threejs使用canvas更新紋理代碼實(shí)例
一、前言
本文詳細(xì)介紹如何基于threejs在三維場(chǎng)景中使用canvas更新紋理,親測(cè)可用。希望能幫助到您。一起學(xué)習(xí),加油!加油!
1.1 Texture 貼圖
創(chuàng)建一個(gè)紋理貼圖,將其應(yīng)用到一個(gè)表面,或者作為反射/折射貼圖。
構(gòu)造函數(shù):Texture( image, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, encoding )
常用屬性:

方法:

二、使用canvas更新紋理
1. 實(shí)現(xiàn)思路
- 1、初始化renderer渲染器
- 2、初始化Scene三維場(chǎng)景scene,創(chuàng)建THREE.CubeTextureLoader立方體紋理加載器cubeTextureLoader,加載cubeTextureLoader的六個(gè)方位的圖片獲取紋理對(duì)象cubeTexture,scene背景background設(shè)置為cubeTexture。
- 3、創(chuàng)建id為‘surface’的canvas頁(yè)面元素火焰然后動(dòng)畫(huà),并執(zhí)行。具體實(shí)現(xiàn)參考下面代碼樣例。
- 4、初始化camera相機(jī),定義相機(jī)位置 camera.position.set
- 5、初始化THREE.AmbientLight環(huán)境光源,scene場(chǎng)景加入環(huán)境光源,初始化THREE.DirectionalLight平行光源,設(shè)置平行光源位置,設(shè)置平行光源投影,scene添加平行光源。
- 6、加載幾何模型:創(chuàng)建THREE.AxesHelper坐標(biāo)輔助工具h(yuǎn)elper,scene場(chǎng)景中加入helper。創(chuàng)建THREE.BoxGeometry立方體幾何體geometry,創(chuàng)建THREE.MeshBasicMaterial基礎(chǔ)材質(zhì)material,material設(shè)置map貼圖(為步驟3canvas元素)、水平和垂直貼圖包裹,傳入geometry和material創(chuàng)建THREE.Mesh網(wǎng)格對(duì)象,scene中加入創(chuàng)建的網(wǎng)格對(duì)象。
- 7、加入controls控制,加入stats監(jiān)控器,監(jiān)控幀數(shù)信息。
2. 代碼樣例
<!DOCTYPE html>
<html lang="en">
<head>
<meta charset="UTF-8">
<title>learn60(使用CANVAS更新紋理)</title>
<script src="lib/threejs/127/three.js-master/build/three.js"></script>
<script src="https://cdn.bootcss.com/jquery/3.3.1/jquery.min.js"></script>
<script src="lib/threejs/127/three.js-master/examples/js/controls/OrbitControls.js"></script>
<script src="lib/threejs/127/three.js-master/examples/js/libs/stats.min.js"></script>
<script src="lib/threejs/127/three.js-master/examples/js/libs/dat.gui.min.js"></script>
<script src="lib/js/Detector.js"></script>
</head>
<style type="text/css">
html, body {
margin: 0;
height: 100%;
}
canvas {
display: block;
}
#surface {
position: fixed;
left: 0;
bottom: 0;
}
</style>
<body onload="draw()">
<canvas id="surface"></canvas>
</body>
<script>
var renderer, camera, scene, gui, light, stats, controls
//引入一個(gè)canvas動(dòng)畫(huà)
function initCanvas() {
$(document).ready(function () {
// Set canvas drawing surface
var space = document.getElementById("surface")
var surface = space.getContext("2d")
surface.scale(1, 1)
// Set Particles
var particles = []
var particle_count = 150
for (var i = 0; i < particle_count; i++) {
particles.push(new particle())
}
var time = 0
// Set wrapper and canvas items size
var canvasWidth = 480
var canvasHeight = 480
$(".wrapper").css({width: canvasWidth, height: canvasHeight})
$("#surface").css({width: canvasWidth, height: canvasHeight})
// shim layer with setTimeout fallback from Paul Irish
window.requestAnimFrame = (function () {
return window.requestAnimationFrame ||
window.webkitRequestAnimationFrame ||
window.mozRequestAnimationFrame ||
function (callback) {
window.setTimeout(callback, 6000 / 60)
}
})()
function particle() {
this.speed = {x: -1 + Math.random() * 2, y: -5 + Math.random() * 5}
canvasWidth = (document.getElementById("surface").width)
canvasHeight = (document.getElementById("surface").height)
this.location = {x: canvasWidth / 2, y: (canvasHeight / 2) + 35}
this.radius = .5 + Math.random() * 1
this.life = 10 + Math.random() * 10
this.death = this.life
this.r = 255
this.g = Math.round(Math.random() * 155)
this.b = 0
}
function ParticleAnimation() {
