threejs+qml+json模型加载失败

解决方案

// QT,把#define Q_ENABLE_OPENGL_FUNCTIONS_DEBUG打开,这样所有调用OpenGL接口时就会有提醒

     new THREE.SkinnedMesh(geometry,new THREE.MeshFaceMaterial(materials),false)

THREE.SkinnedMesh原始官方API为两参数,qml改造后为三参数,第三个参数默认为true,当模型没有使用节点渲染方式将会产生严重问题。故第三个参数设置为false

问题原因分析


Starting C:\Qt\Qt5.6.2\Examples\Qt-5.6\canvas3d\build-threejs-Desktop_Qt_5_6_2_MinGW_32bit-Debug\cellphone\debug\cellphone.exe...
QML debugging is enabled. Only use this in a safe environment.
Debug: THREE.Canvas3DRenderer 71 (qrc:/three.js:29042, )
Warning: QOpenGLShader::compile(Vertex): ERROR: 3:217: '' : array size must be a positive integer 

 (opengl\qopenglshaderprogram.cpp:328, bool QOpenGLShaderPrivate::compile(QOpenGLShader*))
Warning: *** Problematic Vertex shader source code *** (opengl\qopenglshaderprogram.cpp:334, bool QOpenGLShaderPrivate::compile(QOpenGLShader*))
Warning: #version 120 
#define lowp
#define mediump
#define highp
#line 2
#define precision 
precision highp float;
precision highp int;

#define VERTEX_TEXTURES

#define GAMMA_FACTOR 2
#define MAX_DIR_LIGHTS 1
#define MAX_POINT_LIGHTS 0
#define MAX_SPOT_LIGHTS 0
#define MAX_HEMI_LIGHTS 0
#define MAX_SHADOWS 0
#define MAX_BONES 0

#define USE_COLOR

#define USE_SKINNING

uniform mat4 modelMatrix;
uniform mat4 modelViewMatrix;
uniform mat4 projectionMatrix;
uniform mat4 viewMatrix;
uniform mat3 normalMatrix;
uniform vec3 cameraPosition;
attribute vec3 position;
attribute vec3 normal;
attribute vec2 uv;
attribute vec2 uv2;
#ifdef USE_COLOR
	attribute vec3 color;
#endif
#ifdef USE_MORPHTARGETS
	attribute vec3 morphTarget0;
	attribute vec3 morphTarget1;
	attribute vec3 morphTarget2;
	attribute vec3 morphTarget3;
	#ifdef USE_MORPHNORMALS
		attribute vec3 morphNormal0;
		attribute vec3 morphNormal1;
		attribute vec3 morphNormal2;
		attribute vec3 morphNormal3;
	#else
		attribute vec3 morphTarget4;
		attribute vec3 morphTarget5;
		attribute vec3 morphTarget6;
		attribute vec3 morphTarget7;
	#endif
#endif
#ifdef USE_SKINNING
	attribute vec4 skinIndex;
	attribute vec4 skinWeight;
#endif
#define PHONG
varying vec3 vViewPosition;
#ifndef FLAT_SHADED
	varying vec3 vNormal;
#endif
#define PI 3.14159
#define PI2 6.28318
#define RECIPROCAL_PI2 0.15915494
#define LOG2 1.442695
#define EPSILON 1e-6

float square( in float a ) { return a*a; }
vec2  square( in vec2 a )  { return vec2( a.x*a.x, a.y*a.y ); }
vec3  square( in vec3 a )  { return vec3( a.x*a.x, a.y*a.y, a.z*a.z ); }
vec4  square( in vec4 a )  { return vec4( a.x*a.x, a.y*a.y, a.z*a.z, a.w*a.w ); }
float saturate( in float a ) { return clamp( a, 0.0, 1.0 ); }
vec2  saturate( in vec2 a )  { return clamp( a, 0.0, 1.0 ); }
vec3  saturate( in vec3 a )  { return clamp( a, 0.0, 1.0 ); }
vec4  saturate( in vec4 a )  { return clamp( a, 0.0, 1.0 ); }
float average( in float a ) { return a; }
float average( in vec2 a )  { return ( a.x + a.y) * 0.5; }
float average( in vec3 a )  { return ( a.x + a.y + a.z) / 3.0; }
float average( in vec4 a )  { return ( a.x + a.y + a.z + a.w) * 0.25; }
float whiteCompliment( in float a ) { return saturate( 1.0 - a ); }
vec2  whiteCompliment( in vec2 a )  { return saturate( vec2(1.0) - a ); }
vec3  whiteCompliment( in vec3 a )  { return saturate( vec3(1.0) - a ); }
vec4  whiteCompliment( in vec4 a )  { return saturate( vec4(1.0) - a ); }
vec3 transformDirection( in vec3 normal, in mat4 matrix ) {
	return normalize( ( matrix * vec4( normal, 0.0 ) ).xyz );
}
// http://en.wikibooks.org/wiki/GLSL_Programming/Applying_Matrix_Transformations
vec3 inverseTransformDirection( in vec3 normal, in mat4 matrix ) {
	return normalize( ( vec4( normal, 0.0 ) * matrix ).xyz );
}
vec3 projectOnPlane(in vec3 point, in vec3 pointOnPlane, in vec3 planeNormal) {
	float distance = dot( planeNormal, point-pointOnPlane );
	return point - distance * planeNormal;
}
float sideOfPlane( in vec3 point, in vec3 pointOnPlane, in vec3 planeNormal ) {
	return sign( dot( point - pointOnPlane, planeNormal ) );
}
vec3 linePlaneIntersect( in vec3 pointOnLine, in vec3 lineDirection, in vec3 pointOnPlane, in vec3 planeNormal ) {
	return pointOnLine + lineDirection * ( dot( planeNormal, pointOnPlane - pointOnLine ) / dot( planeNormal, lineDirection ) );
}
float calcLightAttenuation( float lightDistance, float cutoffDistance, float decayExponent ) {
	if ( decayExponent > 0.0 ) {
	  return pow( saturate( 1.0 - lightDistance / cutoffDistance ), decayExponent );
	}
	return 1.0;
}

vec3 inputToLinear( in vec3 a ) {
#ifdef GAMMA_INPUT
	return pow( a, vec3( float( GAMMA_FACTOR ) ) );
#else
	return a;
#endif
}
vec3 linearToOutput( in vec3 a ) {
#ifdef GAMMA_OUTPUT
	return pow( a, vec3( 1.0 / float( GAMMA_FACTOR ) ) );
#else
	return a;
#endif
}

