threejs5plane纹理涉及+平铺偏移流动
Posted Jessica巨人
tags:
篇首语:本文由小常识网(cha138.com)小编为大家整理,主要介绍了threejs5plane纹理涉及+平铺偏移流动相关的知识,希望对你有一定的参考价值。
import {WebGLRenderer, PerspectiveCamera, Scene, Mesh, SphereGeometry, MeshPhongMaterial, DoubleSide, Vector3, HemisphereLight,
AxesHelper, ObjectLoader, Vector2, DirectionalLight, PlaneGeometry, MirroredRepeatWrapping, RepeatWrapping,
ClampToEdgeWrapping, MeshBasicMaterial, Group, CylinderBufferGeometry, FrontSide, BackSide,TextureLoader}from "three"
import{OrbitControls}from "three/examples/jsm/controls/OrbitControls"
import{MTLLoader}from "three/examples/jsm/loaders/MTLLoader"
import{OBJLoader}from"three/examples/jsm/loaders/OBJLoader"
import{FBXLoader}from "three/examples/jsm/loaders/FBXLoader"
import{EffectComposer}from "three/examples/jsm/postprocessing/EffectComposer"
import{RenderPass}from "three/examples/jsm/postprocessing/RenderPass"
import{UnrealBloomPass}from "three/examples/jsm/postprocessing/UnrealBloomPass"
import{GUI}from "three/examples/jsm/libs/dat.gui.module"
var renedrer,camera,control,scene;
var effectComposer,renderPass,bloomPass;
var params = {
exposure: 1,
bloomStrength: 1.7,
bloomThreshold: 0.01,
bloomRadius: 0.4
};
var gui;
function init()
{
renedrer=new WebGLRenderer({});
document.body.appendChild(renedrer.domElement);
renedrer.setSize(window.innerWidth,window .innerHeight);
camera=new PerspectiveCamera(45,window.innerWidth/window.innerHeight,0.1,10000);
camera.position.y=1000;
camera.position.z=500;
var light=new HemisphereLight(0xfffff,0x444444);
var dirlight=new DirectionalLight(0xfffff);
control=new OrbitControls(camera,renedrer.domElement);
scene =new Scene();
//scene.add(new Mesh(new SphereGeometry(2,30,30),new MeshPhongMaterial({color:0xff0000,side:DoubleSide})));
scene.add(light);
scene.add(dirlight);
scene.add(new AxesHelper(10000));
window.addEventListener('resize',()=>{
renedrer.setSize(window.innerWidth,window .innerHeight);
camera.aspect=window.innerWidth/window.innerHeight;
camera.updateProjectionMatrix();
effectComposer.setSize(window.innerWidth,window.innerHeight);
})
loadModel();
initEffectComposer();
initGUI();
}
function loadModel(params) {
var fbxLoader=new FBXLoader();
var mtlLoader=new MTLLoader();
var objLoader=new OBJLoader();
for (let i = 1; i < 8; i++) {
mtlLoader.load("../assets/model/city/ny"+i+".mtl",function (preMaterial) {
preMaterial.preload();
objLoader.setMaterials(preMaterial).load("../assets/model/city/ny"+i+".obj",function(obj){
obj.position.set(6001,604,2151);
scene.add(obj);
})
})
}
// mtlLoader.load("../assets/model/city/ny9.mtl",function (preMaterial) {
// preMaterial.preload();
// objLoader.setMaterials(preMaterial).load("../assets/model/city/ny9.obj",function(obj){
// // obj.position.set(6001,604,2151);
// obj.position.set(300,300,300)
// scene.add(obj);
// })
// })
var textureLoader =new TextureLoader();
var texture=textureLoader.load("./assets/xiaomogu.jpg");
// texture.offset.set(0,0.5)
var plane=new Mesh(new PlaneGeometry(20,20),new MeshPhongMaterial({
map:texture
}));
scene.add(plane);
}
