three.js为正方体6个面加载不同纹理(and天空图的制作)

实现功能

1.加载天空图。
2.OrbitControls视角控制器。
3.正方体6个面加载不同纹理。

实现效果

一个天空图中有着6个面加载了不同纹理的正方体
完整代码请看最底下,接下来进行分段功能介绍

功能代码解释

1.加载天空图
第一步:创建天空图纹理。先将全景图的6个面文件路径加载到一个数组,然后调用loadTextureCube(不是loadTexture)方法加载纹理组合。

    function createCubeMap() {

        var path = "../assets/textures/cubemap/parliament/";
        var format = '.jpg';
        var urls = [
            path + 'posx' + format, path + 'negx' + format,
            path + 'posy' + format, path + 'negy' + format,
            path + 'posz' + format, path + 'negz' + format
        ];//加载6张图

        var textureCube = THREE.ImageUtils.loadTextureCube(urls);//加载纹理
        return textureCube;//函数返回此纹理
    }

第二步:创建天空背景图。

       var textureCube = createCubeMap();//调用函数创建纹理
        scene.background = textureCube ;//将场景的背景设置为天空图纹理
        textureCube.format = THREE.RGBFormat;

        var shader = THREE.ShaderLib["cube"];//自定义着色器
        shader.uniforms["tCube"].value = textureCube;

        var material = new THREE.ShaderMaterial({

            fragmentShader: shader.fragmentShader,
            vertexShader: shader.vertexShader,
            uniforms: shader.uniforms,
            depthWrite: false,
            side: THREE.DoubleSide   //要能看到天空盒内部

        });

        //创建天空盒网格
        var skybox = new THREE.Mesh(new THREE.BoxGeometry(10000, 10000, 10000), material); 

2.OrbitControls视角控制器。
这个设置比较简单,只要几步就能完成。
首先加载js代码包;

    <script src="../libs/OrbitControls.js"></script>

然后然后将相机添加到OrbitControls视角控制器;

orbit = new THREE.OrbitControls(camera);

最后再渲染循环时更新视角控制器的视角控制。

orbit.update();

3.正方体6个面加载不同纹理。
先解释以下下面展示代码的原理,一开始我也不理解,后来我打开开发者模式我 们查看网格的属性可以看到,其实每一个网格的gemotry属性中的faces属性中的12个面中,每一个面都有一个材质索引(materialIndex),该索引可以将我们所加载的6个纹理分别赋值给单个索引。我们分别查看每一个面的材质索引(materialIndex)可以发现一个索引对应两个面,所以6个纹理正好赋值给了正方体6个面的每一个面。
在这里插入图片描述
具体操作代码中有注释进行解释。

    //调用setMech方法创建一个长宽高各为6的正方体
    var cube = setMesh(new THREE.BoxGeometry(6, 6, 6));
    //此方法可以加载6种不同纹理赋值给材质并且根据传入集合体创建网格。
    function setMesh(cubeG) {
        //加载6种纹理
        var texture1 = THREE.ImageUtils.loadTexture("../assets/textures/general/bathroom.jpg");
        var texture2 = THREE.ImageUtils.loadTexture("../assets/textures/general/weave.jpg");
        var texture3 = THREE.ImageUtils.loadTexture("../assets/textures/general/plaster.jpg");
        var texture4 = THREE.ImageUtils.loadTexture("../assets/textures/general/stone.jpg");
        var texture5 = THREE.ImageUtils.loadTexture("../assets/textures/general/brick-wall.jpg");
        var texture6 = THREE.ImageUtils.loadTexture("../assets/textures/general/metal-rust.jpg");
        //创建纹理数组
        var mats = [];
        mats.push(new THREE.MeshBasicMaterial({map: texture1}));
        mats.push(new THREE.MeshBasicMaterial({map: texture2}));
        mats.push(new THREE.MeshBasicMaterial({map: texture3}));
        mats.push(new THREE.MeshBasicMaterial({map: texture4}));
        mats.push(new THREE.MeshBasicMaterial({map: texture5}));
        mats.push(new THREE.MeshBasicMaterial({map: texture6}));
        //MeshFaceMaterial这种材质能接收纹理组合
        var cubeM = new THREE.MeshFaceMaterial(mats);
        return  cube = new THREE.Mesh(cubeG, cubeM);
    }

**4.**另外还设置了gui进行控制,本文就不加以介绍,有新手不懂的可以跟我留言交流。

完整代码如下

<!DOCTYPE html>
<html lang="en">
<head>
    <meta charset="UTF-8">
    <title>TextureTest</title>
    <script src="../libs/three.js"></script>
    <script src="../libs/dat.gui.js"></script>
    <script src="../libs/OrbitControls.js"></script>