#if defined( USE_MAP ) || defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( USE_SPECULARMAP ) || defined( USE_ALPHAMAP )

	varying vec2 vUv;
	uniform vec4 offsetRepeat;

#endif

#ifdef USE_LIGHTMAP

	varying vec2 vUv2;

#endif
#if defined( USE_ENVMAP ) && ! defined( USE_BUMPMAP ) && ! defined( USE_NORMALMAP ) && ! defined( PHONG )

	varying vec3 vReflect;

	uniform float refractionRatio;

#endif

#if MAX_SPOT_LIGHTS > 0 || defined( USE_BUMPMAP ) || defined( USE_ENVMAP )

	varying vec3 vWorldPosition;

#endif

#ifdef USE_COLOR

	varying vec3 vColor;

#endif
#ifdef USE_MORPHTARGETS

	#ifndef USE_MORPHNORMALS

	uniform float morphTargetInfluences[ 8 ];

	#else

	uniform float morphTargetInfluences[ 4 ];

	#endif

#endif
#ifdef USE_SKINNING

	uniform mat4 bindMatrix;
	uniform mat4 bindMatrixInverse;

	#ifdef BONE_TEXTURE

		uniform sampler2D boneTexture;
		uniform int boneTextureWidth;
		uniform int boneTextureHeight;

		mat4 getBoneMatrix( const in float i ) {

			float j = i * 4.0;
			float x = mod( j, float( boneTextureWidth ) );
			float y = floor( j / float( boneTextureWidth ) );

			float dx = 1.0 / float( boneTextureWidth );
			float dy = 1.0 / float( boneTextureHeight );

			y = dy * ( y + 0.5 );

			vec4 v1 = texture2D( boneTexture, vec2( dx * ( x + 0.5 ), y ) );
			vec4 v2 = texture2D( boneTexture, vec2( dx * ( x + 1.5 ), y ) );
			vec4 v3 = texture2D( boneTexture, vec2( dx * ( x + 2.5 ), y ) );
			vec4 v4 = texture2D( boneTexture, vec2( dx * ( x + 3.5 ), y ) );

			mat4 bone = mat4( v1, v2, v3, v4 );

			return bone;

		}

	#else

		uniform mat4 boneGlobalMatrices[ MAX_BONES ];

		mat4 getBoneMatrix( const in float i ) {

			mat4 bone = boneGlobalMatrices[ int(i) ];
			return bone;

		}

	#endif

#endif

#ifdef USE_SHADOWMAP

	varying vec4 vShadowCoord[ MAX_SHADOWS ];
	uniform mat4 shadowMatrix[ MAX_SHADOWS ];

#endif
#ifdef USE_LOGDEPTHBUF

	#ifdef USE_LOGDEPTHBUF_EXT

		varying float vFragDepth;

	#endif

	uniform float logDepthBufFC;

#endif
void main() {
#if defined( USE_MAP ) || defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( USE_SPECULARMAP ) || defined( USE_ALPHAMAP )

	vUv = uv * offsetRepeat.zw + offsetRepeat.xy;

#endif
#ifdef USE_LIGHTMAP

	vUv2 = uv2;

#endif
#ifdef USE_COLOR

	vColor.xyz = inputToLinear( color.xyz );

#endif
#ifdef USE_MORPHNORMALS

	vec3 morphedNormal = vec3( 0.0 );

	morphedNormal += ( morphNormal0 - normal ) * morphTargetInfluences[ 0 ];
	morphedNormal += ( morphNormal1 - normal ) * morphTargetInfluences[ 1 ];
	morphedNormal += ( morphNormal2 - normal ) * morphTargetInfluences[ 2 ];
	morphedNormal += ( morphNormal3 - normal ) * morphTargetInfluences[ 3 ];

	morphedNormal += normal;

#endif
#ifdef USE_SKINNING

	mat4 boneMatX = getBoneMatrix( skinIndex.x );
	mat4 boneMatY = getBoneMatrix( skinIndex.y );
	mat4 boneMatZ = getBoneMatrix( skinIndex.z );
	mat4 boneMatW = getBoneMatrix( skinIndex.w );

#endif
#ifdef USE_SKINNING

	mat4 skinMatrix = mat4( 0.0 );
	skinMatrix += skinWeight.x * boneMatX;
	skinMatrix += skinWeight.y * boneMatY;
	skinMatrix += skinWeight.z * boneMatZ;
	skinMatrix += skinWeight.w * boneMatW;
	skinMatrix  = bindMatrixInverse * skinMatrix * bindMatrix;

	#ifdef USE_MORPHNORMALS

	vec4 skinnedNormal = skinMatrix * vec4( morphedNormal, 0.0 );

	#else

	vec4 skinnedNormal = skinMatrix * vec4( normal, 0.0 );

	#endif

#endif

#ifdef USE_SKINNING

	vec3 objectNormal = skinnedNormal.xyz;

#elif defined( USE_MORPHNORMALS )

	vec3 objectNormal = morphedNormal;

#else

	vec3 objectNormal = normal;

#endif

#ifdef FLIP_SIDED

	objectNormal = -objectNormal;

#endif

vec3 transformedNormal = normalMatrix * objectNormal;

#ifndef FLAT_SHADED
	vNormal = normalize( transformedNormal );
#endif
#ifdef USE_MORPHTARGETS

	vec3 morphed = vec3( 0.0 );
	morphed += ( morphTarget0 - position ) * morphTargetInfluences[ 0 ];
	morphed += ( morphTarget1 - position ) * morphTargetInfluences[ 1 ];
	morphed += ( morphTarget2 - position ) * morphTargetInfluences[ 2 ];
	morphed += ( morphTarget3 - position ) * morphTargetInfluences[ 3 ];

