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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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最近更新时间:2026.04.14 10:13:04