在 THREE.js 中使用纹理

发布于 2024-12-12 09:36:01 字数 1336 浏览 2 评论 0原文

我从 THREE.js 开始,尝试绘制一个带有纹理的矩形,由单一光源照亮。我认为这很简单(为简洁起见,省略了 HTML):

function loadScene() {
    var world = document.getElementById('world'),
        WIDTH = 1200,
        HEIGHT = 500,
        VIEW_ANGLE = 45,
        ASPECT = WIDTH / HEIGHT,
        NEAR = 0.1,
        FAR = 10000,

        renderer = new THREE.WebGLRenderer(),
        camera = new THREE.Camera(VIEW_ANGLE, ASPECT, NEAR, FAR),
        scene = new THREE.Scene(),
        texture = THREE.ImageUtils.loadTexture('crate.gif'),
        material = new THREE.MeshBasicMaterial({map: texture}),
        // material = new THREE.MeshPhongMaterial({color: 0xCC0000});
        geometry = new THREE.PlaneGeometry(100, 100),
        mesh = new THREE.Mesh(geometry, material),
        pointLight = new THREE.PointLight(0xFFFFFF);

    camera.position.z = 200;    
    renderer.setSize(WIDTH, HEIGHT);
    scene.addChild(mesh);
    world.appendChild(renderer.domElement);
    pointLight.position.x = 50;
    pointLight.position.y = 50;
    pointLight.position.z = 130;
    scene.addLight(pointLight); 
    renderer.render(scene, camera);
}

问题是,我看不到任何东西。如果我更改材料并使用带注释的材料,则会出现一个正方形,正如我所期望的那样。请注意,

  • 纹理是 256x256,因此其边长是 2 的幂
  • 该函数实际上是在加载主体时调用的;事实上,它适用于不同的材料。
  • 即使我从网络服务器提供文件,它也不起作用,因此这不是跨域策略不允许加载图像的问题。

我做错了什么?

I am starting with THREE.js, and I am trying to draw a rectangle with a texture on it, lit by a single source of light. I think this is as simple as it gets (HTML omitted for brevity):

function loadScene() {
    var world = document.getElementById('world'),
        WIDTH = 1200,
        HEIGHT = 500,
        VIEW_ANGLE = 45,
        ASPECT = WIDTH / HEIGHT,
        NEAR = 0.1,
        FAR = 10000,

        renderer = new THREE.WebGLRenderer(),
        camera = new THREE.Camera(VIEW_ANGLE, ASPECT, NEAR, FAR),
        scene = new THREE.Scene(),
        texture = THREE.ImageUtils.loadTexture('crate.gif'),
        material = new THREE.MeshBasicMaterial({map: texture}),
        // material = new THREE.MeshPhongMaterial({color: 0xCC0000});
        geometry = new THREE.PlaneGeometry(100, 100),
        mesh = new THREE.Mesh(geometry, material),
        pointLight = new THREE.PointLight(0xFFFFFF);

    camera.position.z = 200;    
    renderer.setSize(WIDTH, HEIGHT);
    scene.addChild(mesh);
    world.appendChild(renderer.domElement);
    pointLight.position.x = 50;
    pointLight.position.y = 50;
    pointLight.position.z = 130;
    scene.addLight(pointLight); 
    renderer.render(scene, camera);
}

The problem is, I cannot see anything. If I change the material and use the commented one, a square appears as I would expect. Note that

  • The texture is 256x256, so its sides are power of two
  • The function is actually called when the body is loaded; indeed it works with a different material.
  • It does not work even if I serve the file from a webserver, so it is not an issue of cross-domain policy not allowing to load the image.

What I am I doing wrong?