	#ifndef USE_MORPHNORMALS

	morphed += ( morphTarget4 - position ) * morphTargetInfluences[ 4 ];
	morphed += ( morphTarget5 - position ) * morphTargetInfluences[ 5 ];
	morphed += ( morphTarget6 - position ) * morphTargetInfluences[ 6 ];
	morphed += ( morphTarget7 - position ) * morphTargetInfluences[ 7 ];

	#endif

	morphed += position;

#endif
#ifdef USE_SKINNING

	#ifdef USE_MORPHTARGETS

	vec4 skinVertex = bindMatrix * vec4( morphed, 1.0 );

	#else

	vec4 skinVertex = bindMatrix * vec4( position, 1.0 );

	#endif

	vec4 skinned = vec4( 0.0 );
	skinned += boneMatX * skinVertex * skinWeight.x;
	skinned += boneMatY * skinVertex * skinWeight.y;
	skinned += boneMatZ * skinVertex * skinWeight.z;
	skinned += boneMatW * skinVertex * skinWeight.w;
	skinned  = bindMatrixInverse * skinned;

#endif

#ifdef USE_SKINNING

	vec4 mvPosition = modelViewMatrix * skinned;

#elif defined( USE_MORPHTARGETS )

	vec4 mvPosition = modelViewMatrix * vec4( morphed, 1.0 );

#else

	vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );

#endif

gl_Position = projectionMatrix * mvPosition;

#ifdef USE_LOGDEPTHBUF

	gl_Position.z = log2(max( EPSILON, gl_Position.w + 1.0 )) * logDepthBufFC;

	#ifdef USE_LOGDEPTHBUF_EXT

		vFragDepth = 1.0 + gl_Position.w;

#else

		gl_Position.z = (gl_Position.z - 1.0) * gl_Position.w;

	#endif

#endif
	vViewPosition = -mvPosition.xyz;
#if defined( USE_ENVMAP ) || defined( PHONG ) || defined( LAMBERT ) || defined ( USE_SHADOWMAP )

	#ifdef USE_SKINNING

		vec4 worldPosition = modelMatrix * skinned;

	#elif defined( USE_MORPHTARGETS )

		vec4 worldPosition = modelMatrix * vec4( morphed, 1.0 );

	#else

		vec4 worldPosition = modelMatrix * vec4( position, 1.0 );

	#endif

#endif

#if defined( USE_ENVMAP ) && ! defined( USE_BUMPMAP ) && ! defined( USE_NORMALMAP ) && ! defined( PHONG )

	vec3 worldNormal = transformDirection( objectNormal, modelMatrix );

	vec3 cameraToVertex = normalize( worldPosition.xyz - cameraPosition );

	#ifdef ENVMAP_MODE_REFLECTION

		vReflect = reflect( cameraToVertex, worldNormal );

	#else

		vReflect = refract( cameraToVertex, worldNormal, refractionRatio );

	#endif

#endif

#if MAX_SPOT_LIGHTS > 0 || defined( USE_BUMPMAP ) || defined( USE_ENVMAP )

	vWorldPosition = worldPosition.xyz;

#endif
#ifdef USE_SHADOWMAP

	for( int i = 0; i < MAX_SHADOWS; i ++ ) {

		vShadowCoord[ i ] = shadowMatrix[ i ] * worldPosition;

	}

#endif
} (opengl\qopenglshaderprogram.cpp:335, bool QOpenGLShaderPrivate::compile(QOpenGLShader*))
Warning: *** (opengl\qopenglshaderprogram.cpp:336, bool QOpenGLShaderPrivate::compile(QOpenGLShader*))
Warning: CanvasRenderer::executeCommandQueue: Failed to compile shader QOpenGLShader(0x2f6756f0) (canvasrenderer.cpp:1063, void QtCanvas3D::CanvasRenderer::executeCommandQueue())
Critical: THREE.WebGLShader: Shader couldn't compile. (qrc:/three.js:69, )
Warning: THREE.WebGLShader: gl.getShaderInfoLog() ERROR: 3:217: '' : array size must be a positive integer 

