javascript - three.js 中的置换贴图

标签 javascript three.js webgl bump-mapping

我目前使用黑白图像作为模型的凹凸贴图。该模型是一个 .obj 文件,带有用于 UV 映射的关联 .mtl 文件。这是我使用的代码:

            // Load material file
            var mtlLoader = new THREE.MTLLoader();
            mtlLoader.setPath('/models/');
            mtlLoader.load('model.mtl', function (materials) {
                materials.preload();

                // Load obj file
                var objLoader = new THREE.OBJLoader();
                objLoader.setMaterials(materials);
                objLoader.setPath('/models/');
                objLoader.load('model.obj', function (group) {

                    var geometry = group.children[0].geometry;  
                    model = new THREE.Mesh(geometry, otherModel.material.clone());
                    scene.add(model);

                    render();
                    callback();
                });
            });

稍后我会在需要时添加凹凸贴图:

            model.material.bumpMap = new THREE.Texture(canvas);
            model.material.bumpScale = 0.8;
            model.material.bumpMap.format = THREE.RGBFormat;
            model.material.bumpMap.wrapS = mapRingModel.material.bumpMap.wrapT = THREE.RepeatWrapping;
            model.material.bumpMap.minFilter = THREE.LinearFilter;

            model.material.bumpMap.needsUpdate = true;
            model.material.needsUpdate = true;

这按预期工作,但现在我想将我的纹理用作置换贴图而不是凹凸贴图,所以我将代码更改为:

            model.material.displacementMap = new THREE.Texture(canvas);
            model.material.displacementScale = 0.8;
            model.material.displacementMap.format = THREE.RGBFormat;
            model.material.displacementMap.wrapS = model.material.displacementMap.wrapT = THREE.RepeatWrapping;
            model.material.displacementMap.minFilter = THREE.LinearFilter;

            model.material.displacementMap.needsUpdate = true;
            model.material.needsUpdate = true;

应用相同的纹理时,根本不应用位移。是否需要更改我的 UV 贴图或纹理以用作凹凸贴图但带有位移?

最佳答案

我没有发现您的代码有任何问题。你确定它不起作用吗?
尝试增大 displacementScale 的值。
虽然 bumpScale 是从 0 - 1。DisplacementScale 可以是任何东西......嗯......场景比例。
下面是两者一起使用 Canvas 作为纹理的示例(在框中绘制以查看),单击“运行代码片段”

var camera, scene, renderer, mesh, material, stats;
var drawStartPos = {x:0, y:0};

init();
setupCanvasDrawing();
animate();

function init() {
    // Renderer.
    renderer = new THREE.WebGLRenderer();
    //renderer.setPixelRatio(window.devicePixelRatio);
    renderer.setSize(window.innerWidth, window.innerHeight);
    // Add renderer to page
    document.getElementById('threejs-container').appendChild(renderer.domElement);

    // Create camera.
    camera = new THREE.PerspectiveCamera(70, window.innerWidth / window.innerHeight, 1, 1000);
    camera.position.z = 400;

    // Create scene.
    scene = new THREE.Scene();

    // Create material
    material = new THREE.MeshPhongMaterial();

    // Create cube and add to scene.
    var geometry = new THREE.BoxGeometry(200, 200, 200, 50, 50, 50);
    mesh = new THREE.Mesh(geometry, material);
    scene.add(mesh);

    // Create ambient light and add to scene.
    var light = new THREE.AmbientLight(0x404040); // soft white light
    scene.add(light);

    // Create directional light and add to scene.
    var directionalLight = new THREE.DirectionalLight(0xffffff);
    directionalLight.position.set(1, 1, 1).normalize();
    scene.add(directionalLight);

    // Add listener for window resize.
    window.addEventListener('resize', onWindowResize, false);