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评论(6

带刺的爱情 2024-12-19 09:36:01

当加载图像时,渲染器已经绘制了场景,因此为时已晚。解决办法就是

texture = THREE.ImageUtils.loadTexture('crate.gif'),

改成

texture = THREE.ImageUtils.loadTexture('crate.gif', {}, function() {
    renderer.render(scene);
}),

By the time the image is loaded, the renderer has already drawn the scene, hence it is too late. The solution is to change

texture = THREE.ImageUtils.loadTexture('crate.gif'),

into

texture = THREE.ImageUtils.loadTexture('crate.gif', {}, function() {
    renderer.render(scene);
}),
神经大条 2024-12-19 09:36:01

安德里亚的解决方案是绝对正确的,我将根据相同的想法编写另一个实现。
如果您查看了 THREE.ImageUtils.loadTexture() 源代码 你会发现它使用了 javascript Image 对象。加载所有图像后会触发 $(window).load 事件!因此,在这种情况下,我们可以使用已加载的纹理渲染场景...

  • CoffeeScript

    $(文档).ready ->
    
        材质 = new THREE.MeshLambertMaterial(map: THREE.ImageUtils.loadTexture("crate.gif"))
    
        球体 = new THREE.Mesh(new THREE.SphereGeometry(半径、线段、环)、材质)
    
        $(窗口).load ->
            渲染器.渲染场景、相机
    
  • JavaScript

    $(文档).ready(function() {
    
        材质 = new THREE.MeshLambertMaterial({ 地图: THREE.ImageUtils.loadTexture("crate.gif") });
    
        球体 = new THREE.Mesh(new THREE.SphereGeometry(半径、线段、环)、材质);
    
        $(窗口).load(函数() {
            渲染器.渲染(场景,相机);
        });
    });
    

谢谢...

Andrea solution is absolutely right, I will just write another implementation based on the same idea.
If you took a look at the THREE.ImageUtils.loadTexture() source you will find it uses the javascript Image object. The $(window).load event is fired after all Images are loaded ! so at that event we can render our scene with the textures already loaded...

  • CoffeeScript

    $(document).ready ->
    
        material = new THREE.MeshLambertMaterial(map: THREE.ImageUtils.loadTexture("crate.gif"))
    
        sphere   = new THREE.Mesh(new THREE.SphereGeometry(radius, segments, rings), material)
    
        $(window).load ->
            renderer.render scene, camera
    
  • JavaScript

    $(document).ready(function() {
    
        material = new THREE.MeshLambertMaterial({ map: THREE.ImageUtils.loadTexture("crate.gif") });
    
        sphere = new THREE.Mesh(new THREE.SphereGeometry(radius, segments, rings), material);
    
        $(window).load(function() {
            renderer.render(scene, camera);
        });
    });
    

Thanks...

可爱咩 2024-12-19 09:36:01

在 Three.js 的 r75 版本中,您应该使用:

var loader = new THREE.TextureLoader();
loader.load('texture.png', function ( texture ) {
  var geometry = new THREE.SphereGeometry(1000, 20, 20);
  var material = new THREE.MeshBasicMaterial({map: texture, overdraw: 0.5});
  var mesh = new THREE.Mesh(geometry, material);
  scene.add(mesh);
});

In version r75 of three.js, you should use:

var loader = new THREE.TextureLoader();
loader.load('texture.png', function ( texture ) {
  var geometry = new THREE.SphereGeometry(1000, 20, 20);
  var material = new THREE.MeshBasicMaterial({map: texture, overdraw: 0.5});
  var mesh = new THREE.Mesh(geometry, material);
  scene.add(mesh);
});
凉墨 2024-12-19 09:36:01

在 Three.js 的 r82 版本中 TextureLoader 是用于加载纹理的对象。

加载一个纹理(源代码演示

提取(test.js):

var scene = new THREE.Scene();
var ratio = window.innerWidth / window.innerHeight;
var camera = new THREE.PerspectiveCamera(75, window.innerWidth / window.innerHeight,
  0.1, 50);

var renderer = ...

[...]