 1: precision highp float;
2: precision highp int;
3: 
4: #define VERTEX_TEXTURES
5: 
6: 
7: #define GAMMA_FACTOR 2
8: #define MAX_DIR_LIGHTS 1
9: #define MAX_POINT_LIGHTS 0
10: #define MAX_SPOT_LIGHTS 0
11: #define MAX_HEMI_LIGHTS 0
12: #define MAX_SHADOWS 0
13: #define MAX_BONES 0
14: 
15: 
16: 
17: 
18: 
19: 
20: 
21: 
22: #define USE_COLOR
23: 
24: #define USE_SKINNING
25: 
26: 
27: 
28: 
29: 
30: 
31: 
32: 
33: 
34: 
35: 
36: 
37: uniform mat4 modelMatrix;
38: uniform mat4 modelViewMatrix;
39: uniform mat4 projectionMatrix;
40: uniform mat4 viewMatrix;
41: uniform mat3 normalMatrix;
42: uniform vec3 cameraPosition;
43: attribute vec3 position;
44: attribute vec3 normal;
45: attribute vec2 uv;
46: attribute vec2 uv2;
47: #ifdef USE_COLOR
48: 	attribute vec3 color;
49: #endif
50: #ifdef USE_MORPHTARGETS
51: 	attribute vec3 morphTarget0;
52: 	attribute vec3 morphTarget1;
53: 	attribute vec3 morphTarget2;
54: 	attribute vec3 morphTarget3;
55: 	#ifdef USE_MORPHNORMALS
56: 		attribute vec3 morphNormal0;
57: 		attribute vec3 morphNormal1;
58: 		attribute vec3 morphNormal2;
59: 		attribute vec3 morphNormal3;
60: 	#else
61: 		attribute vec3 morphTarget4;
62: 		attribute vec3 morphTarget5;
63: 		attribute vec3 morphTarget6;
64: 		attribute vec3 morphTarget7;
65: 	#endif
66: #endif
67: #ifdef USE_SKINNING
68: 	attribute vec4 skinIndex;
69: 	attribute vec4 skinWeight;
70: #endif
71: #define PHONG
72: varying vec3 vViewPosition;
73: #ifndef FLAT_SHADED
74: 	varying vec3 vNormal;
75: #endif
76: #define PI 3.14159
77: #define PI2 6.28318
78: #define RECIPROCAL_PI2 0.15915494
79: #define LOG2 1.442695
80: #define EPSILON 1e-6
81: 
82: float square( in float a ) { return a*a; }
83: vec2  square( in vec2 a )  { return vec2( a.x*a.x, a.y*a.y ); }
84: vec3  square( in vec3 a )  { return vec3( a.x*a.x, a.y*a.y, a.z*a.z ); }
85: vec4  square( in vec4 a )  { return vec4( a.x*a.x, a.y*a.y, a.z*a.z, a.w*a.w ); }
86: float saturate( in float a ) { return clamp( a, 0.0, 1.0 ); }
87: vec2  saturate( in vec2 a )  { return clamp( a, 0.0, 1.0 ); }
88: vec3  saturate( in vec3 a )  { return clamp( a, 0.0, 1.0 ); }
89: vec4  saturate( in vec4 a )  { return clamp( a, 0.0, 1.0 ); }
90: float average( in float a ) { return a; }
91: float average( in vec2 a )  { return ( a.x + a.y) * 0.5; }
92: float average( in vec3 a )  { return ( a.x + a.y + a.z) / 3.0; }
93: float average( in vec4 a )  { return ( a.x + a.y + a.z + a.w) * 0.25; }
94: float whiteCompliment( in float a ) { return saturate( 1.0 - a ); }
95: vec2  whiteCompliment( in vec2 a )  { return saturate( vec2(1.0) - a ); }
96: vec3  whiteCompliment( in vec3 a )  { return saturate( vec3(1.0) - a ); }
97: vec4  whiteCompliment( in vec4 a )  { return saturate( vec4(1.0) - a ); }
98: vec3 transformDirection( in vec3 normal, in mat4 matrix ) {
99: 	return normalize( ( matrix * vec4( normal, 0.0 ) ).xyz );
100: }
101: // http://en.wikibooks.org/wiki/GLSL_Programming/Applying_Matrix_Transformations
102: vec3 inverseTransformDirection( in vec3 normal, in mat4 matrix ) {
103: 	return normalize( ( vec4( normal, 0.0 ) * matrix ).xyz );
104: }
105: vec3 projectOnPlane(in vec3 point, in vec3 pointOnPlane, in vec3 planeNormal) {
106: 	float distance = dot( planeNormal, point-pointOnPlane );
107: 	return point - distance * planeNormal;
108: }
109: float sideOfPlane( in vec3 point, in vec3 pointOnPlane, in vec3 planeNormal ) {
110: 	return sign( dot( point - pointOnPlane, planeNormal ) );
111: }
112: vec3 linePlaneIntersect( in vec3 pointOnLine, in vec3 lineDirection, in vec3 pointOnPlane, in vec3 planeNormal ) {
113: 	return pointOnLine + lineDirection * ( dot( planeNormal, pointOnPlane - pointOnLine ) / dot( planeNormal, lineDirection ) );
114: }
115: float calcLightAttenuation( float lightDistance, float cutoffDistance, float decayExponent ) {
116: 	if ( decayExponent > 0.0 ) {
117: 	  return pow( saturate( 1.0 - lightDistance / cutoffDistance ), decayExponent );
118: 	}
119: 	return 1.0;
120: }
121: 
122: vec3 inputToLinear( in vec3 a ) {
123: #ifdef GAMMA_INPUT
124: 	return pow( a, vec3( float( GAMMA_FACTOR ) ) );
125: #else
126: 	return a;
127: #endif
128: }
129: vec3 linearToOutput( in vec3 a ) {
130: #ifdef GAMMA_OUTPUT
131: 	return pow( a, vec3( 1.0 / float( GAMMA_FACTOR ) ) );
132: #else
133: 	return a;
134: #endif
135: }
136: 
137: #if defined( USE_MAP ) || defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( USE_SPECULARMAP ) || defined( USE_ALPHAMAP )
138: 
139: 	varying vec2 vUv;
140: 	uniform vec4 offsetRepeat;
141: 
142: #endif
143: 
144: #ifdef USE_LIGHTMAP
145: 
146: 	varying vec2 vUv2;
147: 
148: #endif
149: #if defined( USE_ENVMAP ) && ! defined( USE_BUMPMAP ) && ! defined( USE_NORMALMAP ) && ! defined( PHONG )
150: 
151: 	varying vec3 vReflect;
152: 
153: 	uniform float refractionRatio;
154: 
155: #endif
156: 
157: #if MAX_SPOT_LIGHTS > 0 || defined( USE_BUMPMAP ) || defined( USE_ENVMAP )
