javascript - 渲染警告:没有纹理绑定到单元 0
问题描述
我正在尝试使用 Three.js r71 重现three.js panaorama dualfisheye 示例。
我需要坚持使用 r71,因为最终我将在基于 Three.js r71 的 autodesk forge 查看器上使用此代码。
我取得了一些进展,但我在浏览器 javascript 控制台中遇到错误消息:RENDER WARNING: there is no texture bound to the unit 0
var camera, scene, renderer;
var isUserInteracting = false,
onMouseDownMouseX = 0, onMouseDownMouseY = 0,
lon = 0, onMouseDownLon = 0,
lat = 0, onMouseDownLat = 0,
phi = 0, theta = 0,
distance = 500;
init();
animate();
function init() {
var container, mesh;
container = document.getElementById('container');
camera = new THREE.PerspectiveCamera(75, window.innerWidth / window.innerHeight, 1, 2000);
scene = new THREE.Scene();
// var geometry = new THREE.SphereBufferGeometry( 500, 60, 40 ).toNonIndexed();
var geometry = new THREE.SphereGeometry(500, 60, 40);
// invert the geometry on the x-axis so that all of the faces point inward
// geometry.scale( - 1, 1, 1 );
geometry.applyMatrix(new THREE.Matrix4().makeScale(-1, 1, 1));
// Remap UVs
// var normals = geometry.attributes.normal.array;
var normals = [];
geometry.faces.forEach(element => {
normals.push(element.normal)
});
var uvs = geometry.faceVertexUvs
// var uvs = geometry.attributes.uv.array;
for (var i = 0, l = normals.length / 3; i < l; i++) {
var x = normals[i * 3 + 0];
var y = normals[i * 3 + 1];
var z = normals[i * 3 + 2];
if (i < l / 2) {
var correction = (x == 0 && z == 0) ? 1 : (Math.acos(y) / Math.sqrt(x * x + z * z)) * (2 / Math.PI);
uvs[i * 2 + 0] = x * (404 / 1920) * correction + (447 / 1920);
uvs[i * 2 + 1] = z * (404 / 1080) * correction + (582 / 1080);
} else {
var correction = (x == 0 && z == 0) ? 1 : (Math.acos(- y) / Math.sqrt(x * x + z * z)) * (2 / Math.PI);
uvs[i * 2 + 0] = - x * (404 / 1920) * correction + (1460 / 1920);
uvs[i * 2 + 1] = z * (404 / 1080) * correction + (582 / 1080);
}
}
geometry.applyMatrix(new THREE.Matrix4().makeRotationZ(-Math.PI / 2))
// geometry.rotateZ( - Math.PI / 2 );
//
// var texture = new THREE.TextureLoader().load( 'ricoh_theta_s.jpg' );
var texture = new THREE.TextureLoader('https://preview.ibb.co/hZXYmz/ricoh_theta_s.jpg');
this.texture = texture;
texture.format = THREE.RGBFormat;
var material = new THREE.MeshBasicMaterial({ map: texture });
material.map.repeat = { x: 0, y: 0 }
material.map.offset = { x: 0, y: 0 };
mesh = new THREE.Mesh(geometry, material);
scene.add(mesh);
renderer = new THREE.WebGLRenderer();
renderer.setPixelRatio(window.devicePixelRatio);
renderer.setSize(window.innerWidth, window.innerHeight);
container.appendChild(renderer.domElement);
document.addEventListener('mousedown', onDocumentMouseDown, false);
document.addEventListener('mousemove', onDocumentMouseMove, false);
document.addEventListener('mouseup', onDocumentMouseUp, false);
document.addEventListener('wheel', onDocumentMouseWheel, false);
//
window.addEventListener('resize', onWindowResize, false);
}
function onWindowResize() {
camera.aspect = window.innerWidth / window.innerHeight;
camera.updateProjectionMatrix();
renderer.setSize(window.innerWidth, window.innerHeight);
}
function onDocumentMouseDown(event) {
event.preventDefault();
isUserInteracting = true;