/**
 * Will be called when load completes.
 * The argument will be the loaded texture.
 */
var onLoad = function (texture) {
  var objGeometry = new THREE.BoxGeometry(20, 20, 20);
  var objMaterial = new THREE.MeshPhongMaterial({
    map: texture,
    shading: THREE.FlatShading
  });

  var mesh = new THREE.Mesh(objGeometry, objMaterial);

  scene.add(mesh);

  var render = function () {
    requestAnimationFrame(render);

    mesh.rotation.x += 0.010;
    mesh.rotation.y += 0.010;

    renderer.render(scene, camera);
  };

  render();
}

// Function called when download progresses
var onProgress = function (xhr) {
  console.log((xhr.loaded / xhr.total * 100) + '% loaded');
};

// Function called when download errors
var onError = function (xhr) {
  console.log('An error happened');
};

var loader = new THREE.TextureLoader();
loader.load('texture.jpg', onLoad, onProgress, onError);

加载多个纹理 (源代码demo)

在此示例中,纹理加载到网格的构造函数内,使用 承诺

提取 (Globe.js):

使用 创建一个新容器Object3D 用于在同一个容器中拥有两个网格:

var Globe = function (radius, segments) {

  THREE.Object3D.call(this);

  this.name = "Globe";

  var that = this;

  // instantiate a loader
  var loader = new THREE.TextureLoader();

一个名为 textures 的地图,其中每个对象都包含纹理文件的 url 和用于存储 Three.js 纹理 对象。

  // earth textures
  var textures = {
    'map': {
      url: 'relief.jpg',
      val: undefined
    },
    'bumpMap': {
      url: 'elev_bump_4k.jpg',
      val: undefined
    },
    'specularMap': {
      url: 'wateretopo.png',
      val: undefined
    }
  };

Promise 数组,对于映射中名为 textures 的每个对象,在数组 texturePromises 中推送一个新的 Promise,每个 Promise 都会调用 loader.load 。如果 entry.val 的值是有效的 THREE.Texture 对象,则解析该 Promise。

  var texturePromises = [], path = './';

  for (var key in textures) {
    texturePromises.push(new Promise((resolve, reject) => {
      var entry = textures[key]
      var url = path + entry.url

      loader.load(url,
        texture => {
          entry.val = texture;
          if (entry.val instanceof THREE.Texture) resolve(entry);
        },
        xhr => {
          console.log(url + ' ' + (xhr.loaded / xhr.total * 100) +
            '% loaded');
        },
        xhr => {
          reject(new Error(xhr +
            'An error occurred loading while loading: ' +
            entry.url));
        }
      );
    }));
  }

Promise.all 将 Promise 数组 texturePromises 作为参数。这样做会让浏览器等待所有的承诺得到解决,当它们解决时,我们就可以加载几何图形和材质。

  // load the geometry and the textures
  Promise.all(texturePromises).then(loadedTextures => {

    var geometry = new THREE.SphereGeometry(radius, segments, segments);
    var material = new THREE.MeshPhongMaterial({
      map: textures.map.val,
      bumpMap: textures.bumpMap.val,
      bumpScale: 0.005,
      specularMap: textures.specularMap.val,
      specular: new THREE.Color('grey')
    });

    var earth = that.earth = new THREE.Mesh(geometry, material);
    that.add(earth);
  });

对于云球来说,只需要一种纹理:

  // clouds
  loader.load('n_amer_clouds.png', map => {
    var geometry = new THREE.SphereGeometry(radius + .05, segments, segments);
    var material = new THREE.MeshPhongMaterial({
      map: map,
      transparent: true
    });

    var clouds = that.clouds = new THREE.Mesh(geometry, material);
    that.add(clouds);
  });
}

Globe.prototype = Object.create(THREE.Object3D.prototype);
Globe.prototype.constructor = Globe;

In version r82 of Three.js TextureLoader is the object to use for loading a texture.

Loading one texture (source code, demo)

Extract (test.js):

var scene = new THREE.Scene();
var ratio = window.innerWidth / window.innerHeight;
var camera = new THREE.PerspectiveCamera(75, window.innerWidth / window.innerHeight,
  0.1, 50);

var renderer = ...