158: 
159: 	varying vec3 vWorldPosition;
160: 
161: #endif
162: 
163: #ifdef USE_COLOR
164: 
165: 	varying vec3 vColor;
166: 
167: #endif
168: #ifdef USE_MORPHTARGETS
169: 
170: 	#ifndef USE_MORPHNORMALS
171: 
172: 	uniform float morphTargetInfluences[ 8 ];
173: 
174: 	#else
175: 
176: 	uniform float morphTargetInfluences[ 4 ];
177: 
178: 	#endif
179: 
180: #endif
181: #ifdef USE_SKINNING
182: 
183: 	uniform mat4 bindMatrix;
184: 	uniform mat4 bindMatrixInverse;
185: 
186: 	#ifdef BONE_TEXTURE
187: 
188: 		uniform sampler2D boneTexture;
189: 		uniform int boneTextureWidth;
190: 		uniform int boneTextureHeight;
191: 
192: 		mat4 getBoneMatrix( const in float i ) {
193: 
194: 			float j = i * 4.0;
195: 			float x = mod( j, float( boneTextureWidth ) );
196: 			float y = floor( j / float( boneTextureWidth ) );
197: 
198: 			float dx = 1.0 / float( boneTextureWidth );
199: 			float dy = 1.0 / float( boneTextureHeight );
200: 
201: 			y = dy * ( y + 0.5 );
202: 
203: 			vec4 v1 = texture2D( boneTexture, vec2( dx * ( x + 0.5 ), y ) );
204: 			vec4 v2 = texture2D( boneTexture, vec2( dx * ( x + 1.5 ), y ) );
205: 			vec4 v3 = texture2D( boneTexture, vec2( dx * ( x + 2.5 ), y ) );
206: 			vec4 v4 = texture2D( boneTexture, vec2( dx * ( x + 3.5 ), y ) );
207: 
208: 			mat4 bone = mat4( v1, v2, v3, v4 );
209: 
210: 			return bone;
211: 
212: 		}
213: 
214: 	#else
215: 
216: 		uniform mat4 boneGlobalMatrices[ MAX_BONES ];
217: 
218: 		mat4 getBoneMatrix( const in float i ) {
219: 
220: 			mat4 bone = boneGlobalMatrices[ int(i) ];
221: 			return bone;
222: 
223: 		}
224: 
225: 	#endif
226: 
227: #endif
228: 
229: #ifdef USE_SHADOWMAP
230: 
231: 	varying vec4 vShadowCoord[ MAX_SHADOWS ];
232: 	uniform mat4 shadowMatrix[ MAX_SHADOWS ];
233: 
234: #endif
235: #ifdef USE_LOGDEPTHBUF
236: 
237: 	#ifdef USE_LOGDEPTHBUF_EXT
238: 
239: 		varying float vFragDepth;
240: 
241: 	#endif
242: 
243: 	uniform float logDepthBufFC;
244: 
245: #endif
246: void main() {
247: #if defined( USE_MAP ) || defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( USE_SPECULARMAP ) || defined( USE_ALPHAMAP )
248: 
249: 	vUv = uv * offsetRepeat.zw + offsetRepeat.xy;
250: 
251: #endif
252: #ifdef USE_LIGHTMAP
253: 
254: 	vUv2 = uv2;
255: 
256: #endif
257: #ifdef USE_COLOR
258: 
259: 	vColor.xyz = inputToLinear( color.xyz );
260: 
261: #endif
262: #ifdef USE_MORPHNORMALS
263: 
264: 	vec3 morphedNormal = vec3( 0.0 );
265: 
266: 	morphedNormal += ( morphNormal0 - normal ) * morphTargetInfluences[ 0 ];
267: 	morphedNormal += ( morphNormal1 - normal ) * morphTargetInfluences[ 1 ];
268: 	morphedNormal += ( morphNormal2 - normal ) * morphTargetInfluences[ 2 ];
269: 	morphedNormal += ( morphNormal3 - normal ) * morphTargetInfluences[ 3 ];
270: 
271: 	morphedNormal += normal;
272: 
273: #endif
274: #ifdef USE_SKINNING
275: 
276: 	mat4 boneMatX = getBoneMatrix( skinIndex.x );
277: 	mat4 boneMatY = getBoneMatrix( skinIndex.y );
278: 	mat4 boneMatZ = getBoneMatrix( skinIndex.z );
279: 	mat4 boneMatW = getBoneMatrix( skinIndex.w );
280: 
281: #endif
282: #ifdef USE_SKINNING
283: 
284: 	mat4 skinMatrix = mat4( 0.0 );
285: 	skinMatrix += skinWeight.x * boneMatX;
286: 	skinMatrix += skinWeight.y * boneMatY;
287: 	skinMatrix += skinWeight.z * boneMatZ;
288: 	skinMatrix += skinWeight.w * boneMatW;
289: 	skinMatrix  = bindMatrixInverse * skinMatrix * bindMatrix;
290: 
291: 	#ifdef USE_MORPHNORMALS
292: 
293: 	vec4 skinnedNormal = skinMatrix * vec4( morphedNormal, 0.0 );
294: 
295: 	#else
296: 
297: 	vec4 skinnedNormal = skinMatrix * vec4( normal, 0.0 );
298: 
299: 	#endif
300: 
301: #endif
302: 
303: #ifdef USE_SKINNING
304: 
305: 	vec3 objectNormal = skinnedNormal.xyz;
306: 
307: #elif defined( USE_MORPHNORMALS )
308: 
309: 	vec3 objectNormal = morphedNormal;
310: 
311: #else
312: 
313: 	vec3 objectNormal = normal;
314: 
315: #endif
316: 
317: #ifdef FLIP_SIDED
318: 
319: 	objectNormal = -objectNormal;
320: 
321: #endif
322: 
323: vec3 transformedNormal = normalMatrix * objectNormal;
324: 
325: #ifndef FLAT_SHADED
326: 	vNormal = normalize( transformedNormal );
327: #endif
328: #ifdef USE_MORPHTARGETS
329: 
330: 	vec3 morphed = vec3( 0.0 );
331: 	morphed += ( morphTarget0 - position ) * morphTargetInfluences[ 0 ];
332: 	morphed += ( morphTarget1 - position ) * morphTargetInfluences[ 1 ];
333: 	morphed += ( morphTarget2 - position ) * morphTargetInfluences[ 2 ];
334: 	morphed += ( morphTarget3 - position ) * morphTargetInfluences[ 3 ];
335: 
336: 	#ifndef USE_MORPHNORMALS
337: 
338: 	morphed += ( morphTarget4 - position ) * morphTargetInfluences[ 4 ];
339: 	morphed += ( morphTarget5 - position ) * morphTargetInfluences[ 5 ];
340: 	morphed += ( morphTarget6 - position ) * morphTargetInfluences[ 6 ];
341: 	morphed += ( morphTarget7 - position ) * morphTargetInfluences[ 7 ];
342: 
343: 	#endif
344: 
345: 	morphed += position;
346: 
347: #endif
348: #ifdef USE_SKINNING