surface.globalCompositeOperation = "source-over"
surface.fillStyle = "black"
surface.fillRect(0, 0, canvasWidth, canvasHeight)
surface.globalCompositeOperation = "lighter"
for (var i = 0; i < particles.length; i++) {
var p = particles[i]
surface.beginPath()
p.opacity = Math.round(p.death / p.life * 100) / 100
var gradient = surface.createRadialGradient(p.location.x, p.location.y, 0, p.location.x, p.location.y, p.radius)
gradient.addColorStop(0, "rgba(" + p.r + ", " + p.g + ", " + p.b + ", " + p.opacity + ")")
gradient.addColorStop(0.5, "rgba(" + p.r + ", " + p.g + ", " + p.b + ", " + p.opacity + ")")
gradient.addColorStop(1, "rgba(" + p.r + ", " + p.g + ", " + p.b + ", 0)")
surface.fillStyle = gradient
surface.arc(p.location.x, p.location.y, p.radius, Math.PI * 2, false)
surface.fill()
p.death--
p.radius++
p.location.x += (p.speed.x)
p.location.y += (p.speed.y)
//regenerate particles
if (p.death < 0 || p.radius < 0) {
//a brand new particle replacing the dead one
particles[i] = new particle()
}
}
requestAnimFrame(ParticleAnimation)
}
ParticleAnimation()
})
}
var initRender = () => {
renderer = new THREE.WebGLRenderer({antialias: true})
renderer.setClearColor(0xeeeeee)
renderer.setSize(window.innerWidth, window.innerHeight)
renderer.shadowMap.enabled = true
renderer.setPixelRatio(window.devicePixelRatio)
document.body.appendChild(renderer.domElement)
}
var initCamera = () => {
camera = new THREE.PerspectiveCamera(45, window.innerWidth / window.innerHeight, 0.1, 1000)
camera.position.set(0, 0, 15)
}
var initScene = () => {
var cubeTextureLoader = new THREE.CubeTextureLoader()
cubeTextureLoader.setPath('data/texture/skybox/space/')
var cubeTexture = cubeTextureLoader.load([
'right.jpg', 'left.jpg',
'top.jpg', 'bottom.jpg',
'front.jpg', 'back.jpg'
])
scene = new THREE.Scene()
scene.background = cubeTexture
}
var initLight = () => {
scene.add(new THREE.AmbientLight(0x444444))
light = new THREE.DirectionalLight(0xffffff)
light.position.set(0, 20, 20)
light.castShadow = true
scene.add(light)
}
var initModel = () => {
var helper = new THREE.AxesHelper(50)
scene.add(helper)
var geometry = new THREE.BoxBufferGeometry(5, 5, 5)
var canvas = $('#surface')[0]
var texture = new THREE.Texture(canvas)
material = new THREE.MeshBasicMaterial({map: texture})
scene.add(new THREE.Mesh(geometry, material))
}
var initStats = () => {
stats = new Stats()
document.body.appendChild(stats.dom)
}
var initControls = () => {
controls = new THREE.OrbitControls(camera, renderer.domElement)
controls.enableDamping = true
}
var render = () => {
material.map.needsUpdate = true
renderer.render(scene, camera)
}
var onWindowResize = () => {
camera.aspect = window.innerWidth / window.innerHeight
camera.updateProjectionMatrix()
renderer.setSize(window.innerWidth, window.innerHeight)
}
var animate = () => {
render()
stats.update()
controls.update()
requestAnimationFrame(animate)
}
var draw = () => {
if(!Detector.webgl)Detector.addGetWebGLMessage()
initCanvas()
initRender()
initScene()
initCamera()
initLight()
initModel()
initStats()
initControls()
animate()
window.onresize = onWindowResize
}
</script>
</html>
效果如下:

總結(jié)
到此這篇關(guān)于threejs使用canvas更新紋理的文章就介紹到這了,更多相關(guān)threejs canvas更新紋理內(nèi)容請(qǐng)搜索腳本之家以前的文章或繼續(xù)瀏覽下面的相關(guān)文章希望大家以后多多支持腳本之家!
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