[...]

/**
 * Will be called when load completes.
 * The argument will be the loaded texture.
 */
var onLoad = function (texture) {
  var objGeometry = new THREE.BoxGeometry(20, 20, 20);
  var objMaterial = new THREE.MeshPhongMaterial({
    map: texture,
    shading: THREE.FlatShading
  });

  var mesh = new THREE.Mesh(objGeometry, objMaterial);

  scene.add(mesh);

  var render = function () {
    requestAnimationFrame(render);

    mesh.rotation.x += 0.010;
    mesh.rotation.y += 0.010;

    renderer.render(scene, camera);
  };

  render();
}

// Function called when download progresses
var onProgress = function (xhr) {
  console.log((xhr.loaded / xhr.total * 100) + '% loaded');
};

// Function called when download errors
var onError = function (xhr) {
  console.log('An error happened');
};

var loader = new THREE.TextureLoader();
loader.load('texture.jpg', onLoad, onProgress, onError);

Loading multiple textures (source code, demo)

In this example the textures are loaded inside the constructor of the mesh, multiple texture are loaded using Promises.

Extract (Globe.js):

Create a new container using Object3D for having two meshes in the same container:

var Globe = function (radius, segments) {

  THREE.Object3D.call(this);

  this.name = "Globe";

  var that = this;

  // instantiate a loader
  var loader = new THREE.TextureLoader();

A map called textures where every object contains the url of a texture file and val for storing the value of a Three.js texture object.

  // earth textures
  var textures = {
    'map': {
      url: 'relief.jpg',
      val: undefined
    },
    'bumpMap': {
      url: 'elev_bump_4k.jpg',
      val: undefined
    },
    'specularMap': {
      url: 'wateretopo.png',
      val: undefined
    }
  };

The array of promises, for each object in the map called textures push a new Promise in the array texturePromises, every Promise will call loader.load. If the value of entry.val is a valid THREE.Texture object, then resolve the promise.

  var texturePromises = [], path = './';

  for (var key in textures) {
    texturePromises.push(new Promise((resolve, reject) => {
      var entry = textures[key]
      var url = path + entry.url

      loader.load(url,
        texture => {
          entry.val = texture;
          if (entry.val instanceof THREE.Texture) resolve(entry);
        },
        xhr => {
          console.log(url + ' ' + (xhr.loaded / xhr.total * 100) +
            '% loaded');
        },
        xhr => {
          reject(new Error(xhr +
            'An error occurred loading while loading: ' +
            entry.url));
        }
      );
    }));
  }

Promise.all takes the promise array texturePromises as argument. Doing so makes the browser wait for all the promises to resolve, when they do we can load the geometry and the material.

  // load the geometry and the textures
  Promise.all(texturePromises).then(loadedTextures => {

    var geometry = new THREE.SphereGeometry(radius, segments, segments);
    var material = new THREE.MeshPhongMaterial({
      map: textures.map.val,
      bumpMap: textures.bumpMap.val,
      bumpScale: 0.005,
      specularMap: textures.specularMap.val,
      specular: new THREE.Color('grey')
    });

    var earth = that.earth = new THREE.Mesh(geometry, material);
    that.add(earth);
  });

For the cloud sphere only one texture is necessary:

  // clouds
  loader.load('n_amer_clouds.png', map => {
    var geometry = new THREE.SphereGeometry(radius + .05, segments, segments);
    var material = new THREE.MeshPhongMaterial({
      map: map,
      transparent: true
    });

    var clouds = that.clouds = new THREE.Mesh(geometry, material);
    that.add(clouds);
  });
}

Globe.prototype = Object.create(THREE.Object3D.prototype);
Globe.prototype.constructor = Globe;
过去的过去 2024-12-19 09:36:01

没有错误处理

//Load background texture
 new THREE.TextureLoader();
loader.load('https://images.pexels.com/photos/1205301/pexels-photo-1205301.jpeg' , function(texture)
            {
             scene.background = texture;  
            });

