提交 343dbf22 编写于 作者: J Jerome Etienne

more work

上级 d6d19638
...@@ -25,7 +25,7 @@ THREEx.ArMarkerCache = function(videoTexture){ ...@@ -25,7 +25,7 @@ THREEx.ArMarkerCache = function(videoTexture){
var cacheMesh = new THREE.Mesh( geometry, material ); var cacheMesh = new THREE.Mesh( geometry, material );
cacheMesh.position.y = -0.3 cacheMesh.position.y = -0.3
this.object3d = cacheMesh this.object3d = cacheMesh
// window.cacheMesh = cacheMesh window.cacheMesh = cacheMesh
////////////////////////////////////////////////////////////////////////////// //////////////////////////////////////////////////////////////////////////////
// Code Separator // Code Separator
////////////////////////////////////////////////////////////////////////////// //////////////////////////////////////////////////////////////////////////////
...@@ -112,7 +112,7 @@ THREEx.ArMarkerCache = function(videoTexture){ ...@@ -112,7 +112,7 @@ THREEx.ArMarkerCache = function(videoTexture){
transformedUv.x = originalUv.x * 2.0 - 1.0; transformedUv.x = originalUv.x * 2.0 - 1.0;
transformedUv.y = originalUv.y * 2.0 - 1.0; transformedUv.y = originalUv.y * 2.0 - 1.0;
transformedUv.z = 0 transformedUv.z = 0
// apply modelViewMatrix and projectionMatrix to transformedUv // apply modelViewMatrix and projectionMatrix
transformedUv.applyMatrix4( modelViewMatrix ) transformedUv.applyMatrix4( modelViewMatrix )
transformedUv.applyMatrix4( cameraProjectionMatrix ) transformedUv.applyMatrix4( cameraProjectionMatrix )
// apply perspective // apply perspective
...@@ -158,7 +158,7 @@ THREEx.ArMarkerCache = function(videoTexture){ ...@@ -158,7 +158,7 @@ THREEx.ArMarkerCache = function(videoTexture){
THREEx.ArMarkerCache.vertexShader = ` THREEx.ArMarkerCache.vertexShader = `
varying vec2 vUv; varying vec2 vUv;
vec2 applyUvTransform(vec2 originalUv){ vec2 applyUvTransform(vec2 originalUv){
vec3 transformedUv; vec3 transformedUv;
// set transformedUv - from UV coord to clip coord // set transformedUv - from UV coord to clip coord
...@@ -166,8 +166,9 @@ THREEx.ArMarkerCache.vertexShader = ` ...@@ -166,8 +166,9 @@ THREEx.ArMarkerCache.vertexShader = `
transformedUv.y = originalUv.y * 2.0 - 1.0; transformedUv.y = originalUv.y * 2.0 - 1.0;
transformedUv.z = 0.0; transformedUv.z = 0.0;
// apply modelViewMatrix and projectionMatrix to transformedUv vec4 mvPosition = modelViewMatrix * vec4( transformedUv, 1.0 );
transformedUv = projectionMatrix * modelViewMatrix * vec4( transformedUv, 1.0 );; vec4 tmp = projectionMatrix * mvPosition;
transformedUv = tmp.xyz;
// apply perspective // apply perspective
transformedUv.x /= transformedUv.z; transformedUv.x /= transformedUv.z;
...@@ -177,11 +178,11 @@ THREEx.ArMarkerCache.vertexShader = ` ...@@ -177,11 +178,11 @@ THREEx.ArMarkerCache.vertexShader = `
transformedUv.x = transformedUv.x / 2.0 + 0.5; transformedUv.x = transformedUv.x / 2.0 + 0.5;
transformedUv.y = transformedUv.y / 2.0 + 0.5; transformedUv.y = transformedUv.y / 2.0 + 0.5;
// return it as uv1
return transformedUv.xy; return transformedUv.xy;
} }
void main(){ void main(){
// pass the UV to the fragment // pass the UV to the fragment
vUv = applyUvTransform(uv); vUv = applyUvTransform(uv);
...@@ -191,7 +192,7 @@ THREEx.ArMarkerCache.vertexShader = ` ...@@ -191,7 +192,7 @@ THREEx.ArMarkerCache.vertexShader = `
} }
`; `;
THREEx.ArMarkerCache.fragmentShader = ` THREEx.ArMarkerCache.fragmentShader = `
varying vec2 vUv; varying vec2 vUv;
uniform sampler2D texture; uniform sampler2D texture;
......
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