349: 
350: 	#ifdef USE_MORPHTARGETS
351: 
352: 	vec4 skinVertex = bindMatrix * vec4( morphed, 1.0 );
353: 
354: 	#else
355: 
356: 	vec4 skinVertex = bindMatrix * vec4( position, 1.0 );
357: 
358: 	#endif
359: 
360: 	vec4 skinned = vec4( 0.0 );
361: 	skinned += boneMatX * skinVertex * skinWeight.x;
362: 	skinned += boneMatY * skinVertex * skinWeight.y;
363: 	skinned += boneMatZ * skinVertex * skinWeight.z;
364: 	skinned += boneMatW * skinVertex * skinWeight.w;
365: 	skinned  = bindMatrixInverse * skinned;
366: 
367: #endif
368: 
369: #ifdef USE_SKINNING
370: 
371: 	vec4 mvPosition = modelViewMatrix * skinned;
372: 
373: #elif defined( USE_MORPHTARGETS )
374: 
375: 	vec4 mvPosition = modelViewMatrix * vec4( morphed, 1.0 );
376: 
377: #else
378: 
379: 	vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );
380: 
381: #endif
382: 
383: gl_Position = projectionMatrix * mvPosition;
384: 
385: #ifdef USE_LOGDEPTHBUF
386: 
387: 	gl_Position.z = log2(max( EPSILON, gl_Position.w + 1.0 )) * logDepthBufFC;
388: 
389: 	#ifdef USE_LOGDEPTHBUF_EXT
390: 
391: 		vFragDepth = 1.0 + gl_Position.w;
392: 
393: #else
394: 
395: 		gl_Position.z = (gl_Position.z - 1.0) * gl_Position.w;
396: 
397: 	#endif
398: 
399: #endif
400: 	vViewPosition = -mvPosition.xyz;
401: #if defined( USE_ENVMAP ) || defined( PHONG ) || defined( LAMBERT ) || defined ( USE_SHADOWMAP )
402: 
403: 	#ifdef USE_SKINNING
404: 
405: 		vec4 worldPosition = modelMatrix * skinned;
406: 
407: 	#elif defined( USE_MORPHTARGETS )
408: 
409: 		vec4 worldPosition = modelMatrix * vec4( morphed, 1.0 );
410: 
411: 	#else
412: 
413: 		vec4 worldPosition = modelMatrix * vec4( position, 1.0 );
414: 
415: 	#endif
416: 
417: #endif
418: 
419: #if defined( USE_ENVMAP ) && ! defined( USE_BUMPMAP ) && ! defined( USE_NORMALMAP ) && ! defined( PHONG )
420: 
421: 	vec3 worldNormal = transformDirection( objectNormal, modelMatrix );
422: 
423: 	vec3 cameraToVertex = normalize( worldPosition.xyz - cameraPosition );
424: 
425: 	#ifdef ENVMAP_MODE_REFLECTION
426: 
427: 		vReflect = reflect( cameraToVertex, worldNormal );
428: 
429: 	#else
430: 
431: 		vReflect = refract( cameraToVertex, worldNormal, refractionRatio );
432: 
433: 	#endif
434: 
435: #endif
436: 
437: #if MAX_SPOT_LIGHTS > 0 || defined( USE_BUMPMAP ) || defined( USE_ENVMAP )
438: 
439: 	vWorldPosition = worldPosition.xyz;
440: 
441: #endif
442: #ifdef USE_SHADOWMAP
443: 
444: 	for( int i = 0; i < MAX_SHADOWS; i ++ ) {
445: 
446: 		vShadowCoord[ i ] = shadowMatrix[ i ] * worldPosition;
447: 
448: 	}
449: 
450: #endif
451: } (qrc:/three.js:68, )
Warning: QOpenGLShader::link: "Attached vertex shader is not compiled.\n" (opengl\qopenglshaderprogram.cpp:1049, virtual bool QOpenGLShaderProgram::link())
Warning: CanvasRenderer::executeCommandQueue: Failed to link program: QOpenGLShaderProgram(0x2f6746a0) (canvasrenderer.cpp:1252, void QtCanvas3D::CanvasRenderer::executeCommandQueue())
Critical: THREE.WebGLProgram: shader error: 1281 gl.VALIDATE_STATUS false gl.getPRogramInfoLog Attached vertex shader is not compiled.
 (qrc:/three.js:69, )
Warning: THREE.WebGLProgram: gl.getProgramInfoLog()Attached vertex shader is not compiled.
 (qrc:/three.js:68, )
Warning: QOpenGLShaderProgram::uniformLocation( viewMatrix ): shader program is not linked (opengl\qopenglshaderprogram.cpp:1890, int QOpenGLShaderProgram::uniformLocation(const char*) const)
Warning: QOpenGLShaderProgram::uniformLocation( modelViewMatrix ): shader program is not linked (opengl\qopenglshaderprogram.cpp:1890, int QOpenGLShaderProgram::uniformLocation(const char*) const)
Warning: QOpenGLShaderProgram::uniformLocation( projectionMatrix ): shader program is not linked (opengl\qopenglshaderprogram.cpp:1890, int QOpenGLShaderProgram::uniformLocation(const char*) const)
Warning: QOpenGLShaderProgram::uniformLocation( normalMatrix ): shader program is not linked (opengl\qopenglshaderprogram.cpp:1890, int QOpenGLShaderProgram::uniformLocation(const char*) const)
Warning: QOpenGLShaderProgram::uniformLocation( modelMatrix ): shader program is not linked (opengl\qopenglshaderprogram.cpp:1890, int QOpenGLShaderProgram::uniformLocation(const char*) const)
Warning: QOpenGLShaderProgram::uniformLocation( cameraPosition ): shader program is not linked (opengl\qopenglshaderprogram.cpp:1890, int QOpenGLShaderProgram::uniformLocation(const char*) const)
Warning: QOpenGLShaderProgram::uniformLocation( morphTargetInfluences ): shader program is not linked (opengl\qopenglshaderprogram.cpp:1890, int QOpenGLShaderProgram::uniformLocation(const char*) const)
Warning: QOpenGLShaderProgram::uniformLocation( bindMatrix ): shader program is not linked (opengl\qopenglshaderprogram.cpp:1890, int QOpenGLShaderProgram::uniformLocation(const char*) const)
Warning: QOpenGLShaderProgram::uniformLocation( bindMatrixInverse ): shader program is not linked (opengl\qopenglshaderprogram.cpp:1890, int QOpenGLShaderProgram::uniformLocation(const char*) const)
