Three.js加载SVG纹理时网格消失且无报错的问题求助
Three.js加载SVG纹理时网格消失且无报错的问题求助
我最近在尝试让SVG和Three.js配合工作,已经了解到Three.js本身不原生支持SVG,得用SVGLoader才行。但把SVGLoader加上之后,问题来了——生成的网格直接消失了,而且控制台里完全没报错,这可把我难住了,有没有大佬能给点思路呀?
对了,我是跟着一个教程改的代码,主要就是把SVGLoader整合进去,其他部分基本照着教程来的。
主JavaScript文件
import * as THREE from 'three' import { SVGLoader } from 'three/examples/jsm/loaders/SVGLoader' import vertexShader from './gl/glsl/vertex.glsl' import fragmentShader from './gl/glsl/fragment.glsl' const Gl = () => { const scene = new THREE.Scene() const camera = new THREE.PerspectiveCamera( 45, window.innerWidth / window.innerHeight, 0.1, 100 ) // camera.position.z = 1 camera.position.set(0, 0, 5) // Move camera further console.log('Camera Position:', camera.position) camera.lookAt(0, 0, 0) const renderer = new THREE.WebGLRenderer({ alpha: true, canvas: document.querySelector('#app'), antialias: true, }) renderer.setSize(window.innerWidth, window.innerHeight) renderer.setClearColor(0x000000, 0) const loadSVG = (url) => { console.log('Loading SVG from:', url) if (!url) { console.error('Error: SVG URL is undefined!') return } const loader = new SVGLoader() loader.load( url, (data) => { const paths = data.paths const group = new THREE.Group() paths.forEach((path) => { const shapes = SVGLoader.createShapes(path) shapes.forEach((shape) => { const geometry = new THREE.ShapeGeometry(shape) const material = new THREE.ShaderMaterial({ vertexShader, fragmentShader, uniforms: { uTime: { value: 0.0 }, }, side: THREE.DoubleSide, }) const mesh = new THREE.Mesh(geometry, material) group.add(mesh) }) }) scene.add(group) }, function (xhr) { console.log((xhr.loaded / xhr.total) * 100 + '% loaded') }, // called when loading has errors function (error) { console.log(error) } ) } loadSVG('/wp-content/themes/Sonder-Client/img/circle.svg') const clock = new THREE.Clock() const onResize = () => { const w = window.innerWidth const h = window.innerHeight camera.aspect = w / h camera.updateProjectionMatrix() renderer.setSize(w, h) } const render = () => { console.log('Render Frame:', scene.children.length) renderer.render(scene, camera) } const run = () => { requestAnimationFrame(run) render() } const init = () => { window.addEventListener('resize', onResize, false) run() } init() } export default Gl
vertex.glsl
precision mediump float; varying vec2 vUv; uniform float uTime; // // Description : Array and textureless GLSL 2D/3D/4D simplex // noise functions. // Author : Ian McEwan, Ashima Arts. // Maintainer : ijm // Lastmod : 20110822 (ijm) // License : Copyright (C) 2011 Ashima Arts. All rights reserved. // Distributed under the MIT License. See LICENSE file. // https://github.com/ashima/webgl-noise // vec3 mod289(vec3 x) { return x - floor(x * (1.0 / 289.0)) * 289.0; } vec4 