Three.js 如何将自定义着色器材质添加到 obj 3D 对象
How to add custom shadermaterial to an obj 3D object in Three.js
以下是 3D 对象的 ObjLoader 的工作示例。有没有人可以教我如何向这个 3D 对象添加着色器 material?
大多数教程就像使用标准 three.geometry,然后将几何体和着色器添加到场景中。但是,如果我想将自定义着色器 material 添加到 3D 对象,而不是标准 Three.js 几何体,我应该怎么做?
<!DOCTYPE html>
<html lang="en">
<head>
<title>OBJ loader</title>
<meta charset="utf-8">
<meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0">
<style>
body {
font-family: Monospace;
background-color: #fff;
color: #fff;
margin: 0px;
overflow: hidden;
}
</style>
</head>
<body>
<script src="http://threejs.org/build/three.min.js"></script>
<script src="http://threejs.org/examples/js/loaders/OBJLoader.js"></script>
<script src="http://threejs.org/examples/js/libs/stats.min.js"></script>
<script>
var clock = new THREE.Clock();
var delta = clock.getDelta(); // seconds.
var rotateAngle = Math.PI / 2 * delta; // pi/2 radians (90 degrees) per second
var container, stats;
var camera, scene, renderer, texture;
var mouseX = 0, mouseY = 0;
var windowHalfX = window.innerWidth / 2;
var windowHalfY = window.innerHeight / 2;
init();
animate();
//var texture = new THREE.Texture();
new THREE.OBJLoader( ).load( 'https://s3-us-west-2.amazonaws.com/s.cdpn.io/40480/head.obj', function ( object ) {
object.traverse( function ( child ) {
if ( child instanceof THREE.Mesh ) {
child.material.map = texture;
}
} );
scene.add( object );
} );
function init() {
container = document.createElement( 'div' );
document.body.appendChild( container );
camera = new THREE.PerspectiveCamera( 15, window.innerWidth / window.innerHeight, 1, 2000 );
camera.position.z = 100;
// scene
scene = new THREE.Scene();
var ambient = new THREE.AmbientLight( 0x111130 );
scene.add( ambient );
var directionalLight = new THREE.DirectionalLight( 0xffeeff );
directionalLight.position.set( 1, 1,0.5 );
scene.add( directionalLight );
renderer = new THREE.WebGLRenderer();
renderer.setSize( window.innerWidth, window.innerHeight );
container.appendChild( renderer.domElement );
document.addEventListener( 'mousemove', onDocumentMouseMove, false );
window.addEventListener( 'resize', onWindowResize, false );
}
function onWindowResize() {
windowHalfX = window.innerWidth / 2;
windowHalfY = window.innerHeight / 2;
camera.aspect = window.innerWidth / window.innerHeight;
camera.updateProjectionMatrix();
renderer.setSize( window.innerWidth, window.innerHeight );
}
function onDocumentMouseMove( event ) {
mouseX = ( event.clientX - windowHalfX ) / 2;
mouseY = ( event.clientY - windowHalfY ) / 2;
}
function animate() {
requestAnimationFrame( animate );
render();
}
function render() {
camera.position.x += ( mouseX - camera.position.x ) * .05;
camera.position.y += ( - mouseY - camera.position.y ) * .05;
camera.lookAt( scene.position );
renderer.render( scene, camera );
}
</script>
</body>
</html>
您可以使用您学到的任何方法创建您的自定义 ShaderMaterial
,然后只需替换 obj
中每个网格的 .material
属性。
const vertString = "GLSL shader code...";
const fragString = "GLSL shader code...";
// Declare the custom material we'll use
const customMaterial = new THREE.ShaderMaterial({
uniforms: {
time: { value: 1.0 },
map: { value: texture },
resolution: { value: new THREE.Vector2() }
},
vertexShader: vertString,
fragmentShader: fragString
});
// We load the OBJ
new THREE.OBJLoader( ).load( 'https://s3-us-west-2.amazonaws.com/s.cdpn.io/40480/head.obj', function ( object ) {
// Now we find each Mesh...
object.traverse( function ( child ) {
if ( child instanceof THREE.Mesh ) {
// ...and we replace the material with our custom one
child.material = customMaterial;
}
});
scene.add( object );
});
以下是 3D 对象的 ObjLoader 的工作示例。有没有人可以教我如何向这个 3D 对象添加着色器 material?
