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javascript - 在 Three.js 中从 Base64 加载纹理

转载 作者:塔克拉玛干 更新时间:2023-11-02 21:13:48 35 4
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我目前正在从 URL 加载纹理,但由于我的后端代码正在生成行星,我需要使用 Base64 显示它们。

(我在玩程序生成,所以我不想保存图像然后通过 URL 加载它)

这是代码;

<!DOCTYPE html><html class=''>
<head>
<style>body {
background: black;
text-align: center;
}
</style></head><body>
<script id="vertexShader" type="x-shader/x-vertex">
uniform vec3 viewVector;
uniform float c;
uniform float p;
varying float intensity;

void main({
vec3 vNormal = normalize( normalMatrix * normal );
vec3 vNormel = normalize( normalMatrix * viewVector );
intensity = pow( c - dot(vNormal, vNormel), p );

gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
}
</script>

<script id="fragmentShader" type="x-shader/x-fragment">
uniform vec3 glowColor;
varying float intensity;

void main() {
vec3 glow = glowColor * intensity;
gl_FragColor = vec4( glow, 1.0 );
}
</script>
<script src='http://cdnjs.cloudflare.com/ajax/libs/three.js/r63/three.min.js'></script><script src='https://s3-us-west-2.amazonaws.com/s.cdpn.io/123941/orbitcontrols.js'></script>
<script>var container, controls, camera, renderer, scene, light,
rotationSpeed = 0.02,
clock = new THREE.Clock(),
WIDTH = window.innerWidth - 30,
HEIGHT = window.innerHeight - 30;

//cam vars
var angle = 45,
aspect = WIDTH / HEIGHT,
near = 0.1,
far = 10000;

//mesh vars
var earthMesh, Atmos, AtmosMat;

container = document.createElement('div');
document.body.appendChild(container);

//cam
camera = new THREE.PerspectiveCamera(angle, aspect, near, far);
camera.position.set(1380, -17, 394);

//scene
scene = new THREE.Scene();
camera.lookAt(scene.position);


//light
light = new THREE.SpotLight(0xFFFFFF, 1, 0, Math.PI / 2, 1);
light.position.set(4000, 4000, 1500);
light.target.position.set (1000, 3800, 1000);
light.castShadow = true;
//light.shadowCameraNear = 1;
//light.shadowCameraFar = 10000;
//light.shadowCameraFov = 50;

scene.add(light);

//EARTH
var earthGeo = new THREE.SphereGeometry (200, 400, 400),
earthMat = new THREE.MeshPhongMaterial();
earthMesh = new THREE.Mesh(earthGeo, earthMat);

earthMesh.position.set(-100, 0, 0);
earthMesh.rotation.y=5;
scene.add(earthMesh);

//diffuse
earthMat.map = THREE.ImageUtils.loadTexture('https://s3-us-west-2.amazonaws.com/s.cdpn.io/123941/earthmap.jpg');
//bump
earthMat.bumpMap = THREE.ImageUtils.loadTexture('https://s3-us-west-2.amazonaws.com/s.cdpn.io/123941/bump-map.jpg');
earthMat.bumpScale = 8;
//specular
earthMat.specularMap = THREE.ImageUtils.loadTexture('https://s3-us-west-2.amazonaws.com/s.cdpn.io/123941/earthspec1k.jpg');
earthMat.specular = new THREE.Color('#2e2e2e');

earthMesh.castShadow = true;
earthMesh.receiveShadow = true;

//Atmosphere
AtmosMat = new THREE.ShaderMaterial({
uniforms:{
"c": { type: "f", value: 0.3 },
"p": { type: "f", value: 5.2},
glowColor: { type: "c", value: new THREE.Color(0x00dbdb)},
viewVector: { type: "v3", value: camera.position}
},
vertexShader: document.getElementById('vertexShader').textContent,
fragmentShader: document.getElementById('fragmentShader').textContent,
side: THREE.BackSide,
blending: THREE.AdditiveBlending,
transparent: true
});

Atmos = new THREE.Mesh(earthGeo, AtmosMat);
Atmos.position = earthMesh.position;
Atmos.scale.multiplyScalar(1.2);
scene.add(Atmos);

//STARS
var starGeo = new THREE.SphereGeometry (3000, 10, 100),
starMat = new THREE.MeshBasicMaterial();
starMat.map = THREE.ImageUtils.loadTexture('https://s3-us-west-2.amazonaws.com/s.cdpn.io/123941/star-field.png');
starMat.side = THREE.BackSide;

var starMesh = new THREE.Mesh(starGeo, starMat);

scene.add(starMesh);


//renderer
renderer = new THREE.WebGLRenderer({antialiasing : true});
renderer.setSize(WIDTH, HEIGHT);

container.appendChild(renderer.domElement);


//controls
controls = new THREE.OrbitControls( camera, renderer.domElement);
controls.addEventListener( 'change', render );


function animate(){

requestAnimationFrame(animate);
controls.update();
render();
}

function render(){
var delta = clock.getDelta();

earthMesh.rotation.y += rotationSpeed * delta;
renderer.clear();
renderer.render(scene, camera);
}

animate();
//# sourceURL=pen.js
</script>
</body></html>

我试过了;

image = document.createElement( 'img' );
document.body.appendChild( image );

earthMat.map = new THREE.Texture( image );

image.addEventListener( 'load', function ( event ) { texture.needsUpdate = true; } );
image.src = 'data:image/png;base64,<?php echo $image_data_base64 ?>';

但它似乎没有正常工作。

非常感谢任何帮助,谢谢。

最佳答案

事实证明我不得不这样做;

earthMat.map = THREE.ImageUtils.loadTexture( image.src );

代替;

earthMat.map = new THREE.Texture( image );  

新的事件监听器;

image.addEventListener( 'load', function ( event ) { 
earthMat.map = THREE.ImageUtils.loadTexture( image.src );
earthMat.needsUpdate = true;
});

关于javascript - 在 Three.js 中从 Base64 加载纹理,我们在Stack Overflow上找到一个类似的问题: https://stackoverflow.com/questions/37755406/

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