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.
我已经在网上搜索了一段时间,但是还没有找到正确的答案。我找到了三种制服的清单。js使用,我认为下面的代码应该是正确的。在最后一行,我定义了一个统一的Vector2数组。
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: [] },
},
In my js script I pass this array as follows. This should work too, I guess:
在我的js脚本中,我传递这个数组如下所示。我想这也应该管用:
// 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 );
My question now is, how do I access this uniform variable (pointList in this case) from the fragmentshader?
我现在的问题是,如何从fragmentshader中访问这个统一变量(本例中的pointList) ?
2 个解决方案
#1
4
You should know what is the max size that your array should be, so say you have an array:
你应该知道你的数组的最大大小是多少,假设你有一个数组:
var myVec2Array = [
new THREE.Vector2(),
new THREE.Vector2(),
new THREE.Vector2(),
...
]
you can do something along these lines, when you initialize a shader:
当你初始化一个着色器时,你可以沿着这些线做一些事情:
var myShader = new THREE.ShaderMaterial({
uniforms:{
_myVec2UniformArray:{
type:'v2v',
value:myVec2Array
}
},
vertexShader:
'#define ARRAYMAX '+ myVec2Array.length +'\n' + myVertexShader
}
In myVertexShader you would init:
在myVertexShader中你会init:
uniform vec2 _myVec2UniformArray[ARRAYMAX];
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.
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数组。
#2
1
I would initialise it with some vectors just in case:
我会用一些向量初始化,以防:
"pointList": { type: "v2v", value: [ new THREE.Vector2(), new THREE.Vector2() ] },
I think this is what you need to add to your shader:
我认为这是你需要添加到你的阴影:
uniform vec2 pointList[2];
Also, if you want to avoid Vector2
s you can use 2fv
as uniform type:
另外,如果您想避免Vector2s,可以使用2fv作为制服类型:
"pointList": { type: "2fv", value: [ 1, 0, 0, 1 ] }
#1
4
You should know what is the max size that your array should be, so say you have an array:
你应该知道你的数组的最大大小是多少,假设你有一个数组:
var myVec2Array = [
new THREE.Vector2(),
new THREE.Vector2(),
new THREE.Vector2(),
...
]
you can do something along these lines, when you initialize a shader:
当你初始化一个着色器时,你可以沿着这些线做一些事情:
var myShader = new THREE.ShaderMaterial({
uniforms:{
_myVec2UniformArray:{
type:'v2v',
value:myVec2Array
}
},
vertexShader:
'#define ARRAYMAX '+ myVec2Array.length +'\n' + myVertexShader
}
In myVertexShader you would init:
在myVertexShader中你会init:
uniform vec2 _myVec2UniformArray[ARRAYMAX];
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.
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数组。
#2
1
I would initialise it with some vectors just in case:
我会用一些向量初始化,以防:
"pointList": { type: "v2v", value: [ new THREE.Vector2(), new THREE.Vector2() ] },
I think this is what you need to add to your shader:
我认为这是你需要添加到你的阴影:
uniform vec2 pointList[2];
Also, if you want to avoid Vector2
s you can use 2fv
as uniform type:
另外,如果您想避免Vector2s,可以使用2fv作为制服类型:
"pointList": { type: "2fv", value: [ 1, 0, 0, 1 ] }