Warning: QOpenGLShaderProgram::uniformLocation( boneGlobalMatrices ): shader program is not linked (opengl\qopenglshaderprogram.cpp:1890, int QOpenGLShaderProgram::uniformLocation(const char*) const)
Warning: QOpenGLShaderProgram::uniformLocation( alphaMap ): shader program is not linked (opengl\qopenglshaderprogram.cpp:1890, int QOpenGLShaderProgram::uniformLocation(const char*) const)
Warning: QOpenGLShaderProgram::uniformLocation( diffuse ): shader program is not linked (opengl\qopenglshaderprogram.cpp:1890, int QOpenGLShaderProgram::uniformLocation(const char*) const)
Warning: QOpenGLShaderProgram::uniformLocation( envMap ): shader program is not linked (opengl\qopenglshaderprogram.cpp:1890, int QOpenGLShaderProgram::uniformLocation(const char*) const)
Warning: QOpenGLShaderProgram::uniformLocation( flipEnvMap ): shader program is not linked (opengl\qopenglshaderprogram.cpp:1890, int QOpenGLShaderProgram::uniformLocation(const char*) const)
Warning: QOpenGLShaderProgram::uniformLocation( lightMap ): shader program is not linked (opengl\qopenglshaderprogram.cpp:1890, int QOpenGLShaderProgram::uniformLocation(const char*) const)
Warning: QOpenGLShaderProgram::uniformLocation( map ): shader program is not linked (opengl\qopenglshaderprogram.cpp:1890, int QOpenGLShaderProgram::uniformLocation(const char*) const)
Warning: QOpenGLShaderProgram::uniformLocation( morphTargetInfluences ): shader program is not linked (opengl\qopenglshaderprogram.cpp:1890, int QOpenGLShaderProgram::uniformLocation(const char*) const)
Warning: QOpenGLShaderProgram::uniformLocation( offsetRepeat ): shader program is not linked (opengl\qopenglshaderprogram.cpp:1890, int QOpenGLShaderProgram::uniformLocation(const char*) const)
Warning: QOpenGLShaderProgram::uniformLocation( opacity ): shader program is not linked (opengl\qopenglshaderprogram.cpp:1890, int QOpenGLShaderProgram::uniformLocation(const char*) const)
Warning: QOpenGLShaderProgram::uniformLocation( reflectivity ): shader program is not linked (opengl\qopenglshaderprogram.cpp:1890, int QOpenGLShaderProgram::uniformLocation(const char*) const)
Warning: QOpenGLShaderProgram::uniformLocation( refractionRatio ): shader program is not linked (opengl\qopenglshaderprogram.cpp:1890, int QOpenGLShaderProgram::uniformLocation(const char*) const)
Warning: QOpenGLShaderProgram::uniformLocation( specularMap ): shader program is not linked (opengl\qopenglshaderprogram.cpp:1890, int QOpenGLShaderProgram::uniformLocation(const char*) const)
Warning: QOpenGLShaderProgram::uniformLocation( bumpMap ): shader program is not linked (opengl\qopenglshaderprogram.cpp:1890, int QOpenGLShaderProgram::uniformLocation(const char*) const)
Warning: QOpenGLShaderProgram::uniformLocation( bumpScale ): shader program is not linked (opengl\qopenglshaderprogram.cpp:1890, int QOpenGLShaderProgram::uniformLocation(const char*) const)
Warning: QOpenGLShaderProgram::uniformLocation( normalMap ): shader program is not linked (opengl\qopenglshaderprogram.cpp:1890, int QOpenGLShaderProgram::uniformLocation(const char*) const)
Warning: QOpenGLShaderProgram::uniformLocation( normalScale ): shader program is not linked (opengl\qopenglshaderprogram.cpp:1890, int QOpenGLShaderProgram::uniformLocation(const char*) const)
Warning: QOpenGLShaderProgram::uniformLocation( fogColor ): shader program is not linked (opengl\qopenglshaderprogram.cpp:1890, int QOpenGLShaderProgram::uniformLocation(const char*) const)
Warning: QOpenGLShaderProgram::uniformLocation( fogDensity ): shader program is not linked (opengl\qopenglshaderprogram.cpp:1890, int QOpenGLShaderProgram::uniformLocation(const char*) const)
Warning: QOpenGLShaderProgram::uniformLocation( fogFar ): shader program is not linked (opengl\qopenglshaderprogram.cpp:1890, int QOpenGLShaderProgram::uniformLocation(const char*) const)
Warning: QOpenGLShaderProgram::uniformLocation( fogNear ): shader program is not linked (opengl\qopenglshaderprogram.cpp:1890, int QOpenGLShaderProgram::uniformLocation(const char*) const)
Warning: QOpenGLShaderProgram::uniformLocation( ambientLightColor ): shader program is not linked (opengl\qopenglshaderprogram.cpp:1890, int QOpenGLShaderProgram::uniformLocation(const char*) const)
Warning: QOpenGLShaderProgram::uniformLocation( directionalLightColor ): shader program is not linked (opengl\qopenglshaderprogram.cpp:1890, int QOpenGLShaderProgram::uniformLocation(const char*) const)
Warning: QOpenGLShaderProgram::uniformLocation( directionalLightDirection ): shader program is not linked (opengl\qopenglshaderprogram.cpp:1890, int QOpenGLShaderProgram::uniformLocation(const char*) const)
Warning: QOpenGLShaderProgram::uniformLocation( hemisphereLightDirection ): shader program is not linked (opengl\qopenglshaderprogram.cpp:1890, int QOpenGLShaderProgram::uniformLocation(const char*) const)
