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我使用ShaderMaterial爲我的多維數據集創建真實材質。但它效果不佳。可以看到,只有第一張臉才能很好地工作。即使我對不同的面孔使用不同的紋理,它也不起作用。我不知道我的代碼有什麼問題。 這裏是我的代碼:ShaderMaterial不適用於MeshFaceMaterial
<!DOCTYPE html>
<html>
<head>
<meta http-equiv="content-type" content="text/html; charset=utf-8" />
<title>Test_material</title>
<style type="text/css" media="all">
canvas {
border: 1px solid #000;
}
</style>
</head>
<body>
<div id='container'></div>
<script type="text/javascript" src="js/threejs/Three.js">
</script>
<script type="text/javascript" src="js/lib/util.js">
</script>
<script type="text/javascript" src="js/threejs/TrackballControls.js"></script>
<script>
var WIDTH= 400;
var HEIGHT = 400;
var container = document.getElementById('container');
var camera =new THREE.PerspectiveCamera(25, WIDTH/HEIGHT, 1, 10000);
camera.position.set(0,300,100);
var animate;
var scene = new THREE.Scene();
scene.add(camera);
camera.lookAt(scene.position);
var controls = new THREE.TrackballControls(camera);
//custom shape
materialArr = [];
var data = new utils.Storage.ResourceStorage();
data.load({
'textures': {
'track_normal_0' : 'images/pattern/track_normal_0.jpg',
'track_diffuse_0' : 'images/pattern/track_diffuse_0.jpg',
'track_specular_0' : 'images/pattern/track_specular_0.jpg',
'track_normal_0' : 'images/pattern/track_normal_0.jpg',
'track_diffuse_0' : 'images/pattern/track_diffuse_0.jpg',
'track_specular_0' : 'images/pattern/track_specular_0.jpg',
'track_normal_1' : 'images/pattern/track_normal_1.jpg',
'track_diffuse_1' : 'images/pattern/track_diffuse_1.jpg',
'track_specular_1' : 'images/pattern/track_specular_1.jpg',
'track_normal_2' : 'images/pattern/track_normal_2.jpg',
'track_diffuse_2' : 'images/pattern/track_diffuse_2.jpg',
'track_specular_2' : 'images/pattern/track_specular_2.jpg',
'track_normal_3' : 'images/pattern/track_normal_3.jpg',
'track_diffuse_3' : 'images/pattern/track_diffuse_3.jpg',
'track_specular_3' : 'images/pattern/track_specular_3.jpg',
'track_normal_4' : 'images/pattern/track_normal_4.jpg',
'track_diffuse_4' : 'images/pattern/track_diffuse_4.jpg',
'track_specular_4' : 'images/pattern/track_specular_4.jpg',
'track_normal_5' : 'images/pattern/track_normal_5.jpg',
'track_diffuse_5' : 'images/pattern/track_diffuse_5.jpg',
'track_specular_5' : 'images/pattern/track_specular_5.jpg',
},
'onReady': init
});
function init(){
var materialArr = [];
for (var i=0; i< 6; i++){
var shader = THREE.ShaderLib['normalmap'];
var normalTexture = data.getTexture('track_normal_' + i).clone();
normalTexture.needsUpdate = true;
var diffuseTexture = data.getTexture('track_diffuse_' + i);
diffuseTexture.needsUpdate = true;
var specularTexture = data.getTexture('track_specular_' + i);
specularTexture.needsUpdate = true;
var uniforms = THREE.UniformsUtils.clone(shader.uniforms);
uniforms['tNormal'].value = normalTexture;
uniforms['tDiffuse'].value = diffuseTexture;
uniforms['tSpecular'].value = specularTexture;
uniforms['enableDiffuse'].value = true;
uniforms['enableSpecular'].value = true;
uniforms['uSpecularColor'].value.setHex(0x00cc00);
uniforms['uDiffuseColor'].value.setHex(0x0000ff);
<!--uniforms['uShininess'].value = 100;-->
var material = new THREE.ShaderMaterial({
fragmentShader: shader.fragmentShader,
vertexShader: shader.vertexShader + " ",
uniforms: uniforms,
lights: true
});
material.perPixel = true;
material.needsUpdate = true;
materialArr.push(material);
}
var geometry = new THREE.CubeGeometry(40, 40, 40);
geometry.computeTangents();
var material = new THREE.MeshFaceMaterial(materialArr);
for (var i=0; i< material.materials.length; i++){
material.materials[i].needsUpdate = true;
}
mesh =new THREE.Mesh(geometry, material);
scene.add(mesh);
var renderer = new THREE.WebGLRenderer({antialias: true});
renderer.setSize(WIDTH, HEIGHT);
container.appendChild(renderer.domElement);
var dirLight = new THREE.DirectionalLight(0xffffff);
scene.add(dirLight);
var ambientLight = new THREE.AmbientLight(0xcddacc);
scene.add(ambientLight);
renderer.render(scene, camera);
animate = function(){
requestAnimationFrame(animate);
controls.update();
renderer.render(scene, camera);
};
animate();
}
</script>
</body>
</html>
它不能給實際效果。我想創建這樣的東西:[link](http://android-apps.com/wp-content/uploads/2011/08/switch-android-game-screen-1.jpg)。我認爲我可以創建多個形狀並將幾何連接在一起以創建軌道,但這可能會損失內存。這是我第一次製作3D遊戲,所以我沒有太多的實驗。 – newvalue