案例查看地址:http://www.wjceo.com/blog/threejs/2018-05-10/162.html
简介
Three.js可以直接将canvas
画布上的图像作为纹理绘制到模型上面。下面我们说一下如何实现
案例实现
- 首先,我们创建了一个
canvas
对象,并使用js在上面循环绘制图像。在上面绘制了一个火在燃烧的动画。
<canvas id="surface"></canvas>
- 然后我们获取到
canvas
的dom对象,通过dom对象实例化一个texture
对象:
//获取到canvas对象
var canvas = $("#surface")[0];
//通过canvas对象实例化纹理
var texture = new THREE.Texture(canvas);
material = new THREE.MeshBasicMaterial( { map: texture } );
- 然后通过这个材质创建模型放到场景当中,即可完成了使用
canvas
。 - 最后,如果
canvas
的内容变动了,如何更新材质呢?可以直接设置texture
更新即可:
material.map.needsUpdate = true;
案例代码
<!DOCTYPE html>
<html lang="en">
<head>
<meta charset="UTF-8">
<title>Threejs使用canvas更新纹理</title>
<style type="text/css">
html, body {
margin: 0;
height: 100%;
}
canvas {
display: block;
}
#surface{
position: fixed;
left:0;
bottom:0;
}
</style>
</head>
<body onload="draw();">
<canvas id="surface"></canvas>
</body>
<script src="https://cdn.bootcss.com/three.js/91/three.min.js"></script>
<script src="https://cdn.bootcss.com/jquery/3.3.1/jquery.min.js"></script>
<script src="/lib/js/controls/OrbitControls.js"></script>
<script src="https://cdn.bootcss.com/stats.js/r17/Stats.min.js"></script>
<script src="https://cdn.bootcss.com/dat-gui/0.7.1/dat.gui.min.js"></script>
<script src="/lib/js/Detector.js"></script>
<script>
var renderer, camera, scene, gui, light, stats, controls;
//引入一个canvas动画
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();
});
}
function initRender() {
renderer = new THREE.WebGLRenderer({antialias: true});
renderer.setPixelRatio(window.devicePixelRatio);
renderer.setSize(window.innerWidth, window.innerHeight);
renderer.setClearColor(0xeeeeee);
renderer.shadowMap.enabled = true;
//告诉渲染器需要阴影效果
document.body.appendChild(renderer.domElement);
}
function initCamera() {
camera = new THREE.PerspectiveCamera(45, window.innerWidth / window.innerHeight, 0.1, 1000);
camera.position.set(0, 0, 15 );
}
function initScene() {
//给场景添加天空盒子纹理
var cubeTextureLoader = new THREE.CubeTextureLoader();
cubeTextureLoader.setPath( '/lib/textures/cube/space/' );
//六张图片分别是朝前的(posz)、朝后的(negz)、朝上的(posy)、朝下的(negy)、朝右的(posx)和朝左的(negx)。
var cubeTexture = cubeTextureLoader.load( [
'right.jpg', 'left.jpg',
'top.jpg', 'bottom.jpg',
'front.jpg', 'back.jpg'
] );
scene = new THREE.Scene();
scene.background = cubeTexture;
}
//初始化dat.GUI简化试验流程
function initGui() {
//声明一个保存需求修改的相关数据的对象
gui = {
};
var datGui = new dat.GUI();
//将设置属性添加到gui当中,gui.add(对象,属性,最小值,最大值)
}
function initLight() {
scene.add(new THREE.AmbientLight(0x444444));
light = new THREE.DirectionalLight(0xffffff);
light.position.set(0, 20, 20 );
light.castShadow = true;
light.shadow.camera.top = 10;
light.shadow.camera.bottom = -10;
light.shadow.camera.left = -10;
light.shadow.camera.right = 10;
//告诉平行光需要开启阴影投射
light.castShadow = true;
scene.add(light);
}
function initModel() {
//辅助工具
var helper = new THREE.AxesHelper(50);
scene.add(helper);
//添加立方体
var geometry = new THREE.BoxBufferGeometry( 5, 5, 5 );
//获取到canvas对象
var canvas = $("#surface")[0];
//通过canvas对象实例化纹理
var texture = new THREE.Texture(canvas);
material = new THREE.MeshBasicMaterial( { map: texture } );
scene.add(new THREE.Mesh(geometry, material));
}
//初始化性能插件
function initStats() {
stats = new Stats();
document.body.appendChild(stats.dom);
}
function initControls() {
controls = new THREE.OrbitControls(camera, renderer.domElement);
//设置控制器的中心点
//controls.target.set( 0, 5, 0 );
// 如果使用animate方法时,将此函数删除
//controls.addEventListener( 'change', render );
// 使动画循环使用时阻尼或自转 意思是否有惯性
controls.enableDamping = true;
//动态阻尼系数 就是鼠标拖拽旋转灵敏度
//controls.dampingFactor = 0.25;
//是否可以缩放
controls.enableZoom = true;
//是否自动旋转
controls.autoRotate = false;
controls.autoRotateSpeed = 0.5;
//设置相机距离原点的最远距离
controls.minDistance = 1;
//设置相机距离原点的最远距离
controls.maxDistance = 2000;
//是否开启右键拖拽
controls.enablePan = true;
}
function render() {
material.map.needsUpdate = true;
}
//窗口变动触发的函数
function onWindowResize() {
camera.aspect = window.innerWidth / window.innerHeight;
camera.updateProjectionMatrix();
renderer.setSize(window.innerWidth, window.innerHeight);
}
function animate() {
//更新控制器
render();
//更新性能插件
stats.update();
controls.update();
renderer.render(scene, camera);
requestAnimationFrame(animate);
}
function draw() {
//兼容性判断
if (!Detector.webgl) Detector.addGetWebGLMessage();
initCanvas();
initGui();
initRender();
initScene();
initCamera();
initLight();
initModel();
initControls();
initStats();
animate();
window.onresize = onWindowResize;
}
</script>
</html>