[英]How to set up image background in three.js?
我正在尝试在Three.js中为带有Globe的场景设置图像背景,但是不幸的是,当我这样做时,场景的主要对象也变成了黑色(与背景颜色相同)。
我用的方法:
renderer = new THREE.WebGLRenderer({ antialias: false, alpha:true });
这使默认背景透明。 然后在CSS部分中添加了图片背景。
我的整个场景脚本如下所示:
var container, stats;
var camera, scene, renderer;
var group;
var mouseX = 0, mouseY = 0;
var windowHalfX = window.innerWidth / 2;
var windowHalfY = window.innerHeight / 2;
init();
animate();
function init() {
container = document.getElementById( 'container' );
camera = new THREE.PerspectiveCamera( 60, window.innerWidth / window.innerHeight, 1, 2000 );
//closer
camera.position.z = 500;
scene = new THREE.Scene();
group = new THREE.Group();
scene.add( group );
// earth
var loader = new THREE.TextureLoader();
loader.load( 'textures/mapnew1.jpg', function ( texture ) {
var geometry = new THREE.SphereGeometry( 180, 32, 32 );
var material = new THREE.MeshBasicMaterial( { map: texture, overdraw: 0.5 } );
var mesh = new THREE.Mesh( geometry, material );
group.add( mesh );
} );
// shadow
var canvas = document.createElement( 'canvas' );
canvas.width = 128;
canvas.height = 128;
var context = canvas.getContext( '2d' );
var gradient = context.createRadialGradient(
canvas.width / 2,
canvas.height / 2,
0,
canvas.width / 2,
canvas.height / 2,
canvas.width / 2
);
gradient.addColorStop( 0.1, '#000000' );
gradient.addColorStop( 1, '#000000' );
context.fillStyle = gradient;
context.fillRect( 0, 0, canvas.width, canvas.height );
var texture = new THREE.CanvasTexture( canvas );
var geometry = new THREE.PlaneBufferGeometry( 300, 300, 3, 3 );
var material = new THREE.MeshBasicMaterial( { map: texture, overdraw: 0.5 } );
var mesh = new THREE.Mesh( geometry, material );
mesh.position.y = - 200;
mesh.rotation.x = - Math.PI / 2;
group.add( mesh );
renderer = new THREE.CanvasRenderer();
renderer.setPixelRatio( window.devicePixelRatio );
renderer = new THREE.WebGLRenderer({ antialias: false, alpha:true });
renderer.setSize( window.innerWidth, window.innerHeight );
renderer.setClearColor(0x000000, 0);
container.appendChild( renderer.domElement );
stats = new Stats();
container.appendChild( stats.dom );
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 );
mouseY = ( event.clientY - windowHalfY );
}
//
function animate() {
requestAnimationFrame( animate );
render();
stats.update();
}
function render() {
camera.position.x += ( mouseX - camera.position.x ) * 0.08;
camera.position.y += ( - mouseY - camera.position.y ) * 0.08;
camera.lookAt( scene.position );
group.rotation.y -= 0.003;
renderer.render( scene, camera );
}
</script>
这是我的CSS:
body {
color: #ffffff;
font-family:'Futura';
font-size:20px;
text-align: center;
background-image: url(textures/starfield.png);
background-color: black;
margin: 0px;
overflow: hidden;
}
您有任何解决办法,如何使地球可见?
非常感谢你!
