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three.js - 如何将自定义着色器 Material 添加到 Three.js 中的 obj 3D 对象

转载 作者:行者123 更新时间:2023-12-02 01:50:40 25 4
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以下是使用 ObjLoader 处理 3D 对象的工作示例。有谁可以教我如何向这个 3D 对象添加着色器 Material 吗?

大多数教程都类似于使用标准的 Three.geometry,然后将几何体和着色器添加到场景中。但是,如果我想将自定义着色器 Material 添加到 3D 对象,而不是标准 Three.js 几何体,我应该怎么做?

<!DOCTYPE html>
<html lang="en">
<head>
<title>OBJ loader</title>
<meta charset="utf-8">
<meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0">
<style>
body {
font-family: Monospace;
background-color: #fff;
color: #fff;
margin: 0px;
overflow: hidden;
}

</style>
</head>

<body>


<script src="http://threejs.org/build/three.min.js"></script>
<script src="http://threejs.org/examples/js/loaders/OBJLoader.js"></script>

<script src="http://threejs.org/examples/js/libs/stats.min.js"></script>

<script>
var clock = new THREE.Clock();
var delta = clock.getDelta(); // seconds.
var rotateAngle = Math.PI / 2 * delta; // pi/2 radians (90 degrees) per second
var container, stats;

var camera, scene, renderer, texture;

var mouseX = 0, mouseY = 0;

var windowHalfX = window.innerWidth / 2;
var windowHalfY = window.innerHeight / 2;

init();
animate();
//var texture = new THREE.Texture();
new THREE.OBJLoader( ).load( 'https://s3-us-west-2.amazonaws.com/s.cdpn.io/40480/head.obj', function ( object ) {

object.traverse( function ( child ) {

if ( child instanceof THREE.Mesh ) {

child.material.map = texture;

}

} );



scene.add( object );

} );

function init() {

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

camera = new THREE.PerspectiveCamera( 15, window.innerWidth / window.innerHeight, 1, 2000 );
camera.position.z = 100;

// scene

scene = new THREE.Scene();

var ambient = new THREE.AmbientLight( 0x111130 );
scene.add( ambient );

var directionalLight = new THREE.DirectionalLight( 0xffeeff );
directionalLight.position.set( 1, 1,0.5 );
scene.add( directionalLight );




renderer = new THREE.WebGLRenderer();
renderer.setSize( window.innerWidth, window.innerHeight );
container.appendChild( renderer.domElement );

document.addEventListener( 'mousemove', onDocumentMouseMove, false );

window.addEventListener( 'resize', onWindowResize, false );

}

function onWindowResize() {
windowHalfX = window.innerWidth / 2;
windowHalfY = window.innerHeight / 2;

camera.aspect = window.innerWidth / window.innerHeight;
camera.updateProjectionMatrix();

renderer.setSize( window.innerWidth, window.innerHeight );
}

function onDocumentMouseMove( event ) {
mouseX = ( event.clientX - windowHalfX ) / 2;
mouseY = ( event.clientY - windowHalfY ) / 2;
}

function animate() {
requestAnimationFrame( animate );
render();
}

function render() {


camera.position.x += ( mouseX - camera.position.x ) * .05;
camera.position.y += ( - mouseY - camera.position.y ) * .05;

camera.lookAt( scene.position );

renderer.render( scene, camera );
}
</script>
</body>
</html>

最佳答案

您可以创建自定义 ShaderMaterial无论您学到什么方法,然后只需替换 .material obj 中每个网格的属性.

const vertString = "GLSL shader code...";
const fragString = "GLSL shader code...";

// Declare the custom material we'll use
const customMaterial = new THREE.ShaderMaterial({
uniforms: {
time: { value: 1.0 },
map: { value: texture },
resolution: { value: new THREE.Vector2() }
},
vertexShader: vertString,
fragmentShader: fragString
});

// We load the OBJ
new THREE.OBJLoader( ).load( 'https://s3-us-west-2.amazonaws.com/s.cdpn.io/40480/head.obj', function ( object ) {

// Now we find each Mesh...
object.traverse( function ( child ) {
if ( child instanceof THREE.Mesh ) {

// ...and we replace the material with our custom one
child.material = customMaterial;

}
});

scene.add( object );
});

关于three.js - 如何将自定义着色器 Material 添加到 Three.js 中的 obj 3D 对象,我们在Stack Overflow上找到一个类似的问题: https://stackoverflow.com/questions/70387803/

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