我是three.js的新手,我觉得我的场景接近完成,但是当我渲染时,我只得到空白的画布元素,我的控制台没有错误。为什么我的代码不能渲染我的纹理?我已经非常接近文档了,我只是挂了这篇文章。谢谢您的帮助。这是我的js:
`var camera,scene,renderer,texture,fog; var mesh,geometry,material,buffer; var start_time = Date.now();
init();
animate();
function init() {
var container = $('#clouds');
// Bg gradient
var canvas = document.createElement( 'canvas' );
canvas.width = 32;
canvas.height = window.innerHeight;
var context = canvas.getContext( '2d' );
var gradient = context.createLinearGradient( 0, 0, 0, canvas.height );
gradient.addColorStop(0, "#1e4877");
gradient.addColorStop(0.5, "#4584b4");
context.fillStyle = gradient;
context.fillRect(0, 0, canvas.width, canvas.height);
container.css('background', 'url(' + canvas.toDataURL('image/png') + ')');
container.css('background-size', '32px 100%');
//
camera = new THREE.PerspectiveCamera( 30, window.innerWidth / window.innerHeight, 1, 3000 );
camera.position.z = 6000;
scene = new THREE.Scene();
geometry = new THREE.Geometry();
var texture = new THREE.TextureLoader().load( '/media/cloud-element.png', animate);
THREE.LinearMipMapNearestFilter;
THREE.LinearMipMapLinearFilter;
var fog = new THREE.Fog( 0x4584b4, - 100, 3000 );
material = new THREE.ShaderMaterial( {
uniforms: {
"map": { type: "t", value: texture },
"fogColor" : { type: "c", value: fog.color },
"fogNear" : { type: "f", value: fog.near },
"fogFar" : { type: "f", value: fog.far },
},
depthWrite: false,
depthTest: false,
transparent: true,
color: 0xf2f2f2
} );
var plane = new THREE.Mesh( new THREE.PlaneGeometry( 64, 64 ) );
for ( var i = 0; i < 8000; i++ ) {
plane.position.x = Math.random() * 1000 - 500;
plane.position.y = - Math.random() * Math.random() * 200 - 15;
plane.position.z = i;
plane.rotation.z = Math.random() * Math.PI;
plane.scale.x = plane.scale.y = Math.random() * Math.random() * 1.5 + 0.5;
THREE.GeometryUtils.merge(geometry, plane);
}
mesh = new THREE.Mesh( geometry, material );
scene.add( mesh );
mesh = new THREE.Mesh( geometry, material );
mesh.position.z = - 8000;
scene.add( mesh );
renderer = new THREE.WebGLRenderer();
renderer.setSize( window.innerWidth, window.innerHeight );
container.append( renderer.domElement );
window.addEventListener( 'resize', onWindowResize, false );
}
function onWindowResize( event ) {
camera.aspect = window.innerWidth / window.innerHeight;
camera.updateProjectionMatrix();
renderer.setSize( window.innerWidth, window.innerHeight );
}
function animate() {
requestAnimationFrame( animate );
var position = ( ( Date.now() - start_time ) * 0.03 ) % 8000;
camera.position.x += (camera.position.x ) * 0.01;
camera.position.y += (camera.position.y ) * 0.01;
camera.position.z = - position + 8000;
renderer.render( scene, camera );
}
}`
答案 0 :(得分:1)
您有几个警告,您应该首先解决。 color
不是THREE.ShaderMaterial
的属性。已将THREE.GeometryUtils.merge(geometry, plane);
移至Geometry
上的API。等等。
我已将您的代码剥离为一个可在此处运行的简单代码段(因为我们无法访问您的纹理文件)。
完全失去了对我改变的收获:
{ alpha: true }
参数中添加了WebGLRenderer
。这允许渲染器画布后面的任何内容显示。new THREE.Mesh( new THREE.Plane(...) )
做了什么。创建一堆平面网格物体可能更容易,但这确实会创建一堆绘制调用。THREE.MeshBasicMaterial
有一个map
属性,可以接受THREE.Texture
(由THREE.TextureLoader
提供)。merge
使用的顶点。相反,我创建了一个临时THREE.Geometry
对象来保存您的顶点,然后我将平面的更新转换矩阵应用于它们。这&#34;烘焙&#34;转换并允许merge
接收重新定位的顶点。除此之外,它几乎是一样的。请查看并在您的代码中尝试这些技巧。如果您的纹理仍然存在问题,请发表评论,我们会重新审核它们。
var camera, scene, renderer, texture, fog;
var mesh, geometry, material, buffer;
var start_time = Date.now();
init();
animate();
function init() {
var container = $('#clouds');
camera = new THREE.PerspectiveCamera(30, window.innerWidth / window.innerHeight, 1, 3000);
camera.position.z = 6000;
scene = new THREE.Scene();
geometry = new THREE.Geometry();
material = new THREE.MeshBasicMaterial({color: 0xf2f2f2, opacity: 0.5, transparent: true});
var plane = new THREE.Mesh( new THREE.PlaneGeometry(64, 64) ),
tempGeometry = new THREE.Geometry();
for (var i = 0; i < 8000; i++) {
plane.position.x = Math.random() * 1000 - 500;
plane.position.y = -Math.random() * Math.random() * 200 - 15;
plane.position.z = i;
plane.rotation.z = Math.random() * Math.PI;
plane.scale.x = plane.scale.y = Math.random() * Math.random() * 1.5 + 0.5;
// Warning: THREE.GeometryUtils: .merge() has been moved to Geometry. Use geometry.merge( geometry2, matrix, materialIndexOffset ) instead.
//THREE.GeometryUtils.merge(geometry, plane);
plane.updateMatrix();
tempGeometry.copy(plane.geometry);
tempGeometry.applyMatrix(plane.matrix);
geometry.merge(tempGeometry);
}
mesh = new THREE.Mesh(geometry, material);
scene.add(mesh);
mesh = new THREE.Mesh(geometry, material);
mesh.position.z = -8000;
scene.add(mesh);
renderer = new THREE.WebGLRenderer({ alpha: true });
renderer.setSize(window.innerWidth, window.innerHeight);
container.append(renderer.domElement);
window.addEventListener('resize', onWindowResize, false);
}
function onWindowResize(event) {
camera.aspect = window.innerWidth / window.innerHeight;
camera.updateProjectionMatrix();
renderer.setSize(window.innerWidth, window.innerHeight);
}
function animate() {
requestAnimationFrame(animate);
var position = ((Date.now() - start_time) * 0.03) % 8000;
camera.position.x += (camera.position.x) * 0.01;
camera.position.y += (camera.position.y) * 0.01;
camera.position.z = -position + 8000;
renderer.render(scene, camera);
}
&#13;
<script src="https://ajax.googleapis.com/ajax/libs/jquery/2.1.1/jquery.min.js"></script>
<script src="http://threejs.org/build/three.js"></script>
<div id="clouds" style="background: lightBlue;"></div>
&#13;