有错误处理

// Function called when download progresses
var onProgress = function (xhr) {
  console.log((xhr.loaded / xhr.total * 100) + '% loaded');
};

// Function called when download errors
var onError = function (error) {
  console.log('An error happened'+error);
};

//Function  called when load completes.
var onLoad = function (texture) {
  var objGeometry = new THREE.BoxGeometry(30, 30, 30);
  var objMaterial = new THREE.MeshPhongMaterial({
    map: texture,
    shading: THREE.FlatShading
  });

  var boxMesh = new THREE.Mesh(objGeometry, objMaterial);
  scene.add(boxMesh);

  var render = function () {
    requestAnimationFrame(render);
    boxMesh.rotation.x += 0.010;
    boxMesh.rotation.y += 0.010;
      sphereMesh.rotation.y += 0.1;
    renderer.render(scene, camera);
  };

  render();
}


//LOAD TEXTURE and on completion apply it on box
var loader = new THREE.TextureLoader();
    loader.load('https://upload.wikimedia.org/wikipedia/commons/thumb/9/97/The_Earth_seen_from_Apollo_17.jpg/1920px-The_Earth_seen_from_Apollo_17.jpg', 
                onLoad, 
                onProgress, 
                onError);

结果:

在此处输入图像描述

https://codepen.io/hiteshsahu/pen/jpGLpq/

Without Error Handeling

//Load background texture
 new THREE.TextureLoader();
loader.load('https://images.pexels.com/photos/1205301/pexels-photo-1205301.jpeg' , function(texture)
            {
             scene.background = texture;  
            });

With Error Handling

// Function called when download progresses
var onProgress = function (xhr) {
  console.log((xhr.loaded / xhr.total * 100) + '% loaded');
};

// Function called when download errors
var onError = function (error) {
  console.log('An error happened'+error);
};

//Function  called when load completes.
var onLoad = function (texture) {
  var objGeometry = new THREE.BoxGeometry(30, 30, 30);
  var objMaterial = new THREE.MeshPhongMaterial({
    map: texture,
    shading: THREE.FlatShading
  });

  var boxMesh = new THREE.Mesh(objGeometry, objMaterial);
  scene.add(boxMesh);

  var render = function () {
    requestAnimationFrame(render);
    boxMesh.rotation.x += 0.010;
    boxMesh.rotation.y += 0.010;
      sphereMesh.rotation.y += 0.1;
    renderer.render(scene, camera);
  };

  render();
}


//LOAD TEXTURE and on completion apply it on box
var loader = new THREE.TextureLoader();
    loader.load('https://upload.wikimedia.org/wikipedia/commons/thumb/9/97/The_Earth_seen_from_Apollo_17.jpg/1920px-The_Earth_seen_from_Apollo_17.jpg', 
                onLoad, 
                onProgress, 
                onError);

Result:

enter image description here

https://codepen.io/hiteshsahu/pen/jpGLpq/

蘸点软妹酱 2024-12-19 09:36:01

使用TextureLoader 将图像加载为纹理,然后将该纹理简单地应用到场景背景。

 new THREE.TextureLoader();
     loader.load('https://images.pexels.com/photos/1205301/pexels-photo-1205301.jpeg' , function(texture)
                {
                 scene.background = texture;  
                });

结果:

https://codepen.io/hiteshsahu/pen/jpGLpq?editors=0011< /a>

See the Pen Flat Earth Three.JS by Hitesh Sahu (@hiteshsahu) on CodePen.

Use TextureLoader to load a image as texture and then simply apply that texture to scene background.

 new THREE.TextureLoader();
     loader.load('https://images.pexels.com/photos/1205301/pexels-photo-1205301.jpeg' , function(texture)
                {
                 scene.background = texture;  
                });

Result:

https://codepen.io/hiteshsahu/pen/jpGLpq?editors=0011

See the Pen Flat Earth Three.JS by Hitesh Sahu (@hiteshsahu) on CodePen.

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