问题描述
我已经在网上搜索了一段时间,但尚未找到正确的答案。
我找到了THREE.js使用的统一类型列表,我认为以下代码应该是正确的。在最后一行,我定义了Vector2的统一数组。
I've been searching the web for a while now and did not find the correct answer yet.I found the list of uniform types THREE.js uses, and I think the following code should be correct. At the last line I define an uniform array of Vector2.
uniforms: {
"center": { type: "v2", value: new THREE.Vector2( 0.5, 0.5 ) },
"aspectRatio": { type: "f", value: null },
"radius": { type: "f", value: 0.1 },
"pointList": { type: "v2v", value: [] },
},
在我的js脚本中,按以下方式传递此数组。我想这也应该起作用:
In my js script I pass this array as follows. This should work too, I guess:
// Add effects
effect = new THREE.ShaderPass( THREE.MetaBalls2D );
effect.renderToScreen = true;
effect.uniforms[ 'aspectRatio' ].value = window.innerWidth/window.innerHeight;
effect.uniforms[ 'pointList' ].value = pointList //is an array of THREE.Vector2;
composer.addPass( effect );
我现在的问题是,如何从fragmenthader访问此统一变量(在这种情况下为pointList) ?
My question now is, how do I access this uniform variable (pointList in this case) from the fragmentshader?
推荐答案
您应该知道数组的最大大小是多少,所以说您有一个数组:
You should know what is the max size that your array should be, so say you have an array:
var myVec2Array = [
new THREE.Vector2(),
new THREE.Vector2(),
new THREE.Vector2(),
...
]
您初始化着色器时,可以按照以下步骤进行操作:
you can do something along these lines, when you initialize a shader:
var myShader = new THREE.ShaderMaterial({
uniforms:{
_myVec2UniformArray:{
type:'v2v',
value:myVec2Array
}
},
vertexShader:
'#define ARRAYMAX '+ myVec2Array.length +'\n' + myVertexShader
}
In您将初始化myVertexShader:
In myVertexShader you would init:
uniform vec2 _myVec2UniformArray[ARRAYMAX];
您不必填充数组,但是可以在js中公开ARRAYMAX,并使用它来管理两端的阵列。
You don't have to populate the array, but you can expose ARRAYMAX in js, and use it to manage the array on both ends.
这篇关于在THREE.js中将vec2数组传递给着色器的文章就介绍到这了,希望我们推荐的答案对大家有所帮助,也希望大家多多支持!