juste ajouter shaderMaterial.lights = true;
, je l'avais rencontré le même problème que vous.voici une classe complète dactylographiée écrit par moi-même: threejs git issue
c'est le code complet:
import * as THREE from 'three';
export class TerrainMaterial extends THREE.ShaderMaterial {
public constructor() {
super({
uniforms: THREE.UniformsUtils.merge([
THREE.UniformsLib.fog,
THREE.UniformsLib.lights,
{
diffuse: { value: new THREE.Color(0xeeeeee) },
opacity: { value: 1.0 },
emissive: { value: new THREE.Color(0x000000) },
specular: { value: new THREE.Color(0x111111) },
shininess: { value: 0 },
offsetRepeat: { value: new THREE.Vector4(0, 0, 1, 1) },
map1: { value: null },
map2: { value: null },
map3: { value: null },
map1Normal: { value: null },
map2Normal: { value: null },
map3Normal: { value: null },
map1HeightRange: { value: 0 },
map2HeightRange: { value: 0 },
map3HeightRange: { value: 0 }
}
]),
vertexShader: [
"varying vec3 vNormal;",
"varying vec3 vViewPosition;",
"varying vec3 fPosition;",
"varying vec2 vUv;",
"uniform vec4 offsetRepeat;",
THREE.ShaderChunk.shadowmap_pars_vertex,
//THREE.ShaderChunk.logdepthbuf_pars_vertex,
THREE.ShaderChunk.fog_pars_vertex,
"void main(){",
THREE.ShaderChunk.beginnormal_vertex,
THREE.ShaderChunk.defaultnormal_vertex,
"vUv = uv * offsetRepeat.zw + offsetRepeat.xy;",
"vNormal = normalize(transformedNormal);",
THREE.ShaderChunk.begin_vertex,
THREE.ShaderChunk.project_vertex,
//THREE.ShaderChunk.logdepthbuf_vertex,
"fPosition = position;",
"vViewPosition = - mvPosition.xyz;",
THREE.ShaderChunk.worldpos_vertex,
THREE.ShaderChunk.shadowmap_vertex,
THREE.ShaderChunk.fog_vertex,
"}"
].join("\n"),
fragmentShader: [
"uniform vec3 diffuse;",
"uniform vec3 emissive;",
"uniform vec3 specular;",
"uniform float shininess;",
"uniform float opacity;",
"uniform sampler2D map1;",
"uniform sampler2D map2;",
"uniform sampler2D map3;",
"uniform sampler2D map1Normal;",
"uniform sampler2D map2Normal;",
"uniform sampler2D map3Normal;",
"uniform float map1HeightRange;",
"uniform float map2HeightRange;",
"uniform float map3HeightRange;",
"varying vec2 vUv;",
"varying vec3 fPosition;",
THREE.ShaderChunk.common,
THREE.ShaderChunk.packing,
THREE.ShaderChunk.dithering_pars_fragment,
THREE.ShaderChunk.emissivemap_pars_fragment,
THREE.ShaderChunk.fog_pars_fragment,
THREE.ShaderChunk.bsdfs,
THREE.ShaderChunk.lights_pars,
THREE.ShaderChunk.lights_phong_pars_fragment,
THREE.ShaderChunk.shadowmap_pars_fragment,
THREE.ShaderChunk.specularmap_pars_fragment,
//THREE.ShaderChunk.logdepthbuf_pars_fragment,
"vec3 perturbNormal2Arb(vec3 normalColor, vec3 eye_pos, vec3 surf_norm) {",
"vec3 q0 = vec3(dFdx(eye_pos.x), dFdx(eye_pos.y), dFdx(eye_pos.z));",
"vec3 q1 = vec3(dFdy(eye_pos.x), dFdy(eye_pos.y), dFdy(eye_pos.z));",
"vec2 st0 = dFdx(vUv.st);",
"vec2 st1 = dFdy(vUv.st);",
"vec3 S = normalize(q0 * st1.t - q1 * st0.t);",
"vec3 T = normalize(-q0 * st1.s + q1 * st0.s);",
"vec3 N = normalize(surf_norm);",
"vec3 mapN = normalColor * 2.0 - 1.0;",
//"mapN.xy = normalScale * mapN.xy;",
"mat3 tsn = mat3(S, T, N);",
"return normalize(tsn * mapN);",
"}",
"void main(){",
"vec4 diffuseColor = vec4(diffuse, opacity);",
"ReflectedLight reflectedLight = ReflectedLight(vec3(0.0), vec3(0.0), vec3(0.0), vec3(0.0));",
"vec3 totalEmissiveRadiance = emissive;",
//THREE.ShaderChunk.logdepthbuf_fragment,
"vec3 texel;",
"vec3 texelNormal;",
"float amount;",
//need to optimize here, let's say remove if else if else?
