更改文本颜色



我正在使用THREE.js在GLTF对象上渲染文本。但是我不能改变文本的颜色通过传递颜色属性给MeshPhongMaterial。我读了文档,并尝试了一切,但它似乎不工作。当我使用MeshBasicMaterial时,它会变成白色,否则就是黑色。这是我的代码,

<script>
import * as THREE from './build/three.module.js';
import { OrbitControls } from './jsm/controls/OrbitControls.js';
import { GLTFLoader } from './jsm/loaders/GLTFLoader.js';
import { RGBELoader } from './jsm/loaders/RGBELoader.js';
import { Vector3 } from './three.js-master/src/math/Vector3.js'
// import ObjLoader from './Loaders/OBJLoader.js'
import { RoughnessMipmapper } from './jsm/utils/RoughnessMipmapper.js';

let camera, scene, renderer;
init();
render();
function init() {
const container = document.createElement( 'div' );
document.body.appendChild( container );
camera = new THREE.PerspectiveCamera( 15, window.innerWidth / window.innerHeight, 10, 1000);
camera.position.set( 0, 0, 0 );
camera.position.z = 500
const color2 = new THREE.Color( 0xffffff );
scene = new THREE.Scene();
scene.background = color2;
new RGBELoader()
.setDataType( THREE.UnsignedByteType )
.setPath( './' )
.load( 'royal_esplanade_1k.hdr', function ( texture ) {
const envMap = pmremGenerator.fromEquirectangular( texture ).texture;
scene.environment = envMap;
texture.dispose();
pmremGenerator.dispose();
render();
const roughnessMipmapper = new RoughnessMipmapper( renderer );
const loader = new GLTFLoader();
loader.load( 'obj3/scene.gltf', function ( gltf ) {
gltf.scene.traverse( function ( child ) {
if ( child.isMesh ) {
// TOFIX RoughnessMipmapper seems to be broken with WebGL 2.0
// roughnessMipmapper.generateMipmaps( child.material );
}
} );
scene.add( gltf.scene );
roughnessMipmapper.dispose();
render();
var loader = new THREE.FontLoader();
loader.load('https://threejs.org/examples/fonts/helvetiker_regular.typeface.json', function(font) {
var geometry = new THREE.TextGeometry('Hello three.js!', {
font: font,
size: 3,
height: 0,
curveSegments: 4,
bevelEnabled: false,
bevelThickness: 0.02,
bevelSize: 0.05,
bevelSegments: 3
});
geometry.center();
var material = new THREE.MeshBasicMaterial({
color: '#ffffff',
specular: '#dbe4eb'
});
var mesh = new THREE.Mesh(geometry, material);
mesh.position.z = 6.5;
mesh.position.y = 150;
mesh.rotateZ = 5;
mesh.name = "myText";
scene.add(mesh);
});
});
});
renderer = new THREE.WebGLRenderer( { antialias: true } );
renderer.setPixelRatio( window.devicePixelRatio );
renderer.setSize( window.innerWidth, window.innerHeight );
renderer.toneMapping = THREE.ACESFilmicToneMapping;
renderer.toneMappingExposure = 1;
renderer.outputEncoding = THREE.sRGBEncoding;
container.appendChild( renderer.domElement );
const pmremGenerator = new THREE.PMREMGenerator( renderer );
pmremGenerator.compileEquirectangularShader();
const controls = new OrbitControls( camera, renderer.domElement );
controls.addEventListener( 'change', render );
controls.minDistance = 30;
controls.maxDistance = 300;
controls.target.set( 0, 135, 0 );
controls.update();
window.addEventListener( 'resize', onWindowResize );
}
function onWindowResize() {
camera.aspect = window.innerWidth / window.innerHeight;
camera.updateProjectionMatrix();
renderer.setSize( window.innerWidth, window.innerHeight );
render();
}
//
function render() {
renderer.render( scene, camera );
}
</script>

当使用像MeshPhongMaterial这样的照明材料时,需要在场景中添加光源。或者将环境映射应用到材料上。试试下面的基本设置:

const ambientLight = new THREE.AmbientLight( 0xffffff, 0.4 );
scene.add( ambientLight );
const dirLight = new THREE.DirectionalLight( 0xffffff, 0.8 );
dirLight.position.set( 0, 1000, 0 );
scene.add( dirLight );

注意配置场景。环境只影响PBR材料。MeshPhongMaterial不属于这一类材料。但这解释了为什么你的glTF资源已经正确显示。

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