canvas教程

Three.JS学习 8:纹理

字号+ 作者:H5之家 来源:H5之家 2017-01-23 08:00 我要评论( )

Three.JS学习 8:纹理

本文学习内容主要来源于:

纹理的组成

计算机的3D里,纹理是由图片组成。本质上讲, 纹理是图片,由像素点组成。无论在内存还是显存中,它都是由4个分量组成,这四个分量是R、G、B和A。唯一的不同的,在显存中,会比内存中更快的渲染到显示器。因为显存的帧缓冲是与显示器上的像素一一对应的。
只要是图像数据,准确的说是内存或者显存中的图像数据,都可以作为纹理,显示在屏幕中。

基类

THREE.Texture( image, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy )

参数说明

  • image:图片类型,使用ImageUtils来加载,如:
  • var iamge=THREE.ImageUtils.loadTexture(url); 纹理坐标

    在正常的情况下,纹理坐标的范围是0.0到1.0。如下图的纹理坐标:

    这里写图片描述


    当使用它作纹理的时候,这幅图就隐示的被赋予了上图一样的纹理坐标,这个纹理坐标将被对应到一个形状上。

    实例

    在一个平面上贴上一张图片
    代码

    <!DOCTYPE html> <html> <head> <meta charset="UTF-8"> <title>Three框架</title> <script src="js/three.min.js"></script> <style type="text/css"> div#canvas-frame { border: none; cursor: pointer; width: 100%; height: 600px; background-color: #EEEEEE; } </style> <script> var renderer,width,height; function initThree() { width = document.getElementById('canvas-frame').clientWidth; height = document.getElementById('canvas-frame').clientHeight; renderer = new THREE.WebGLRenderer({ antialias: true }); renderer.setSize(width, height); document.getElementById('canvas-frame').appendChild(renderer.domElement); renderer.setClearColor(0xFFFFFF, 1.0); } var camera; function initCamera() { camera = new THREE.PerspectiveCamera(45, width / height, 1, 10000); camera.position.z = 600; camera.up.x = 0; camera.up.y = 1; camera.up.z = 0; camera.lookAt({ x: 0, y: 0, z: 0 }); } var scene; function initScene() { scene = new THREE.Scene(); } function initObject() { //1.画一个平面 var geometry = new THREE.PlaneGeometry(500, 300, 1, 1); //2.为平面赋予纹理坐标。纹理坐标由顶点的uv成员来表示,uv被定义为一个二维向量HTREE.Vector2()。4个顶点分别对应了纹理的4个顶点。还要注意(0,0),(1,0),(1,1),(0,1)是逆时针方向。 geometry.vertices[0].uv = new THREE.Vector2(0, 0); geometry.vertices[1].uv = new THREE.Vector2(2, 0); geometry.vertices[2].uv = new THREE.Vector2(2, 2); geometry.vertices[3].uv = new THREE.Vector2(0, 2); //3.加载纹理 var texture = THREE.ImageUtils.loadTexture("textures/a.jpg", null, function (t) { }); //4.将纹理应用于材质 var material = new THREE.MeshBasicMaterial({ map: texture }); var mesh = new THREE.Mesh(geometry, material); mesh.position.set(0, 0, 0); scene.add(mesh); window.addEventListener('resize', onWindowResize, false); } function onWindowResize() { camera.aspect = window.innerWidth / window.innerHeight; camera.updateProjectionMatrix(); renderer.setSize(window.innerWidth, window.innerHeight); } function threeStart() { initThree(); initCamera(); initScene(); initObject(); renderer.clear(); animate(); } function animate() { requestAnimationFrame(animate); renderer.render(scene, camera); } </script> </head> <body onload="threeStart();"> <div id="canvas-frame"></div> </body> </html>

    效果

    这里写图片描述

    将canvas作为纹理

    实现时钟纹理
    步骤:

    Created with Raphaël 2.1.0 在canvas上画时钟 将canvas传递给THREE.Texture纹理 将canvas传递给THREE.Texture纹理 最后构造THREE.Mesh

  • 在canvas上画时钟
    见:

  • 将canvas传递给THREE.Texture纹理

  • THREE.Texture = function(image,mapping,wrapS,wrapT,magFilter,minFilter,format,type,anisotropy)

    参数说明

  • image:接收一个image类型的图像,或者canvas
  • 将纹理传递给THREE.MeshBasicMateria材质
  • var material = new THREE.MeshBasicMaterial({map:texture});
  • 构造THREE.Mesh
    THREE.Mesh网格对象,有两个参数:
  • THREE.Mesh=function(geometry,material)

    其中geometry是几何体,material是材质。

    完整代码 <!DOCTYPE html> <html lang="en"> <head> <title></title> <meta charset="utf-8"> <style> body { margin: 0px; background-color: #000000; overflow: hidden; } </style> </head> <body onload="start();"> <script src="js/three.min.js"></script> <canvas id="myCanvas" width="400" height="400" style="display:none">Your browser does not support canvas </canvas> <script src="js/clock.js"></script> <script> var camera, scene, renderer; var mesh; var texture; function start() { clockApp(); init(); animate(); } function init() { renderer = new THREE.WebGLRenderer(); renderer.setSize(window.innerWidth, window.innerHeight); document.body.appendChild(renderer.domElement); // camera = new THREE.PerspectiveCamera(70, window.innerWidth / window.innerHeight, 1, 1000); camera.position.z = 400; scene = new THREE.Scene(); var geometry = new THREE.CubeGeometry(150, 150, 150); texture = new THREE.Texture(canvas); var material = new THREE.MeshBasicMaterial({ map: texture }); texture.needsUpdate = true; mesh = new THREE.Mesh(geometry, material); scene.add(mesh); window.addEventListener('resize', onWindowResize, false); } function onWindowResize() { camera.aspect = window.innerWidth / window.innerHeight; camera.updateProjectionMatrix(); renderer.setSize(window.innerWidth, window.innerHeight); } function animate() { texture.needsUpdate = true; mesh.rotation.y -= 0.01; mesh.rotation.x -= 0.01; requestAnimationFrame(animate); renderer.render(scene, camera); } </script> </body> </html>

     

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