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700字范文 > three.js加载和使用纹理-加载DDS PVR TGA格式的纹理(vue中使用three.js73)

three.js加载和使用纹理-加载DDS PVR TGA格式的纹理(vue中使用three.js73)

时间:2023-02-02 08:02:43

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three.js加载和使用纹理-加载DDS PVR TGA格式的纹理(vue中使用three.js73)

加载DDS、PVR、TGA格式的纹理

1.demo效果2. 实现要点2.1 加载DDS格式纹理2.2 加载PVR格式纹理2.3 加载TGA格式纹理3. demo代码

1.demo效果

以上三个动图分别是加载DDS、PVR、TGA格式的纹理的效果图

2. 实现要点

与上一片文章基本相同,不同的地方只是使用不同的纹理加载器,加载的纹理图片不同

2.1 加载DDS格式纹理

createMesh(geom) {const publicPath = process.env.BASE_URL //获取环境变量URLconst loader = new DDSLoader() //创建纹理加载器const texture = loader.load(`${publicPath}textures/seafloor.dds`) //加载纹理const mat = new THREE.MeshPhongMaterial() // 加载的纹理作为纹理贴图创建材质mat.map = textureconst mesh = new THREE.Mesh(geom, mat) //创建网格对象return mesh}

2.2 加载PVR格式纹理

createMesh(geom) {const publicPath = process.env.BASE_URL //获取环境变量URLconst loader = new PVRLoader() //创建纹理加载器const texture = loader.load(`${publicPath}textures/tex_base.pvr`) //加载纹理const mat = new THREE.MeshPhongMaterial() // 加载的纹理作为纹理贴图创建材质mat.map = textureconst mesh = new THREE.Mesh(geom, mat) //创建网格对象return mesh}

2.3 加载TGA格式纹理

createMesh(geom) {const publicPath = process.env.BASE_URL //获取环境变量URLconst loader = new TGALoader() //创建纹理加载器const texture = loader.load(`${publicPath}textures/crate_color8.tga`) //加载纹理const mat = new THREE.MeshPhongMaterial() // 加载的纹理作为纹理贴图创建材质mat.map = textureconst mesh = new THREE.Mesh(geom, mat) //创建网格对象return mesh}

3. demo代码

三个示例的代码基本雷同,不同于使用不同的加载器和加载不同的纹理,上一步中有说明,这里只贴出加载DDS格式纹理的代码

<template><div id="container" /></template><script>import * as THREE from 'three'import {OrbitControls } from 'three/examples/jsm/controls/OrbitControls.js'import {DDSLoader } from 'three/examples/jsm/loaders/DDSLoader.js'export default {data() {return {ratationSpeed: 0.01,polyhedron: null,sphere: null,cube: null,camera: null,scene: null,renderer: null,controls: null}},mounted() {this.init()},methods: {formatTooltip(val) {return val},// 初始化init() {this.createScene() // 创建场景this.createModels() // 创建模型this.createLight() // 创建光源this.createCamera() // 创建相机this.createRender() // 创建渲染器this.createControls() // 创建控件对象this.render() // 渲染},// 创建场景createScene() {this.scene = new THREE.Scene()},// 创建模型createModels() {this.polyhedron = this.createMesh(new THREE.IcosahedronGeometry(5, 0))this.polyhedron.position.x = 12this.scene.add(this.polyhedron)this.sphere = this.createMesh(new THREE.SphereGeometry(5, 20, 20))this.scene.add(this.sphere)this.cube = this.createMesh(new THREE.BoxGeometry(5, 5, 5))this.cube.position.x = -12this.scene.add(this.cube)},createMesh(geom) {const publicPath = process.env.BASE_URL //获取环境变量URLconst loader = new DDSLoader() //创建纹理加载器const texture = loader.load(`${publicPath}textures/seafloor.dds`) //加载纹理const mat = new THREE.MeshPhongMaterial() // 加载的纹理作为纹理贴图创建材质mat.map = textureconst mesh = new THREE.Mesh(geom, mat) //创建网格对象return mesh},// 创建光源createLight() {// 环境光const ambientLight = new THREE.AmbientLight(0x141414, 0.1) // 创建环境光this.scene.add(ambientLight) // 将环境光添加到场景const light = new THREE.DirectionalLight() // 创建平行光light.position.set(0, 30, 20)this.scene.add(light)},// 创建相机createCamera() {const element = document.getElementById('container')const width = element.clientWidth // 窗口宽度const height = element.clientHeight // 窗口高度const k = width / height // 窗口宽高比// PerspectiveCamera( fov, aspect, near, far )this.camera = new THREE.PerspectiveCamera(35, k, 0.1, 1000)this.camera.position.set(0, 12, 28) // 设置相机位置this.camera.lookAt(new THREE.Vector3(0, 0, 0)) // 设置相机方向this.scene.add(this.camera)},// 创建渲染器createRender() {const element = document.getElementById('container')this.renderer = new THREE.WebGLRenderer({antialias: true, alpha: true })this.renderer.setSize(element.clientWidth, element.clientHeight) // 设置渲染区域尺寸// this.renderer.shadowMap.enabled = true // 显示阴影// this.renderer.shadowMap.type = THREE.PCFSoftShadowMapthis.renderer.setClearColor(0xeeeeee, 1) // 设置背景颜色element.appendChild(this.renderer.domElement)},// 更新属性updateFun() {this.polyhedron.rotation.y = this.ratationSpeed += 0.01this.polyhedron.rotation.x = this.ratationSpeedthis.cube.rotation.y = this.ratationSpeedthis.cube.rotation.x = this.ratationSpeedthis.sphere.rotation.y = this.ratationSpeedthis.sphere.rotation.x = this.ratationSpeed},render() {this.updateFun()this.renderer.render(this.scene, this.camera)requestAnimationFrame(this.render)},// 创建控件对象createControls() {this.controls = new OrbitControls(this.camera, this.renderer.domElement)}}}</script><style>#container {position: absolute;width: 100%;height: 100%;}.controls-box {position: absolute;right: 5px;top: 5px;width: 300px;padding: 10px;background-color: #fff;border: 1px solid #c3c3c3;}.vertice-span {line-height: 38px;padding: 0 2px 0 10px;}</style>

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