一段时间以来,有:
var texture = new THREE.TextureLoader().load( "textures/bg.jpg" );
scene.background = texture;
我正在使用three.js v 0.87
关于背景图像,您正在为WebGLRenderer
设置alpha
值,这是正确的。 您没有发布CSS,但是请确保将背景图片设置在container
,而不是画布上。
另外,注释掉这一行:
renderer.setClearColor(0x000000, 0);
您不需要设置清晰的颜色,因为您要透明而不是颜色。 那应该解决背景图像问题。
对于全黑模型,您需要在场景中有灯光。 尝试将其添加到您的init
方法中:
var light = new THREE.PointLight(0xffffff, 1, Infinity);
camera.add(light);
这将在相机的位置添加一个光源(并在相机移动时跟随它)。
编辑以添加代码段:
var container, stats; var camera, scene, renderer; var group; var mouseX = 0, mouseY = 0; var windowHalfX = window.innerWidth / 2; var windowHalfY = window.innerHeight / 2; init(); animate(); function init() { container = document.getElementById('container'); camera = new THREE.PerspectiveCamera(60, window.innerWidth / window.innerHeight, 1, 2000); //closer camera.position.z = 500; var light = new THREE.PointLight(0xffffff, 1, Infinity); camera.add(light); scene = new THREE.Scene(); group = new THREE.Group(); scene.add(group); // earth var loader = new THREE.TextureLoader(); loader.crossOrigin = ''; loader.load('https://upload.wikimedia.org/wikipedia/commons/thumb/8/83/Equirectangular_projection_SW.jpg/640px-Equirectangular_projection_SW.jpg', function(texture) { var geometry = new THREE.SphereGeometry(180, 32, 32); var material = new THREE.MeshBasicMaterial({ map: texture, overdraw: 0.5 }); var mesh = new THREE.Mesh(geometry, material); group.add(mesh); }); // shadow var canvas = document.createElement('canvas'); canvas.width = 128; canvas.height = 128; var context = canvas.getContext('2d'); var gradient = context.createRadialGradient( canvas.width / 2, canvas.height / 2, 0, canvas.width / 2, canvas.height / 2, canvas.width / 2 ); gradient.addColorStop(0.1, '#000000'); gradient.addColorStop(1, '#000000'); context.fillStyle = gradient; context.fillRect(0, 0, canvas.width, canvas.height); var texture = new THREE.CanvasTexture(canvas); var geometry = new THREE.PlaneBufferGeometry(300, 300, 3, 3); var material = new THREE.MeshBasicMaterial({ map: texture, overdraw: 0.5 }); var mesh = new THREE.Mesh(geometry, material); mesh.position.y = -200; mesh.rotation.x = -Math.PI / 2; group.add(mesh); renderer = new THREE.WebGLRenderer({ antialias: false, alpha: true }); renderer.setPixelRatio(window.devicePixelRatio); renderer.setSize(window.innerWidth, window.innerHeight); //renderer.setClearColor(0x000000, 0); container.appendChild(renderer.domElement); stats = new Stats(); container.appendChild(stats.dom); 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); mouseY = (event.clientY - windowHalfY); } // function animate() { requestAnimationFrame(animate); render(); stats.update(); } function render() { camera.position.x += (mouseX - camera.position.x) * 0.08; camera.position.y += (-mouseY - camera.position.y) * 0.08; camera.lookAt(scene.position); group.rotation.y -= 0.003; renderer.render(scene, camera); }
body { color: #ffffff; font-family: 'Futura'; font-size: 20px; text-align: center; background-image: url(https://upload.wikimedia.org/wikipedia/commons/6/62/Starsinthesky.jpg); background-color: black; margin: 0px; overflow: hidden; }
<script src="https://threejs.org/build/three.js"></script> <script src="https://threejs.org/examples/js/renderers/Projector.js"></script> <script src="https://threejs.org/examples/js/libs/stats.min.js"></script> <div id="container"></div>
three.js r86
有两种方法可以做到这一点
1)使用TextureLoader
加载图像并将其设置为背景。 这将导致看起来可能不太现实的静态背景。
var texture = new THREE.TextureLoader().load(
"https://images.pexels.com/photos/110854/pexels-photo-110854.jpeg?auto=compress&cs=tinysrgb&dpr=2&h=650&w=940"
);
scene.background = texture;
2)使用skybox
加载顶部,左侧,右侧底部,正面和背面的图像。 然后将它们设置在立方体或球体几何中
var urls = [
"https://images.pexels.com/photos/110854/pexels-photo-110854.jpeg",
"https://images.pexels.com/photos/110854/pexels-photo-110854.jpeg",
"https://images.pexels.com/photos/110854/pexels-photo-110854.jpeg",
"https://images.pexels.com/photos/110854/pexels-photo-110854.jpeg",
"https://images.pexels.com/photos/110854/pexels-photo-110854.jpeg",
"https://images.pexels.com/photos/110854/pexels-photo-110854.jpeg"
];
var materialArray = [];
for (var i = 0; i < 6; i++)
materialArray.push(
new THREE.MeshBasicMaterial({
map: new THREE.TextureLoader().load(urls[i]),
side: THREE.BackSide
})
);
var skyGeometry = new THREE.SphereGeometry(400, 32, 32);
var skyMaterial = new THREE.MeshFaceMaterial(materialArray);
var skybox = new THREE.Mesh(skyGeometry, skyMaterial);
scene.add(skybox);
这将在背面提供一个具有图像纹理的球体。 只需将THREE.SphereGeometry
替换为THREE.CubeGeometry
,就可以模拟envMap。
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