mod289(vec4 x) { return x - floor(x * (1.0 / 289.0)) * 289.0; } vec4 permute(vec4 x) { return mod289(((x*34.0)+1.0)*x); } vec4 taylorInvSqrt(vec4 r) { return 1.79284291400159 - 0.85373472095314 * r; } float snoise(vec3 v) { const vec2 C = vec2(1.0/6.0, 1.0/3.0) ; const vec4 D = vec4(0.0, 0.5, 1.0, 2.0); // First corner vec3 i = floor(v + dot(v, C.yyy) ); vec3 x0 = v - i + dot(i, C.xxx) ; // Other corners vec3 g = step(x0.yzx, x0.xyz); vec3 l = 1.0 - g; vec3 i1 = min( g.xyz, l.zxy ); vec3 i2 = max( g.xyz, l.zxy ); // x0 = x0 - 0.0 + 0.0 * C.xxx; // x1 = x0 - i1 + 1.0 * C.xxx; // x2 = x0 - i2 + 2.0 * C.xxx; // x3 = x0 - 1.0 + 3.0 * C.xxx; vec3 x1 = x0 - i1 + C.xxx; vec3 x2 = x0 - i2 + C.yyy; // 2.0*C.x = 1/3 = C.y vec3 x3 = x0 - D.yyy; // -1.0+3.0*C.x = -0.5 = -D.y // Permutations i = mod289(i); vec4 p = permute( permute( permute( i.z + vec4(0.0, i1.z, i2.z, 1.0 )) + i.y + vec4(0.0, i1.y, i2.y, 1.0 )) + i.x + vec4(0.0, i1.x, i2.x, 1.0 )); // Gradients: 7x7 points over a square, mapped onto an octahedron. // The ring size 17*17 = 289 is close to a multiple of 49 (49*6 = 294) float n_ = 0.142857142857; // 1.0/7.0 vec3 ns = n_ * D.wyz - D.xzx; vec4 j = p - 49.0 * floor(p * ns.z * ns.z); // mod(p,7*7) vec4 x_ = floor(j * ns.z); vec4 y_ = floor(j - 7.0 * x_ ); // mod(j,N) vec4 x = x_ *ns.x + ns.yyyy; vec4 y = y_ *ns.x + ns.yyyy; vec4 h = 1.0 - abs(x) - abs(y); vec4 b0 = vec4( x.xy, y.xy ); vec4 b1 = vec4( x.zw, y.zw ); //vec4 s0 = vec4(lessThan(b0,0.0))*2.0 - 1.0; //vec4 s1 = vec4(lessThan(b1,0.0))*2.0 - 1.0; vec4 s0 = floor(b0)*2.0 + 1.0; vec4 s1 = floor(b1)*2.0 + 1.0; vec4 sh = -step(h, vec4(0.0)); vec4 a0 = b0.xzyw + s0.xzyw*sh.xxyy ; vec4 a1 = b1.xzyw + s1.xzyw*sh.zzww ; vec3 p0 = vec3(a0.xy,h.x); vec3 p1 = vec3(a0.zw,h.y); vec3 p2 = vec3(a1.xy,h.z); vec3 p3 = vec3(a1.zw,h.w); // Normalise gradients vec4 norm = taylorInvSqrt(vec4(dot(p0,p0), dot(p1,p1), dot(p2, p2), dot(p3,p3))); p0 *= norm.x; p1 *= norm.y; p2 *= norm.z; p3 *= norm.w; // Mix final noise value vec4 m = max(0.6 - vec4(dot(x0,x0), dot(x1,x1), dot(x2,x2), dot(x3,x3)), 0.0); m = m * m; return 42.0 * dot( m*m, vec4( dot(p0,x0), dot(p1,x1), dot(p2,x2), dot(p3,x3) ) ); } void main() { vUv = uv; vec3 pos = position; float noiseFreq = 3.5; float noiseAmp = 0.15; vec3 noisePos = vec3(pos.x * noiseFreq + uTime, pos.y, pos.z); pos.z += snoise(noisePos) * noiseAmp; gl_Position = projectionMatrix * modelViewMatrix * vec4(pos, 1.); }
fragment.glsl
precision mediump float; varying vec2 vUv; uniform sampler2D uTexture; void main() { vec3 texture = texture2D(uTexture, vUv).rgb; gl_FragColor = vec4(texture, 1.); }
补充说明:我已经在代码里加了一些错误日志来排查问题,也把顶点着色器和片元着色器的代码补充上来了。
备注:内容来源于stack exchange,提问作者JimboNeutronbo
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