无法将图像映射到点 material 缓冲区几何 Three.JS

Trouble mapping image to a point material buffer geometry Three.JS

我一直在使用 three.js 创建一个项目,该项目创建一个点 material 对象,然后可以与之交互。我正在尝试将图像的像素映射到缓冲区几何体的顶点,以便将图像显示为一组点(类似点云)。有问题的图像是地球地图(缩小到 106 x 53 像素)

我通过在 canvas 上绘制图像、提取图像数据、设置图像数据的颜色(基于像素坐标)然后设置几何体的颜色属性(在这种情况下是一个球体缓冲区几何体)。我的问题是映射哪里出错了?

这是提取颜色并将它们放置在几何数组中的代码:

    let colors = [];
    let color = new THREE.Color();
    let positionAttribute = g.attributes.position; //g being geometry

    for (let x = 0; x < img.width; x++) {
      for (let y = 0; y < img.height; y++) {
        let c = earthCanvas.getContext("2d");
        let p = c.getImageData(x, y, 1, 1).data;
        let hex = "#" + ("000000" + rgbToHex(p[0], p[1], p[2])).slice(-6);
        
        color.set(hex);
        console.log("set");

        colors.push(color.r, color.g, color.b);
      }
    }
    g.setAttribute("color", new THREE.Float32BufferAttribute(colors, 3));

导致这种情况的发生:

有什么方法可以使它看起来像地球一样吗?我只是把像素的坐标放错了吗?

几何本身的代码如下所示:

g = new THREE.SphereBufferGeometry(3,104,52);
    count = g.attributes.position.count;
    console.log(count);
    g.center();

    
    let pointShape = new THREE.TextureLoader().load("./models/particle.png");
   
    m = new THREE.PointsMaterial({
      size: pointSize,
      map: pointShape,
      vertexColors: true,
      //blending: THREE.AdditiveBlending,
      depthTest: false,
      opacity: 1
    });

html 和 canvas 的 JS 如下所示:

function drawImageSource(source, canvas) {
  img = new Image();

  img.addEventListener("load", function () {
    // The image can be drawn from any source
    canvas
      .getContext("2d")
      .drawImage(
        img,
        0,
        0,
        img.width,
        img.height,
        0,
        0,
        canvas.width,
        canvas.height
      );
  });
  img.crossOrigin = "Anonymous";
  img.setAttribute("src", source);
}
<div id="canvasDiv">
      <canvas id="earthCanvas", width="106", height="53" hidden />
  </body>

任何帮助将不胜感激,谢谢!

代码沙箱项目的link在这里: https://codesandbox.io/s/small-hill-mvhgc?file=/src/index.js:5956-6389 (我为混乱的代码道歉它是一个原型)

我会采用不同的方法:修改现有 PointsMaterial,使用 .onBeforeCompile(),并以统一的方式传递纹理。

body{
  overflow:hidden;
  margin:0;
}
<script type="module">
import * as THREE from "https://cdn.skypack.dev/three@0.136.0";
import {OrbitControls} from "https://cdn.skypack.dev/three@0.136.0/examples/jsm/controls/OrbitControls";

let scene = new THREE.Scene();
let camera = new THREE.PerspectiveCamera(60, innerWidth / innerHeight, 1, 1000);
camera.position.set(0, 0, 10);
let renderer = new THREE.WebGLRenderer();
renderer.setSize(innerWidth, innerHeight);
document.body.appendChild(renderer.domElement);

let controls = new OrbitControls(camera, renderer.domElement);

let g = new THREE.SphereGeometry(4, 360, 180);
let m = new THREE.PointsMaterial({
  size: 0.05,
  onBeforeCompile: shader => {
    shader.uniforms.tex = {value: new THREE.TextureLoader().load("https://threejs.org/examples/textures/uv_grid_opengl.jpg")};
    shader.vertexShader = `
      varying vec2 vUv;
      ${shader.vertexShader}
    `.replace(
      `#include <begin_vertex>`,
      `#include <begin_vertex>
        vUv = uv;
      `
    );
    //console.log(shader.vertexShader);
    shader.fragmentShader = `
      uniform sampler2D tex;
      varying vec2 vUv;
      ${shader.fragmentShader}
    `.replace(
      `vec4 diffuseColor = vec4( diffuse, opacity );`,
      `
      vec3 col = texture2D(tex, vUv).rgb;
      col *= diffuse;
      vec4 diffuseColor = vec4( col, opacity );`
    );
    //console.log(shader.fragmentShader);
  }
});
let p = new THREE.Points(g, m);
scene.add(p);

renderer.setAnimationLoop(() => {
  renderer.render(scene, camera);
});
</script>