Warning: QOpenGLShaderProgram::uniformLocation( hemisphereLightGroundColor ): shader program is not linked (opengl\qopenglshaderprogram.cpp:1890, int QOpenGLShaderProgram::uniformLocation(const char*) const)
Warning: QOpenGLShaderProgram::uniformLocation( hemisphereLightSkyColor ): shader program is not linked (opengl\qopenglshaderprogram.cpp:1890, int QOpenGLShaderProgram::uniformLocation(const char*) const)
Warning: QOpenGLShaderProgram::uniformLocation( pointLightColor ): shader program is not linked (opengl\qopenglshaderprogram.cpp:1890, int QOpenGLShaderProgram::uniformLocation(const char*) const)
Warning: QOpenGLShaderProgram::uniformLocation( pointLightDecay ): shader program is not linked (opengl\qopenglshaderprogram.cpp:1890, int QOpenGLShaderProgram::uniformLocation(const char*) const)
Warning: QOpenGLShaderProgram::uniformLocation( pointLightDistance ): shader program is not linked (opengl\qopenglshaderprogram.cpp:1890, int QOpenGLShaderProgram::uniformLocation(const char*) const)
Warning: QOpenGLShaderProgram::uniformLocation( pointLightPosition ): shader program is not linked (opengl\qopenglshaderprogram.cpp:1890, int QOpenGLShaderProgram::uniformLocation(const char*) const)
Warning: QOpenGLShaderProgram::uniformLocation( spotLightAngleCos ): shader program is not linked (opengl\qopenglshaderprogram.cpp:1890, int QOpenGLShaderProgram::uniformLocation(const char*) const)
Warning: QOpenGLShaderProgram::uniformLocation( spotLightColor ): shader program is not linked (opengl\qopenglshaderprogram.cpp:1890, int QOpenGLShaderProgram::uniformLocation(const char*) const)
Warning: QOpenGLShaderProgram::uniformLocation( spotLightDecay ): shader program is not linked (opengl\qopenglshaderprogram.cpp:1890, int QOpenGLShaderProgram::uniformLocation(const char*) const)
Warning: QOpenGLShaderProgram::uniformLocation( spotLightDirection ): shader program is not linked (opengl\qopenglshaderprogram.cpp:1890, int QOpenGLShaderProgram::uniformLocation(const char*) const)
Warning: QOpenGLShaderProgram::uniformLocation( spotLightDistance ): shader program is not linked (opengl\qopenglshaderprogram.cpp:1890, int QOpenGLShaderProgram::uniformLocation(const char*) const)
Warning: QOpenGLShaderProgram::uniformLocation( spotLightExponent ): shader program is not linked (opengl\qopenglshaderprogram.cpp:1890, int QOpenGLShaderProgram::uniformLocation(const char*) const)
Warning: QOpenGLShaderProgram::uniformLocation( spotLightPosition ): shader program is not linked (opengl\qopenglshaderprogram.cpp:1890, int QOpenGLShaderProgram::uniformLocation(const char*) const)
Warning: QOpenGLShaderProgram::uniformLocation( shadowBias ): shader program is not linked (opengl\qopenglshaderprogram.cpp:1890, int QOpenGLShaderProgram::uniformLocation(const char*) const)
Warning: QOpenGLShaderProgram::uniformLocation( shadowDarkness ): shader program is not linked (opengl\qopenglshaderprogram.cpp:1890, int QOpenGLShaderProgram::uniformLocation(const char*) const)
Warning: QOpenGLShaderProgram::uniformLocation( shadowMap ): shader program is not linked (opengl\qopenglshaderprogram.cpp:1890, int QOpenGLShaderProgram::uniformLocation(const char*) const)
Warning: QOpenGLShaderProgram::uniformLocation( shadowMapSize ): shader program is not linked (opengl\qopenglshaderprogram.cpp:1890, int QOpenGLShaderProgram::uniformLocation(const char*) const)
Warning: QOpenGLShaderProgram::uniformLocation( shadowMatrix ): shader program is not linked (opengl\qopenglshaderprogram.cpp:1890, int QOpenGLShaderProgram::uniformLocation(const char*) const)
Warning: QOpenGLShaderProgram::uniformLocation( emissive ): shader program is not linked (opengl\qopenglshaderprogram.cpp:1890, int QOpenGLShaderProgram::uniformLocation(const char*) const)
Warning: QOpenGLShaderProgram::uniformLocation( shininess ): shader program is not linked (opengl\qopenglshaderprogram.cpp:1890, int QOpenGLShaderProgram::uniformLocation(const char*) const)
Warning: QOpenGLShaderProgram::uniformLocation( specular ): shader program is not linked (opengl\qopenglshaderprogram.cpp:1890, int QOpenGLShaderProgram::uniformLocation(const char*) const)
Warning: QOpenGLShaderProgram::uniformLocation( wrapRGB ): shader program is not linked (opengl\qopenglshaderprogram.cpp:1890, int QOpenGLShaderProgram::uniformLocation(const char*) const)
Warning: QOpenGLShaderProgram::attributeLocation( position ): shader program is not linked (opengl\qopenglshaderprogram.cpp:1214, int QOpenGLShaderProgram::attributeLocation(const char*) const)
Warning: CanvasRenderer::bindCurrentRenderTarget: OpenGL ERROR: 1282 (canvasrenderer.cpp:639, bool QtCanvas3D::CanvasRenderer::updateGlError(const char*))

上述是问题日志输出,由于在独立显卡的openlg4.1版本运行正常,opengl4.0版本的平板运行失败,目前平板的集显,opengl4.0,windows10,很无奈,不知道为什么希望有大神能够指点迷津。模型使用blender转json,io_three多个版本都实验的,不成功。

转载于:https://my.oschina.net/u/615762/blog/2231387

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