function initEffectComposer(params) {
effectComposer=new EffectComposer(renedrer);
effectComposer.setSize(window.innerWidth,window.innerHeight);
renderPass=new RenderPass(scene,camera);
effectComposer.addPass(renderPass);
bloomPass=new UnrealBloomPass(new Vector2(window.innerWidth,window.innerHeight),
1.7,//srength 发光强度,越大越亮
0.4,//radius发光扩散半径,值越大越扩展,值越小越集中
0.1,//threshold 阈值 大于阈值才发光,越大放光越强烈
)
effectComposer.addPass(bloomPass);
}
function initGUI() {
gui = new GUI();
gui.add(params, 'exposure', 0.1, 2).onChange(function(value) {
// renderer.toneMappingExposure
renderer.toneMappingExposure = Math.pow(value,4.0); //调节整个场景亮度,默认值是1
});
gui.add(params, 'bloomThreshold', 0.0, 1.0).step(0.01).onChange(function(value) {
bloomPass.threshold = Number(value);
});
gui.add(params, 'bloomStrength', 0.0, 3.0).step(0.01).onChange(function(value) {
bloomPass.strength = Number(value);
});
gui.add(params, 'bloomRadius', 0.0, 1.0).step(0.01).onChange(function(value) {
bloomPass.radius = Number(value);
});
}
function render() {
renedrer.render(scene,camera);
// effectComposer.render(scene,camera);
requestAnimationFrame(render);
}
init();
render();
效果图:
var textureLoader =new TextureLoader();
var texture=textureLoader.load("./assets/xiaomogu.jpg");
texture.offset.set(0,0.5)
纹理平铺+纹理向左走动
局部修改代码
var textureTest;
function loadModel(params) {
var textureLoader =new TextureLoader();
textureTest=textureLoader.load("./assets/xiaomogu.jpg");
// texture.offset.set(0,0.5)
textureTest.repeat.set(100,1)
textureTest.wrapS=RepeatWrapping;//MirroredRepeatWrapping镜像平铺 RepeatWrapping重复平铺
var plane=new Mesh(new PlaneGeometry(2000,20),new MeshPhongMaterial({
map:textureTest
}));
scene.add(plane);
}
function render() {
renedrer.render(scene,camera);
textureTest.offset.x+=0.01;
}
全部代码
import {WebGLRenderer, PerspectiveCamera, Scene, Mesh, SphereGeometry, MeshPhongMaterial, DoubleSide, Vector3, HemisphereLight,
AxesHelper, ObjectLoader, Vector2, DirectionalLight, PlaneGeometry, MirroredRepeatWrapping, RepeatWrapping,
ClampToEdgeWrapping, MeshBasicMaterial, Group, CylinderBufferGeometry, FrontSide, BackSide,TextureLoader}from "three"
import{OrbitControls}from "three/examples/jsm/controls/OrbitControls"
import{MTLLoader}from "three/examples/jsm/loaders/MTLLoader"
import{OBJLoader}from"three/examples/jsm/loaders/OBJLoader"
import{FBXLoader}from "three/examples/jsm/loaders/FBXLoader"
import{EffectComposer}from "three/examples/jsm/postprocessing/EffectComposer"
import{RenderPass}from "three/examples/jsm/postprocessing/RenderPass"
import{UnrealBloomPass}from "three/examples/jsm/postprocessing/UnrealBloomPass"
import{GUI}from "three/examples/jsm/libs/dat.gui.module"
var renedrer,camera,control,scene;
var effectComposer,renderPass,bloomPass;
var params = {
exposure: 1,
bloomStrength: 1.7,
bloomThreshold: 0.01,
bloomRadius: 0.4
};
var gui;
var textureTest;
function init()
{
renedrer=new WebGLRenderer({});
document.body.appendChild(renedrer.domElement);
renedrer.setSize(window.innerWidth,window .innerHeight);
camera=new PerspectiveCamera(45,window.innerWidth/window.innerHeight,0.1,10000);
