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使用three.meshline
包,实例化MeshLineMaterial
运行,控制台报错(three.js
1版本0.141.0
, three.meshline
版本1.4.0
),如下图所示:
three.module.js?6573:18994 THREE.WebGLProgram: Shader Error 0 - VALIDATE_STATUS false Program Info Log: Vertex shader is not compiled. ERROR: 0:148: 'isPerspectiveMatrix' : no matching overloaded function found 143: gl_Position = finalPosition; 144: 145: #ifdef USE_LOGDEPTHBUF 146: #ifdef USE_LOGDEPTHBUF_EXT 147: vFragDepth = 1.0 + gl_Position.w; > 148: vIsPerspective = float( isPerspectiveMatrix( projectionMatrix ) ); 149: #else 150: if ( isPerspectiveMatrix( projectionMatrix ) ) { 151: gl_Position.z = log2( max( EPSILON, gl_Position.w + 1.0 ) ) * logDepthBufFC - 1.0; 152: gl_Position.z *= gl_Position.w; 153: } 154: #endif
Vertex shader
说明为顶点着色器,错误内容——isPerspectiveMatrix
没有找到匹配的重载函数。那么干脆给它加上一个匹配的重载函数呗。 console.log("meshLineMaterial", meshLineMaterial);
从对象中找到顶点着色器(vertexShader
)
vertexShader
的前面加上isPerspectiveMatrix
的定义, 具体操作方式如下: meshLineMaterial.vertexShader = `
bool isPerspectiveMatrix(mat4) {
return true;
}
` + meshLineMaterial.vertexShader;
以下是部分代码(主要是生成曲线和生成MeshLine的部分)。
// 要绘制的路径上的一些关键点,每3个一组 const pointArr = [ 121.78093686863522, 0, -4.603376409073572, 121.81339509799925, 0, -1.0333897782644268, 88.18838269349277, 0, -1.0333897782644268, 88.18838269349277, 0, 63.55900780432629, 87.16531645200739, 0, 68.04794277498671, 83.06620769318347, 0, 70.98695971872945, -1.130897005741467, 0, 70.34667258938468, -5.231039038271652, 0, 68.42613876317515, -7.758389327064392, 0, 64.62409029746112, -7.758389327064392, 0, 46.44123345882236, -114.62656106119152, 0, 46.44123345882236, -119.82497669490243, 0, 44.45968445743292, -121.94606515130032, 0, 39.4725534305143, -121.94606515130032, 0, -42.76532835182727, -120.11831411582477, 0, -48.53850237391983, -116.83579669695663, 0, -49.908124030849784, 78.54313968215955, 0, -49.908124030849784, 85.10694214192533, 0, -50.16532666595109, 89.88557886450108, 0, -55.064547179368375, 89.88557886450108, 0, -93.93831946321087, 91.96632492268847, 0, -98.37744840781204, 95.1920071430169, 0, -100.1746448114269, 152.736779207395, 0, -100.1746448114269, 157.30932898344975, 0, -96.64823157224308, 160.4735065923067, 0, -99.846029526487, 302.4743190232127, 0, -99.846029526487, 307.28097694970387, 0, -98.29435216740127, 309.4249527931002, 0, -93.79194193938966, 317.1439029555364, 0, -10.678271186410282, 322.7256435681537, 0, 64.82345541146658, 321.948957384584, 0, 69.41475711676998, 269.58743740380316, 0, 71.05051147709406, 163.1264743368946, 0, 71.05051147709406, 159.53952961773413, 0, 68.13337162416227, 159.53952961773413, 0, -4.677615417615058, 124.42066238999215, 0, -4.677615417615058, ]; // 将上面的数组转换成坐标的数组 const points = []; for (let i = 0; i < pointArr.length; i += 3) { points.push(new Three.Vector3(pointArr[i], pointArr[i + 1], pointArr[i + 2])); } // 根据所有点,生成一条“不闭合”的曲线 const pathCurve = new Three.CatmullRomCurve3(points, false, 'catmullrom', 0); // 根据曲线上的点,生成几何体getPoints的数量越大,几何体越平滑 const geometry = new Three.BufferGeometry().setFromPoints(pathCurve.getPoints(10000)); // 实例化MeshLine const meshLine = new MeshLine(); meshLine.setGeometry(geometry); // 纹理贴图 const arrow = await new Three.TextureLoader().loadAsync(require('@/assets/textures/golden-arrow.png')); arrow.wrapS = Three.RepeatWrapping; arrow.wrapT = Three.RepeatWrapping; // 实例化MeshLine的专属材质 const meshLineMaterial = new MeshLineMaterial({ useMap: 1, // 使用贴图 map: arrow, color: 0xff00ff, // 贴图叠加颜色 repeat: new Three.Vector2(500, 1), // 贴图重复数量 transparent: true, lineWidth: 10, dashArray: 0.01, // 一组虚线占总长度的比例 side: DoubleSide, }); // 解决MeshLine材质顶点着色器报错 meshLineMaterial.vertexShader = ` bool isPerspectiveMatrix(mat4) { return true; } ` + meshLineMaterial.vertexShader; // 实例化渲染出来的网格模型,注意几何体使用MeshLine的几何体 const pathToShow = new Three.Mesh(meshLine.geometry, meshLineMaterial); // 场景的实例化此处不表 scene.add(pathToShow);
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