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threejs-textures

Three.js textures - texture types, UV mapping, environment maps, texture settings. Use when working with images, UV coordinates, cubemaps, HDR environments, or texture optimization.

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查看安装方法

包含的文件(2)

  • SKILL.md9.1 KB
  • references/textures-reference.md4.6 KB

SKILL.md(原文)

安装前可以查看交给 AI 代理的指令内容。

Three.js Textures

Quick Start

import * as THREE from "three";

// Load texture
const loader = new THREE.TextureLoader();
const texture = loader.load("texture.jpg");

// Apply to material
const material = new THREE.MeshStandardMaterial({
  map: texture,
});

Texture Loading

Basic Loading

const loader = new THREE.TextureLoader();

// Async with callbacks
loader.load(
  "texture.jpg",
  (texture) => console.log("Loaded"),
  (progress) => console.log("Progress"),
  (error) => console.error("Error"),
);

// Synchronous style (loads async internally)
const texture = loader.load("texture.jpg");
material.map = texture;

Promise Wrapper

function loadTexture(url) {
  return new Promise((resolve, reject) => {
    new THREE.TextureLoader().load(url, resolve, undefined, reject);
  });
}

// Usage
const [colorMap, normalMap, roughnessMap] = await Promise.all([
  loadTexture("color.jpg"),
  loadTexture("normal.jpg"),
  loadTexture("roughness.jpg"),
]);

Texture Configuration

Color Space

Critical for accurate color reproduction.

// Color/albedo textures - use sRGB
colorTexture.colorSpace = THREE.SRGBColorSpace;

// Data textures (normal, roughness, metalness, AO) - leave as default
// Do NOT set colorSpace for data textures (NoColorSpace is default)

Wrapping Modes

texture.wrapS = THREE.RepeatWrapping; // Horizontal
texture.wrapT = THREE.RepeatWrapping; // Vertical

// Options:
// THREE.ClampToEdgeWrapping - Stretches edge pixels (default)
// THREE.RepeatWrapping - Tiles the texture
// THREE.MirroredRepeatWrapping - Tiles with mirror flip

Repeat, Offset, Rotation

// Tile texture 4x4
texture.repeat.set(4, 4);
texture.wrapS = THREE.RepeatWrapping;
texture.wrapT = THREE.RepeatWrapping;

// Offset (0-1 range)
texture.offset.set(0.5, 0.5);

// Rotation (radians, around center)
texture.rotation = Math.PI / 4;
texture.center.set(0.5, 0.5); // Rotation pivot

Filtering

// Minification (texture larger than screen pixels)
texture.minFilter = THREE.LinearMipmapLinearFilter; // Default, smooth
texture.minFilter = THREE.NearestFilter; // Pixelated
texture.minFilter = THREE.LinearFilter; // Smooth, no mipmaps

// Magnification (texture smaller than screen pixels)
texture.magFilter = THREE.LinearFilter; // Smooth (default)
texture.magFilter = THREE.NearestFilter; // Pixelated (retro games)

// Anisotropic filtering (sharper at angles)
texture.anisotropy = renderer.capabilities.getMaxAnisotropy();

Generate Mipmaps

// Usually true by default
texture.generateMipmaps = true;

// Disable for non-power-of-2 textures or data textures
texture.generateMipmaps = false;
texture.minFilter = THREE.LinearFilter;

Texture Types

Regular Texture

const texture = new THREE.Texture(image);
texture.needsUpdate = true;

Data Texture

Create texture from raw data.

// Create gradient texture
const size = 256;
const data = new Uint8Array(size * size * 4);

for (let i = 0; i < size; i++) {
  for (let j = 0; j < size; j++) {
    const index = (i * size + j) * 4;
    data[index] = i; // R
    data[index + 1] = j; // G
    data[index + 2] = 128; // B
    data[index + 3] = 255; // A
  }
}

const texture = new THREE.DataTexture(data, size, size);
texture.needsUpdate = true;

Canvas Texture

const canvas = document.createElement("canvas");
canvas.width = 256;
canvas.height = 256;
const ctx = canvas.getContext("2d");

// Draw on canvas
ctx.fillStyle = "red";
ctx.fillRect(0, 0, 256, 256);
ctx.fillStyle = "white";
ctx.font = "48px Arial";
ctx.fillText("Hello", 50, 150);

const texture = new THREE.CanvasTexture(canvas);

// Update when canvas changes
texture.needsUpdate = true;

Video Texture

const video = document.createElement("video");
video.src = "video.mp4";
video.loop = true;
video.muted = true;
video.play();

const texture = new THREE.VideoTexture(video);
texture.colorSpace = THREE.SRGBColorSpace;

// No need to set needsUpdate - auto-updates

Compressed Textures

import { KTX2Loader } from "three/examples/jsm/loaders/KTX2Loader.js";

const ktx2Loader = new KTX2Loader();
ktx2Loader.setTranscoderPath("path/to/basis/");
ktx2Loader.detectSupport(renderer);

ktx2Loader.load("texture.ktx2", (texture) => {
  material.map = texture;
});

Cube Textures

For environment maps and skyboxes.

