如果视口是矩形,则可以通过投影矩阵进行补偿。
这意味着必须应用于顶点坐标的最后一个变换是投影矩阵:
clip_position = projection * view * model * position
您必须将旋转应用于顶点坐标position
。之后,通过视图矩阵和投影矩阵转换结果:
uniform float delta;
void main()
{
vec3 p = position.xyz;
float new_x = p.x*cos(delta) - p.y*sin(delta);
float new_y = p.y*cos(delta) + p.x*sin(delta);
gl_Position = projectionMatrix * modelViewMatrix * vec4(new_x,new_y,p.z,1.0);
}
此外,设置为投影矩阵(PerspectiveCamera
)的纵横比必须与视口(canvas
)的纵横比匹配:
两个
//RENDERER
renderer = new THREE.WebGLRenderer();
renderer.setSize(window.innerWidth,window.innerHeight);
//CAMERA
camera = new THREE.PerspectiveCamera(75,window.innerWidth / window.innerHeight,0.01,10000);
或
//RENDERER
renderer = new THREE.WebGLRenderer();
renderer.setSize(CANVAS_WIDTH,CANVAS_HEIGHT);
//CAMERA
camera = new THREE.PerspectiveCamera(75,CANVAS_WIDTH / CANVAS_HEIGHT,10000);
请参见示例:
var renderer,scene,camera,container = document.getElementById('Canvas_3');
//RENDERER
renderer = new THREE.WebGLRenderer();
//renderer.setClearColor(0xffffff);
renderer.setPixelRatio(window.devicePixelRatio);
renderer.setSize(window.innerWidth,window.innerHeight);
container.appendChild(renderer.domElement);
//CAMERA
camera = new THREE.PerspectiveCamera(75,10000);
//SCENE
scene = new THREE.Scene();
var customUniforms = {
delta: {
value: 0
}
};
var material = new THREE.ShaderMaterial({
uniforms: customUniforms,vertexShader: document.getElementById('vertexShader').textContent,fragmentShader: document.getElementById('fragmentShader').textContent
});
var geometry = new THREE.BoxBufferGeometry(1,1,0);
var mesh = new THREE.Mesh(geometry,material);
mesh.position.z = -5;
mesh.position.x = 0;
scene.add(mesh);
window.onresize = function() {
renderer.setSize(window.innerWidth,window.innerHeight);
camera.aspect = window.innerWidth / window.innerHeight;
camera.updateProjectionMatrix();
}
//RENDER LOOP
render();
var delta = 0;
function render() {
delta += 0.006;
if (delta > 1.57) delta = 0;
mesh.material.uniforms.delta.value = delta;
renderer.render(scene,camera);
requestAnimationFrame(render);
}
<script src="https://cdnjs.cloudflare.com/ajax/libs/three.js/109/three.min.js"></script>
<div id="Canvas_3"></div>
<script type="x-shader/x-vertex" id="vertexShader">
uniform float delta;
void main()
{
vec3 p = position.xyz;
float new_x = p.x*cos(delta) - p.y*sin(delta);
float new_y = p.y*cos(delta) + p.x*sin(delta);
gl_Position = projectionMatrix * modelViewMatrix * vec4(new_x,1.0);
}
</script>
<script type="x-shader/x-fragment" id="fragmentShader">
uniform float delta;
void main() {
gl_FragColor = vec4(delta,0.0,1.0-delta,1.0);
}
</script>
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