onPointerDownPointerX = event.clientX;
onPointerDownPointerY = event.clientY;
onPointerDownLon = lon;
onPointerDownLat = lat;
}
function onDocumentMouseMove(event) {
if (isUserInteracting === true) {
lon = (onPointerDownPointerX - event.clientX) * 0.1 + onPointerDownLon;
lat = (onPointerDownPointerY - event.clientY) * 0.1 + onPointerDownLat;
}
}
function onDocumentMouseUp(event) {
isUserInteracting = false;
}
function onDocumentMouseWheel(event) {
distance += event.deltaY * 0.05;
distance = THREE.Math.clamp(distance, 400, 1000);
}
function animate() {
// requestAnimationFrame(animate);
update();
}
function update() {
if (isUserInteracting === false) {
lon += 0.1;
}
lat = Math.max(- 85, Math.min(85, lat));
phi = THREE.Math.degToRad(90 - lat);
theta = THREE.Math.degToRad(lon - 180);
camera.position.x = distance * Math.sin(phi) * Math.cos(theta);
camera.position.y = distance * Math.cos(phi);
camera.position.z = distance * Math.sin(phi) * Math.sin(theta);
camera.lookAt(scene.position);
renderer.render(scene, camera);
}
body {
background-color: #000000;
margin: 0px;
overflow: hidden;
}
<script src="https://cdnjs.cloudflare.com/ajax/libs/three.js/71/three.js"></script>
<div id="container"></div>
感谢您的时间。
解决方案
代码有很多问题
r71 的加载代码错误。它应该是这样的
THREE.ImageUtils.crossOrigin = ''; var texture = THREE.ImageUtils.loadTexture('https://preview.ibb.co/hZXYmz/ricoh_theta_s.jpg');
IIRC 三 r71 没有使用可渲染的东西预先初始化纹理,因此您需要等待纹理加载
var texture = THREE.ImageUtils.loadTexture( 'https://preview.ibb.co/hZXYmz/ricoh_theta_s.jpg', undefined, animate); // call animate after texture has loaded
animate
并删除了顶部的调用
这将摆脱警告,但继续
代码将重复设置为 0
material.map.repeat = { x: 0, y: 0 }; material.map.offset = { x: 0, y: 0 };
将重复设置为 0 意味着您只会看到纹理的第一个像素,因为所有 UV 都将乘以 0
它的代码错误地设置了重复和偏移量。
设置重复和偏移的正确方法是使用 set
material.map.repeat.set(1, 1); material.map.offset.set(0, 0);
它以另一种方式工作,但只能靠运气。2个设置是
THREE.Vector2
对象。使用 repeat 和 offset 的代码可以随时更改以使用方法THREE.Vector2
或将 repeat 和 offset 传递给期望 a 的函数,THREE.Vector2
因此最好不要替换它们请注意,没有理由设置它们。1 1 表示重复,0 0 表示偏移量是默认值。
代码只渲染一次
requestAnimationFrame
被注释掉了。纹理是异步加载的,因此您将看不到几帧的纹理。您要么需要在渲染之前等待纹理加载,完成加载后再次渲染,要么连续渲染,以便在加载时使用它该代码正在使用跨域图像
这实际上不是一个错误,只是一个警告。WebGL 不能使用跨域图像,除非服务器本身给予许可。代码链接的那个确实授予了该权限,但我不确定您是否知道这一点,或者只是幸运。来自非您自己的服务器的大多数图像不太可能正常工作。
代码的 uv 数学是错误的
你应该为此问另一个问题。评论出来我可以看到纹理
var camera, scene, renderer;
var isUserInteracting = false,
onMouseDownMouseX = 0, onMouseDownMouseY = 0,
lon = 0, onMouseDownLon = 0,
lat = 0, onMouseDownLat = 0,
phi = 0, theta = 0,
distance = 500;
init();
function init() {
var container, mesh;
container = document.getElementById('container');
camera = new THREE.PerspectiveCamera(75, window.innerWidth / window.innerHeight, 1, 2000);
scene = new THREE.Scene();
// var geometry = new THREE.SphereBufferGeometry( 500, 60, 40 ).toNonIndexed();
var geometry = new THREE.SphereGeometry(500, 60, 40);
// invert the geometry on the x-axis so that all of the faces point inward
// geometry.scale( - 1, 1, 1 );
geometry.applyMatrix(new THREE.Matrix4().makeScale(-1, 1, 1));
// Remap UVs
// var normals = geometry.attributes.normal.array;
var normals = [];
geometry.faces.forEach(element => {
normals.push(element.normal)
});