CubeTextureLoader

const loader = new THREE.CubeTextureLoader();
const cubeTexture = loader.load([
  "px.jpg",
  "nx.jpg", // +X, -X
  "py.jpg",
  "ny.jpg", // +Y, -Y
  "pz.jpg",
  "nz.jpg", // +Z, -Z
]);

// As background
scene.background = cubeTexture;

// As environment map
scene.environment = cubeTexture;
material.envMap = cubeTexture;

Equirectangular to Cubemap

import { RGBELoader } from "three/examples/jsm/loaders/RGBELoader.js";

const pmremGenerator = new THREE.PMREMGenerator(renderer);
pmremGenerator.compileEquirectangularShader();

new RGBELoader().load("environment.hdr", (texture) => {
  const envMap = pmremGenerator.fromEquirectangular(texture).texture;
  scene.environment = envMap;
  scene.background = envMap;

  texture.dispose();
  pmremGenerator.dispose();
});

HDR Textures

RGBELoader

import { RGBELoader } from "three/examples/jsm/loaders/RGBELoader.js";

const loader = new RGBELoader();
loader.load("environment.hdr", (texture) => {
  texture.mapping = THREE.EquirectangularReflectionMapping;
  scene.environment = texture;
  scene.background = texture;
});

EXRLoader

import { EXRLoader } from "three/examples/jsm/loaders/EXRLoader.js";

const loader = new EXRLoader();
loader.load("environment.exr", (texture) => {
  texture.mapping = THREE.EquirectangularReflectionMapping;
  scene.environment = texture;
});

Background Options

scene.background = texture;
scene.backgroundBlurriness = 0.5; // 0-1, blur background
scene.backgroundIntensity = 1.0; // Brightness
scene.backgroundRotation.y = Math.PI; // Rotate background

Render Targets

Render to texture for effects.

// Create render target
const renderTarget = new THREE.WebGLRenderTarget(512, 512, {
  minFilter: THREE.LinearFilter,
  magFilter: THREE.LinearFilter,
  format: THREE.RGBAFormat,
});

// Render scene to target
renderer.setRenderTarget(renderTarget);
renderer.render(scene, camera);
renderer.setRenderTarget(null); // Back to screen

// Use as texture
material.map = renderTarget.texture;

Depth Texture

const renderTarget = new THREE.WebGLRenderTarget(512, 512);
renderTarget.depthTexture = new THREE.DepthTexture(
  512,
  512,
  THREE.UnsignedShortType,
);

// Access depth
const depthTexture = renderTarget.depthTexture;

Multi-Sample Render Target

const renderTarget = new THREE.WebGLRenderTarget(512, 512, {
  samples: 4, // MSAA
});

CubeCamera

Dynamic environment maps for reflections.

const cubeRenderTarget = new THREE.WebGLCubeRenderTarget(256, {
  generateMipmaps: true,
  minFilter: THREE.LinearMipmapLinearFilter,
});

const cubeCamera = new THREE.CubeCamera(0.1, 1000, cubeRenderTarget);
scene.add(cubeCamera);

// Apply to reflective material
reflectiveMaterial.envMap = cubeRenderTarget.texture;

// Update in animation loop (expensive!)
function animate() {
  // Hide reflective object, update env map, show again
  reflectiveObject.visible = false;
  cubeCamera.position.copy(reflectiveObject.position);
  cubeCamera.update(renderer, scene);
  reflectiveObject.visible = true;
}

UV Mapping

Accessing UVs

const uvs = geometry.attributes.uv;

// Read UV
const u = uvs.getX(vertexIndex);
const v = uvs.getY(vertexIndex);

// Modify UV
uvs.setXY(vertexIndex, newU, newV);
uvs.needsUpdate = true;

Second UV Channel (for AO maps)

// Required for aoMap
geometry.setAttribute("uv2", geometry.attributes.uv);

// Or create custom second UV
const uv2 = new Float32Array(vertexCount * 2);
// ... fill uv2 data
geometry.setAttribute("uv2", new THREE.BufferAttribute(uv2, 2));

UV Transform in Shader

const material = new THREE.ShaderMaterial({
  uniforms: {
    map: { value: texture },
    uvOffset: { value: new THREE.Vector2(0, 0) },
    uvScale: { value: new THREE.Vector2(1, 1) },
  },
  vertexShader: `
    varying vec2 vUv;
    uniform vec2 uvOffset;
    uniform vec2 uvScale;

    void main() {
      vUv = uv * uvScale + uvOffset;
      gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);
    }
  `,
  fragmentShader: `
    varying vec2 vUv;
    uniform sampler2D map;

    void main() {
      gl_FragColor = texture2D(map, vUv);
    }
  `,
});

Further reference

See references/textures-reference.md for texture atlas, material texture maps (PBR, normal), procedural textures, texture memory management, performance tips, and see also.

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