    // Add stats to page.
    stats = new Stats();
    document.body.appendChild( stats.dom );
}

function setupCanvasDrawing() {
		// get canvas and context
		var drawingCanvas = document.getElementById('drawing-canvas');
    var drawingCanvas2 = document.getElementById('drawing-canvas-2');
    var drawingContext = drawingCanvas.getContext('2d');
    var drawingContext2 = drawingCanvas2.getContext('2d');
    
    // draw white background
    drawingContext.fillStyle = "#FFFFFF";
    drawingContext.fillRect(0,0,128,128);
    drawingContext2.fillStyle = "#000000";
    drawingContext2.fillRect(0,0,128,128);
    
    // set canvas as bumpmap
    material.bumpMap = new THREE.Texture(drawingCanvas);
    material.displacementMap = new THREE.Texture(drawingCanvas2);
    material.displacementScale = 30;
    
    // set the variable to keep track of when to draw
    var paint = false;
    var paint2 = false;
    
    // add canvas event listeners
    drawingCanvas.addEventListener('mousedown', function(e){
      paint = true
      drawStartPos = {x:e.offsetX, y:e.offsetY};
    });
    drawingCanvas.addEventListener('mousemove', function(e){
    	if(paint){
      	draw(drawingContext, 0, e.offsetX, e.offsetY);
      }
    });
    drawingCanvas.addEventListener('mouseup', function(e){
      paint = false;
    });
    drawingCanvas.addEventListener('mouseleave', function(e){
      paint = false;
    });
    
    drawingCanvas2.addEventListener('mousedown', function(e){
      paint2 = true
      drawStartPos = {x:e.offsetX, y:e.offsetY};
    });
    drawingCanvas2.addEventListener('mousemove', function(e){
    	if(paint2){
      	draw(drawingContext2, 1, e.offsetX, e.offsetY);
      }
    });
    drawingCanvas2.addEventListener('mouseup', function(e){
      paint2 = false;
    });
    drawingCanvas2.addEventListener('mouseleave', function(e){
      paint2 = false;
    });
}

// Draw function
function draw(drawContext, type,  x, y) {
  drawContext.moveTo(drawStartPos.x, drawStartPos.y);
  if(type){
  	// is displacement
    drawContext.strokeStyle = '#ffffff';
  }else{
  	// is bump
    drawContext.strokeStyle = '#000000';
  }
	drawContext.lineTo(x,y);
	drawContext.stroke();
  drawStartPos = {x:x, y:y};
  material.bumpMap.needsUpdate = true;
  material.displacementMap.needsUpdate = true;
}

function animate() {
    requestAnimationFrame(animate);
    mesh.rotation.x += 0.005;
    mesh.rotation.y += 0.01;
    renderer.render(scene, camera);
    stats.update();
}

function onWindowResize() {
    camera.aspect = window.innerWidth / window.innerHeight;
    camera.updateProjectionMatrix();
    renderer.setSize(window.innerWidth, window.innerHeight);
}
body {
    padding: 0;
    margin: 0;
}

#drawing-canvas {
  position: absolute;
  background-color: #000;
  top: 0px;
  right: 0px;
  z-index: 3;
}
#drawing-canvas-2 {
  position: absolute;
  background-color: #000;
  top: 128px;
  right: 0px;
  z-index: 3;
  border: solid 1px #ffffff;
}

#threejs-container {
  position: absolute;
  left: 0px;
  top: 0px;
  width: 100%;
  height: 100%;
  z-index: 1;
}
<script src="https://rawgit.com/mrdoob/three.js/r83/build/three.min.js"></script>
<script src="https://cdn.rawgit.com/mrdoob/stats.js/r17/build/stats.min.js"></script>
<canvas id="drawing-canvas" height="128" width="128"></canvas>
<canvas id="drawing-canvas-2" height="128" width="128"></canvas>
<div id="threejs-container"></div>

关于javascript - three.js 中的置换贴图,我们在Stack Overflow上找到一个类似的问题: https://stackoverflow.com/questions/42771639/

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