"if(fPosition.y < map1HeightRange){",
"texel = texture2D(map1, vUv).rgb;",
"texelNormal = texture2D(map1Normal, vUv).rgb;",
"}",
"else if(fPosition.y < map2HeightRange){",
"amount = (fPosition.y - map1HeightRange)/map1HeightRange;",
"texel = mix(texture2D(map1, vUv), texture2D(map2, vUv), amount).rgb;",
"texelNormal = mix(texture2D(map1Normal, vUv), texture2D(map2Normal, vUv), amount).rgb;",
"}",
"else if(fPosition.y < map3HeightRange){",
"float hStep = map3HeightRange - map2HeightRange;",
"amount = (fPosition.y - hStep)/hStep;",
"texel = mix(texture2D(map2, vUv), texture2D(map3, vUv), amount).rgb;",
"texelNormal = mix(texture2D(map2Normal, vUv), texture2D(map3Normal, vUv), amount).rgb;",
"} else {",
"texel = texture2D(map3, vUv).rgb;",
"texelNormal = texture2D(map3Normal, vUv).rgb;",
"}",
"vec4 texelColor = vec4(texel, 1.0);",
"texelColor = mapTexelToLinear(texelColor);",
"diffuseColor *= texelColor;",
THREE.ShaderChunk.specularmap_fragment,
"vec3 normal = normalize(vNormal);",
"normal = perturbNormal2Arb(texelNormal.rgb, -vViewPosition, normal);",
THREE.ShaderChunk.emissivemap_fragment,
THREE.ShaderChunk.lights_phong_fragment,
THREE.ShaderChunk.lights_template,
"vec3 outgoingLight = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse + reflectedLight.directSpecular + reflectedLight.indirectSpecular + totalEmissiveRadiance;",
"gl_FragColor = vec4(outgoingLight, diffuseColor.a);",
THREE.ShaderChunk.tonemapping_fragment,
THREE.ShaderChunk.encodings_fragment,
THREE.ShaderChunk.fog_fragment,
THREE.ShaderChunk.premultiplied_alpha_fragment,
THREE.ShaderChunk.dithering_fragment,
"}"
].join("\n")
});
this.defaultAttributeValues = null;
this.fog = true;
this.lights = true;
this.extensions.derivatives = true;
this.extensions.shaderTextureLOD = true;
}
public setOffsetRepeat(ofX: number, ofY: number, rpX: number, rpY: number):void {
this.uniforms["offsetRepeat"].value.set(ofX, ofY, rpX, rpY);
this.setRepeat(this.uniforms["map1"].value, this.uniforms["map1Normal"].value);
this.setRepeat(this.uniforms["map2"].value, this.uniforms["map2Normal"].value);
this.setRepeat(this.uniforms["map3"].value, this.uniforms["map3Normal"].value);
this.needsUpdate = true;
}
private setRepeat(map: THREE.Texture, normal: THREE.Texture): void {
let v4: THREE.Vector4 = this.uniforms["offsetRepeat"].value;
if (v4.y != 1 || v4.z != 1) {
if (map) map.wrapS = map.wrapT = THREE.RepeatWrapping;
if (normal) normal.wrapS = normal.wrapT = THREE.RepeatWrapping;
}
}
public setMap1(map: THREE.Texture, normal: THREE.Texture, heightRange: number) {
this.setRepeat(map, normal);
this.uniforms["map1"].value = map;
this.uniforms["map1Normal"].value = normal;
this.uniforms["map1HeightRange"].value = heightRange;
this.needsUpdate = true;
}
public setMap2(map: THREE.Texture, normal: THREE.Texture, heightRange: number) {
this.setRepeat(map, normal);
this.uniforms["map2"].value = map;
this.uniforms["map2Normal"].value = normal;
this.uniforms["map2HeightRange"].value = heightRange;
this.needsUpdate = true;
}
public setMap3(map: THREE.Texture, normal: THREE.Texture, heightRange: number) {
this.setRepeat(map, normal);
this.uniforms["map3"].value = map;
this.uniforms["map3Normal"].value = normal;
this.uniforms["map3HeightRange"].value = heightRange;
this.needsUpdate = true;
}
}
et l'utilisation:
let loader = new THREE.TextureLoader();
let terrainMat = new TerrainMaterial();
terrainMat.dithering = Config.DITHERING;
terrainMat.setOffsetRepeat(0, 0, 80, 80);
let map1 = loader.load("images/maps/ground/shatter.jpg");
let map1Normal = loader.load("images/maps/ground/shatter_normal.png");
map1.anisotropy = map1Normal.anisotropy = anisotropy;
let map2 = loader.load("images/maps/ground/earth.jpg");
let map2Normal = loader.load("images/maps/ground/earth_normal.png");
map2.anisotropy = map2Normal.anisotropy = anisotropy;
let map3 = loader.load("images/maps/ground/moss.jpg");
let map3Normal = loader.load("images/maps/ground/moss_normal.png");
map3.anisotropy = map3Normal.anisotropy = anisotropy;
let hStep = GroundGeometry.MAX_HEIGHT/4;
terrainMat.setMap1(map1, map1Normal, hStep);
terrainMat.setMap2(map2, map2Normal, hStep * 2);
terrainMat.setMap3(map3, map3Normal, hStep * 4);
//note: replace new THREE.PlaneGeometry with your terrain geometry so the mateiral can detect height change. otherise the plane will be filled full with the same 1 map.
let p = new THREE.Mesh(new THREE.PlaneGeometry(900, 900, 257, 257), terrainMat);
p.geometry.rotateX(-NumberConsts.PI_2);
scene.add(p);
et le résultat: click to see image (i don't have the privilege to embed images yet)
Hey! Désolé pour l'attente d'une réponse mais oui, cet objet est un terrain plat donc il ne devrait que recevoir. je suivais ce post sur la façon de jour faire: https://github.com/mrdoob/three.js/issues/1135 J'ai essayé tant de façons d'obtenir ces morceaux de travailler, mais il semble comme si je manquais un morceau quelque part. J'ai même enlevé tous les morceaux et fait une copie de l'ombre et l'ai envoyé en tant que matrice et texture mais ce n'est même pas proche de comment il devrait ressembler xx " – Yenza
J'ai également essayé la ligne avec" gl_FragColor = cTot * gl_FragColor.a ; "mais cela a juste rendu l'objet noirci – Yenza