我是 Three.js 的新手,并且在 Three.js 的 0.167.0 版本上运行。
我尝试使用 ShaderMaterial 创建 PlaneGeometry,但出现错误并且场景中没有任何渲染。
这是我的代码片段。
glsl.js
import * as THREE from "three";
import { OrbitControls } from "three/addons/controls/OrbitControls.js";
const renderer = new THREE.WebGLRenderer();
renderer.setSize(window.innerWidth, window.innerHeight);
document.body.appendChild(renderer.domElement);
const scene = new THREE.Scene();
const camera = new THREE.PerspectiveCamera(
45,
window.innerWidth / window.innerHeight,
0.01,
1000,
);
const oribit = new OrbitControls(camera, renderer.domElement);
camera.position.set(0, 0, 12);
oribit.update();
const geometry = new THREE.PlaneGeometry(10, 10, 30, 30);
const material = new THREE.ShaderMaterial({
uniforms: {
u_time: { type: "f", value: 0.0 },
},
vertexShader: `
void main() {
gl_Position = projectionMatrix * modelViewMatrix * vec4(position,1.0);
}
`,
fragmentShader: `
void main() {
gl_FragColor = vec4(1.0,0.0,0.0,1.0)
}`,
wireframe: true,
});
const mesh = new THREE.Mesh(geometry, material);
scene.add(mesh);
function animate() {
renderer.render(scene, camera);
}
renderer.setAnimationLoop(animate);
window.addEventListener("resize", function () {
camera.aspect = window.innerWidth / this.window.innerHeight;
camera.updateProjectionMatrix();
renderer.setSize(window.innerWidth, window.innerHeight);
});
我尝试了各种不同的方式来导入 Three.js。
您错过了
fragment
中的分号,可能在控制台错误中进行了描述。
const material = new THREE.ShaderMaterial({
uniforms: {
u_time: { type: "f", value: 0.0 },
},
vertexShader: `
void main() {
gl_Position = projectionMatrix * modelViewMatrix * vec4(position,1.0);
}
`,
fragmentShader: `
void main() {
gl_FragColor = vec4(1.0,0.0,0.0,1.0);
}`,
wireframe: true,
});