大多数教程就像使用标准 three.geometry,然后将几何体和着色器添加到场景中。但是,如果我想将自定义着色器 material 添加到 3D 对象,而不是标准 Three.js 几何体,我应该怎么做?
<!DOCTYPE html>
<html lang="en">
<head>
<title>OBJ loader</title>
<meta charset="utf-8">
<meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0">
<style>
body {
font-family: Monospace;
background-color: #fff;
color: #fff;
margin: 0px;
overflow: hidden;
}
</style>
</head>
<body>
<script src="http://threejs.org/build/three.min.js"></script>
<script src="http://threejs.org/examples/js/loaders/OBJLoader.js"></script>
<script src="http://threejs.org/examples/js/libs/stats.min.js"></script>
<script>
var clock = new THREE.Clock();
var delta = clock.getDelta(); // seconds.
var rotateAngle = Math.PI / 2 * delta; // pi/2 radians (90 degrees) per second
var container, stats;
var camera, scene, renderer, texture;
var mouseX = 0, mouseY = 0;
var windowHalfX = window.innerWidth / 2;
var windowHalfY = window.innerHeight / 2;
init();
animate();
//var texture = new THREE.Texture();
new THREE.OBJLoader( ).load( 'https://s3-us-west-2.amazonaws.com/s.cdpn.io/40480/head.obj', function ( object ) {
object.traverse( function ( child ) {
if ( child instanceof THREE.Mesh ) {
child.material.map = texture;
}
} );
scene.add( object );
} );
function init() {
container = document.createElement( 'div' );
document.body.appendChild( container );
camera = new THREE.PerspectiveCamera( 15, window.innerWidth / window.innerHeight, 1, 2000 );
camera.position.z = 100;
// scene
scene = new THREE.Scene();
var ambient = new THREE.AmbientLight( 0x111130 );
scene.add( ambient );
var directionalLight = new THREE.DirectionalLight( 0xffeeff );
directionalLight.position.set( 1, 1,0.5 );
scene.add( directionalLight );
renderer = new THREE.WebGLRenderer();
renderer.setSize( window.innerWidth, window.innerHeight );
container.appendChild( renderer.domElement );
document.addEventListener( 'mousemove', onDocumentMouseMove, false );
window.addEventListener( 'resize', onWindowResize, false );
}
function onWindowResize() {
windowHalfX = window.innerWidth / 2;
windowHalfY = window.innerHeight / 2;
camera.aspect = window.innerWidth / window.innerHeight;
camera.updateProjectionMatrix();
renderer.setSize( window.innerWidth, window.innerHeight );
}
function onDocumentMouseMove( event ) {
mouseX = ( event.clientX - windowHalfX ) / 2;
mouseY = ( event.clientY - windowHalfY ) / 2;
}
function animate() {
requestAnimationFrame( animate );
render();
}
function render() {
camera.position.x += ( mouseX - camera.position.x ) * .05;
camera.position.y += ( - mouseY - camera.position.y ) * .05;
camera.lookAt( scene.position );
renderer.render( scene, camera );
}
</script>
</body>
</html>
您可以使用您学到的任何方法创建您的自定义 ShaderMaterial
,然后只需替换 obj
中每个网格的 .material
属性。
const vertString = "GLSL shader code...";
const fragString = "GLSL shader code...";
// Declare the custom material we'll use
const customMaterial = new THREE.ShaderMaterial({
uniforms: {
time: { value: 1.0 },
map: { value: texture },
resolution: { value: new THREE.Vector2() }
},
vertexShader: vertString,
fragmentShader: fragString
});
// We load the OBJ
new THREE.OBJLoader( ).load( 'https://s3-us-west-2.amazonaws.com/s.cdpn.io/40480/head.obj', function ( object ) {
// Now we find each Mesh...
object.traverse( function ( child ) {
if ( child instanceof THREE.Mesh ) {
// ...and we replace the material with our custom one
child.material = customMaterial;
}
});
scene.add( object );
});