var uvs = geometry.faceVertexUvs
// var uvs = geometry.attributes.uv.array;
for (var i = 0, l = normals.length / 3; i < l; i++) {
var x = normals[i * 3 + 0];
var y = normals[i * 3 + 1];
var z = normals[i * 3 + 2];
if (i < l / 2) {
var correction = (x == 0 && z == 0) ? 1 : (Math.acos(y) / Math.sqrt(x * x + z * z)) * (2 / Math.PI);
// uvs[i * 2 + 0] = x * (404 / 1920) * correction + (447 / 1920);
// uvs[i * 2 + 1] = z * (404 / 1080) * correction + (582 / 1080);
} else {
var correction = (x == 0 && z == 0) ? 1 : (Math.acos(- y) / Math.sqrt(x * x + z * z)) * (2 / Math.PI);
// uvs[i * 2 + 0] = - x * (404 / 1920) * correction + (1460 / 1920);
// uvs[i * 2 + 1] = z * (404 / 1080) * correction + (582 / 1080);
}
}
geometry.applyMatrix(new THREE.Matrix4().makeRotationZ(-Math.PI / 2))
// geometry.rotateZ( - Math.PI / 2 );
//
THREE.ImageUtils.crossOrigin = '';
var texture = THREE.ImageUtils.loadTexture('https://preview.ibb.co/hZXYmz/ricoh_theta_s.jpg', undefined, animate);
var material = new THREE.MeshBasicMaterial({ map: texture });
material.map.repeat.set(1, 1);
material.map.offset.set(0, 0);
mesh = new THREE.Mesh(geometry, material);
scene.add(mesh);
renderer = new THREE.WebGLRenderer();
renderer.setPixelRatio(window.devicePixelRatio);
renderer.setSize(window.innerWidth, window.innerHeight);
container.appendChild(renderer.domElement);
document.addEventListener('mousedown', onDocumentMouseDown, false);
document.addEventListener('mousemove', onDocumentMouseMove, false);
document.addEventListener('mouseup', onDocumentMouseUp, false);
document.addEventListener('wheel', onDocumentMouseWheel, false);
//
window.addEventListener('resize', onWindowResize, false);
}
function onWindowResize() {
camera.aspect = window.innerWidth / window.innerHeight;
camera.updateProjectionMatrix();
renderer.setSize(window.innerWidth, window.innerHeight);
}
function onDocumentMouseDown(event) {
event.preventDefault();
isUserInteracting = true;
onPointerDownPointerX = event.clientX;
onPointerDownPointerY = event.clientY;
onPointerDownLon = lon;
onPointerDownLat = lat;
}
function onDocumentMouseMove(event) {
if (isUserInteracting === true) {
lon = (onPointerDownPointerX - event.clientX) * 0.1 + onPointerDownLon;
lat = (onPointerDownPointerY - event.clientY) * 0.1 + onPointerDownLat;
}
}
function onDocumentMouseUp(event) {
isUserInteracting = false;
}
function onDocumentMouseWheel(event) {
distance += event.deltaY * 0.05;
distance = THREE.Math.clamp(distance, 400, 1000);
}
function animate() {
requestAnimationFrame(animate);
update();
}
function update() {
if (isUserInteracting === false) {
lon += 0.1;
}
lat = Math.max(- 85, Math.min(85, lat));
phi = THREE.Math.degToRad(90 - lat);
theta = THREE.Math.degToRad(lon - 180);
camera.position.x = distance * Math.sin(phi) * Math.cos(theta);
camera.position.y = distance * Math.cos(phi);
camera.position.z = distance * Math.sin(phi) * Math.sin(theta);
camera.lookAt(scene.position);
renderer.render(scene, camera);
}
body {
background-color: #000000;
margin: 0px;
overflow: hidden;
}
<script src="https://cdnjs.cloudflare.com/ajax/libs/three.js/71/three.js"></script>
<div id="container"></div>