camera.position.y=1000;
camera.position.z=500;
var light=new HemisphereLight(0xfffff,0x444444);
var dirlight=new DirectionalLight(0xfffff);
control=new OrbitControls(camera,renedrer.domElement);
scene =new Scene();
//scene.add(new Mesh(new SphereGeometry(2,30,30),new MeshPhongMaterial({color:0xff0000,side:DoubleSide})));
scene.add(light);
scene.add(dirlight);
scene.add(new AxesHelper(10000));
window.addEventListener('resize',()=>{
renedrer.setSize(window.innerWidth,window .innerHeight);
camera.aspect=window.innerWidth/window.innerHeight;
camera.updateProjectionMatrix();
effectComposer.setSize(window.innerWidth,window.innerHeight);
})
loadModel();
initEffectComposer();
initGUI();
}
function loadModel(params) {
var fbxLoader=new FBXLoader();
var mtlLoader=new MTLLoader();
var objLoader=new OBJLoader();
for (let i = 1; i < 8; i++) {
mtlLoader.load("../assets/model/city/ny"+i+".mtl",function (preMaterial) {
preMaterial.preload();
objLoader.setMaterials(preMaterial).load("../assets/model/city/ny"+i+".obj",function(obj){
obj.position.set(6001,604,2151);
scene.add(obj);
})
})
}
// mtlLoader.load("../assets/model/city/ny9.mtl",function (preMaterial) {
// preMaterial.preload();
// objLoader.setMaterials(preMaterial).load("../assets/model/city/ny9.obj",function(obj){
// // obj.position.set(6001,604,2151);
// obj.position.set(300,300,300)
// scene.add(obj);
// })
// })
var textureLoader =new TextureLoader();
textureTest=textureLoader.load("./assets/xiaomogu.jpg");
// texture.offset.set(0,0.5)
textureTest.repeat.set(100,1)
textureTest.wrapS=RepeatWrapping;//MirroredRepeatWrapping镜像平铺RepeatWrapping重复平铺
var plane=new Mesh(new PlaneGeometry(2000,20),new MeshPhongMaterial({
map:textureTest
}));
scene.add(plane);
}
function initEffectComposer(params) {
effectComposer=new EffectComposer(renedrer);
effectComposer.setSize(window.innerWidth,window.innerHeight);
renderPass=new RenderPass(scene,camera);
effectComposer.addPass(renderPass);
bloomPass=new UnrealBloomPass(new Vector2(window.innerWidth,window.innerHeight),
1.7,//srength 发光强度,越大越亮
0.4,//radius发光扩散半径,值越大越扩展,值越小越集中
0.1,//threshold 阈值 大于阈值才发光,越大放光越强烈
)
effectComposer.addPass(bloomPass);
}
function initGUI() {
gui = new GUI();
gui.add(params, 'exposure', 0.1, 2).onChange(function(value) {
// renderer.toneMappingExposure
renderer.toneMappingExposure = Math.pow(value,4.0); //调节整个场景亮度,默认值是1
});
gui.add(params, 'bloomThreshold', 0.0, 1.0).step(0.01).onChange(function(value) {
bloomPass.threshold = Number(value);
});
gui.add(params, 'bloomStrength', 0.0, 3.0).step(0.01).onChange(function(value) {
bloomPass.strength = Number(value);
});
gui.add(params, 'bloomRadius', 0.0, 1.0).step(0.01).onChange(function(value) {
bloomPass.radius = Number(value);
});
}
function render() {
renedrer.render(scene,camera);
textureTest.offset.x+=0.01;
// effectComposer.render(scene,camera);
requestAnimationFrame(render);
}
init();
render();
以上是关于threejs5plane纹理涉及+平铺偏移流动的主要内容,如果未能解决你的问题,请参考以下文章
使用vue学习three.js之加载和使用纹理- 通过设置纹理的wrapSwrapTrepeat属性实现纹理的重复平铺,纹理的重复映射