需要使用Canvas渲染器three.js渲染用户在输入文件中上传的纹理

时间:2014-04-20 21:12:05

标签: three.js textures webgl

我使用three.js库加载了Blender模型,并希望允许用户通过表单中的输入字段更改某些面的纹理。我使用WebGLRenderer时没有任何问题,它在Chrome中运行正常,但当来自输入的纹理为data:image...格式时,它不适用于画布渲染器。似乎我从服务器加载完整路径图像它工作正常。有没有人知道是否有办法以这种方式加载纹理并使用canvasrenderer渲染它们?

谢谢。

我在设置相机后添加代码,点亮并检测browswer是否检测到webgl或不使用WebGLRenderer或CanvasRenderer。

首先我从搅拌机加载模型:

 var loader = new THREE.JSONLoader();
    loader.load('assets/models/mimaquina9.js', function (geometry, mat) {

        //I set the overdraw property to 1 for each material like i show here for 16    
        mat[16].overdraw = 1;          

        mesh = new THREE.Mesh(geometry, new THREE.MeshFaceMaterial(mat) );

        mesh.scale.x = 5;
        mesh.scale.y = 5;
        mesh.scale.z = 5;

        scene.add(mesh);

    }, 'assets/images');

        render();

    //To render, I try to make an animation in case WebGL is available and just render one frame in case of using the canvas renderer.
    function render() {

        if(webgl){

            if (mesh) {
                mesh.rotation.y += 0.02;
            }
            // render using requestAnimationFrame
            requestAnimationFrame(render);
            webGLRenderer.render(scene, camera);
        }
        else if(canvas){

            camera.position.x = 30;
            camera.position.y = 20;
            camera.position.z = 40;
            camera.lookAt(new THREE.Vector3(0, 10, 0));

            setTimeout(function (){

                //something you want delayed
                webGLRenderer.render(scene, camera);
            }, 1000);

        }

    }


   $('#datafile').change(function(e)
   {
       e.preventDefault();
       var f = e.target.files[0];

       if(f && window.FileReader)
       {

           var reader = new FileReader();

           reader.onload = function(evt) {
                console.log(evt);

                        mesh.material.materials[16].map = THREE.ImageUtils.loadTexture(evt.target.result);

                            if(canvas && !webgl){
//I read that might be a problem of using Lambert materials, so I tried this commented line without success
                                //mesh.material.materials[16] = new THREE.MeshBasicMaterial( { map: THREE.ImageUtils.loadTexture(evt.target.result)});
//If I uncomment the next line, it displays the texture fine when rendering after.    
                                //mesh.material.materials[16].map = THREE.ImageUtils.loadTexture("assets/images/foto.jpg");

                                render();

                            }

           }
           reader.readAsDataURL(f);


       }
   });

再次感谢。

1 个答案:

答案 0 :(得分:1)

evt.target.resultDataURL,因此您应该将其分配给image.src。这样的事情应该有效:

var image = document.createElement( 'img' );
image.src = evt.target.result;

mesh.material.materials[16].map = new THREE.Texture( image );