    <style>
        body {
            margin: 0;
            overflow: hidden;
        }
    </style>
</head>
<body>
<div id="WebGL-output"></div>
<script>

    function init() {

        var scene = new THREE.Scene();

        var camera = new THREE.PerspectiveCamera(45, window.innerWidth / window.innerHeight, 0.1, 10000);
        orbit = new THREE.OrbitControls(camera);

        camera.position.x = 0;
        camera.position.y = -10;
        camera.position.z = -100;
        camera.lookAt(scene.position);

        var renderer = new THREE.WebGLRenderer();
        renderer.setSize(window.innerWidth, window.innerHeight);

        var textureCube = createCubeMap();
        scene.background = textureCube ;
        textureCube.format = THREE.RGBFormat;

        var shader = THREE.ShaderLib["cube"];
        shader.uniforms["tCube"].value = textureCube;

        var material = new THREE.ShaderMaterial({

            fragmentShader: shader.fragmentShader,
            vertexShader: shader.vertexShader,
            uniforms: shader.uniforms,
            depthWrite: false,
            side: THREE.DoubleSide

        });

        var skybox = new THREE.Mesh(new THREE.BoxGeometry(10000, 10000, 10000), material);
        scene.add(skybox);

        var cube = setMesh(new THREE.BoxGeometry(6, 6, 6));
        scene.add(cube);

        document.getElementById("WebGL-output").appendChild(renderer.domElement);


        var controls = new function () {

            this.positionX = 0;
            this.positionY = 0;
            this.positionZ = 0;

            this.rotationSpeed = 0.01;
            this.rotation = true ;

            this.visible = true;

        };

        var gui = new dat.GUI();

        guiPosition = gui.addFolder('position');
        guiPosition.add(controls, 'positionX', -10, 10).onChange(function (value) {
            cube.position.x = controls.positionX;
        });
        guiPosition.add(controls, 'positionY', -10, 10).onChange(function (value) {
            cube.position.y = controls.positionY;
        });
        guiPosition.add(controls, 'positionZ', -10, 10).onChange(function (value) {
            cube.position.z = controls.positionZ;
        });

        gui.add(controls,'rotation');
        gui.add(controls,'rotationSpeed',0.001,0.5);
        gui.add(controls, 'visible');

        document.getElementById("WebGL-output").appendChild(renderer.domElement);

        render();
        function render() {
            orbit.update();

            cube.visible = controls.visible;

           if (controls.rotation){
               cube.rotation.x += controls.rotationSpeed;
               cube.rotation.y += controls.rotationSpeed;
               cube.rotation.z += controls.rotationSpeed;
           }
            requestAnimationFrame(render);
            renderer.render(scene, camera);
        }
    }

    function setMesh(cubeG) {
        var texture1 = THREE.ImageUtils.loadTexture("../assets/textures/general/bathroom.jpg");
        var texture2 = THREE.ImageUtils.loadTexture("../assets/textures/general/weave.jpg");
        var texture3 = THREE.ImageUtils.loadTexture("../assets/textures/general/plaster.jpg");
        var texture4 = THREE.ImageUtils.loadTexture("../assets/textures/general/stone.jpg");
        var texture5 = THREE.ImageUtils.loadTexture("../assets/textures/general/brick-wall.jpg");
        var texture6 = THREE.ImageUtils.loadTexture("../assets/textures/general/metal-rust.jpg");
        var mats = [];
        mats.push(new THREE.MeshBasicMaterial({map: texture1}));
        mats.push(new THREE.MeshBasicMaterial({map: texture2}));
        mats.push(new THREE.MeshBasicMaterial({map: texture3}));
        mats.push(new THREE.MeshBasicMaterial({map: texture4}));
        mats.push(new THREE.MeshBasicMaterial({map: texture5}));
        mats.push(new THREE.MeshBasicMaterial({map: texture6}));
        var cubeM = new THREE.MeshFaceMaterial(mats);
        return  cube = new THREE.Mesh(cubeG, cubeM);
    }

    function createCubeMap() {

        var path = "../assets/textures/cubemap/parliament/";
        var format = '.jpg';
        var urls = [
            path + 'posx' + format, path + 'negx' + format,
            path + 'posy' + format, path + 'negy' + format,
            path + 'posz' + format, path + 'negz' + format
        ];

        var textureCube = THREE.ImageUtils.loadTextureCube(urls);
        return textureCube;
    }

    window.onload = init;

</script>
</body>
</html>

欢迎大家留言一起交流互相学习呀!

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