Bor*_*kov 3 colors vertex vertex-shader three.js reactjs
我是 Three.js 的新手,我找到了一些关于该主题的答案,但没有一个使用缓冲区几何形状。我正在 React 上制作欧洲的 3D 地形项目,我希望能够根据某些值更改水位。为了做到这一点,我的着色必须逐个顶点完成,而不是从图像中添加纹理,如果我更改顶点的值,着色将不会改变。因此,根据顶点的“高度”,我想分配不同的颜色。
这是我的 componentDidMount 函数:
const SIZE_AMPLIFIER = 15;
var container = document.getElementById("main_map");
var scene, camera, renderer, controls;
var data, plane;
//load map data from bin file
function loadTerrain(file) {
var xhr = new XMLHttpRequest();
xhr.responseType = 'arraybuffer';
xhr.open('GET', file, true);
xhr.onload = function (evt) {
if (xhr.response) {
data = new Uint16Array(xhr.response)
init()
}
};
xhr.send(null);
}
loadTerrain('stats.bin');
function init() {
// initialize camera
camera = new THREE.PerspectiveCamera(75, window.innerWidth / window.innerHeight, .1, 100000);
camera.position.set(10000, 4000, 0);
// initialize scene
scene = new THREE.Scene();
// initialize directional light (sun)
var sun = new THREE.DirectionalLight(0xFFFFFF, 1.0);
sun.position.set(300, 400, 300);
sun.distance = 1000;
scene.add(sun);
var frame = new THREE.SpotLightHelper(sun);
scene.add(frame);
// initialize renderer
renderer = new THREE.WebGLRenderer();
renderer.setClearColor(0x000000);
renderer.setPixelRatio(window.devicePixelRatio);
renderer.setSize(window.innerWidth, window.innerHeight);
container.append(renderer.domElement);
//initialize controls
controls = new OrbitControls(camera, renderer.domElement);
controls.enableDamping = true;
controls.dampingFactor = 1;
controls.rotateSpeed = .8;
controls.maxPolarAngle = Math.PI / 2 - .3;
// initialize plane
plane = new THREE.PlaneBufferGeometry(1500 * SIZE_AMPLIFIER, 1500 * SIZE_AMPLIFIER, 999 , 999);
plane.castShadow = true;
plane.receiveShadow = true;
var vertices = plane.attributes.position.array;
console.log(data)
// apply height map to vertices of plane
// assign different color depending on the value??
for (let i = 0, j = 2; i < data.length; i += 1, j += 3) {
if(data[i] == 0){
vertices[j] = 0
}else {
vertices[j] = data[i] / 65535 * 325 + 10
}
}
// Add texture image
var material = new THREE.MeshLambertMaterial({
map:THREE.ImageUtils.loadTexture('stats_color.png')
})
var mesh = new THREE.Mesh(plane, material);
mesh.rotation.x = - Math.PI / 2;
mesh.matrixAutoUpdate = false;
mesh.updateMatrix();
plane.computeFaceNormals();
plane.computeVertexNormals();
scene.add(mesh);
animate();
}
function animate() {
requestAnimationFrame(animate);
renderer.render(scene, camera);
//controls.update();
}
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此后的结果(这对我来说很满意,但不幸的是对于应用程序的目的无效):
要添加颜色,您可以创建一个 Float32Array 颜色并将其添加为名为“颜色”的属性。
geometry.setAttribute(
'color',
new THREE.BufferAttribute(new Float32Array(colors), uvNumComponents));
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然后你设置material.vertexColors为true;
const material = new THREE.MeshPhongMaterial({
vertexColors: true,
});
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geometry.setAttribute(
'color',
new THREE.BufferAttribute(new Float32Array(colors), uvNumComponents));
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const material = new THREE.MeshPhongMaterial({
vertexColors: true,
});
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