
'
./ShaderLib/background_frag.glsl
'
;
import
background_vert
from
'
./ShaderLib/background_vert.glsl
'
;
import
cube_frag
from
'
./ShaderLib/cube_frag.glsl
'
;
import
cube_vert
from
'
./ShaderLib/cube_vert.glsl
'
;
import
depth_frag
from
'
./ShaderLib/depth_frag.glsl
'
;
...
...
@@ -208,6 +210,8 @@ export var ShaderChunk = {
uv2_vertex
:
uv2_vertex
,
worldpos_vertex
:
worldpos_vertex
,
background_frag
:
background_frag
,
background_vert
:
background_vert
,
cube_frag
:
cube_frag
,
cube_vert
:
cube_vert
,
depth_frag
:
depth_frag
,
...
...
src/renderers/shaders/ShaderLib.js
浏览文件 @
dc2a357c
...
...
@@ -192,6 +192,16 @@ var ShaderLib = {
},
background
:
{
uniforms
:
{
t2D
:
{
value
:
null
},
},
vertexShader
:
ShaderChunk
.
background_vert
,
fragmentShader
:
ShaderChunk
.
background_frag
},
/* -------------------------------------------------------------------------
// Cube map shader
------------------------------------------------------------------------- */
...
...
src/renderers/shaders/ShaderLib/background_frag.glsl
0 → 100644
浏览文件 @
dc2a357c
uniform
sampler2D
t2D
;
varying
vec2
vUv
;
void
main
()
{
gl_FragColor
=
texture2D
(
t2D
,
vUv
);
}
src/renderers/shaders/ShaderLib/background_vert.glsl
0 → 100644
浏览文件 @
dc2a357c
varying
vec2
vUv
;
void
main
()
{
vUv
=
uv
;
gl_Position
=
vec4
(
position
,
1
.
0
);
gl_Position
.
z
=
1
.
0
;
}
src/renderers/webgl/WebGLBackground.js
浏览文件 @
dc2a357c
...
...
@@ -2,11 +2,9 @@
* @author mrdoob / http://mrdoob.com/
*/
import
{
BackSide
}
from
'
../../constants.js
'
;
import
{
OrthographicCamera
}
from
'
../../cameras/OrthographicCamera.js
'
;
import
{
BackSide
,
FrontSide
}
from
'
../../constants.js
'
;
import
{
BoxBufferGeometry
}
from
'
../../geometries/BoxGeometry.js
'
;
import
{
PlaneBufferGeometry
}
from
'
../../geometries/PlaneGeometry.js
'
;
import
{
MeshBasicMaterial
}
from
'
../../materials/MeshBasicMaterial.js
'
;
import
{
ShaderMaterial
}
from
'
../../materials/ShaderMaterial.js
'
;
import
{
Color
}
from
'
../../math/Color.js
'
;
import
{
Mesh
}
from
'
../../objects/Mesh.js
'
;
...
...
@@ -17,7 +15,7 @@ function WebGLBackground( renderer, state, objects, premultipliedAlpha ) {
var
clearColor
=
new
Color
(
0x000000
);
var
clearAlpha
=
0
;
var
plane
Camera
,
plane
Mesh
;
var
planeMesh
;
var
boxMesh
;
function
render
(
renderList
,
scene
,
camera
,
forceClear
)
{
...
...
@@ -77,24 +75,30 @@ function WebGLBackground( renderer, state, objects, premultipliedAlpha ) {
}
else
if
(
background
&&
background
.
isTexture
)
{
if
(
planeCamera
===
undefined
)
{
planeCamera
=
new
OrthographicCamera
(
-
1
,
1
,
1
,
-
1
,
0
,
1
);
if
(
planeMesh
===
undefined
)
{
planeMesh
=
new
Mesh
(
new
PlaneBufferGeometry
(
2
,
2
),
new
MeshBasicMaterial
(
{
depthTest
:
false
,
depthWrite
:
false
,
fog
:
false
}
)
new
ShaderMaterial
(
{
uniforms
:
ShaderLib
.
background
.
uniforms
,
vertexShader
:
ShaderLib
.
background
.
vertexShader
,
fragmentShader
:
ShaderLib
.
background
.
fragmentShader
,
side
:
FrontSide
,
depthTest
:
true
,
depthWrite
:
false
,
fog
:
false
}
)
);
planeMesh
.
geometry
.
removeAttribute
(
'
normal
'
);
objects
.
update
(
planeMesh
);
}
planeMesh
.
material
.
map
=
background
;
// TODO Push this to renderList
planeMesh
.
material
.
uniforms
.
t2D
.
value
=
background
;
render
er
.
renderBufferDirect
(
planeCamera
,
null
,
planeMesh
.
geometry
,
planeMesh
.
material
,
planeMesh
,
null
);
render
List
.
push
(
planeMesh
,
planeMesh
.
geometry
,
planeMesh
.
material
,
0
,
null
);
}
...
...
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