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  1. <!DOCTYPE html>
  2. <html lang="zh">
  3. <head>
  4. <meta charset="utf-8">
  5. <title>背景与天空盒</title>
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  9. <meta name="twitter:title" content="Three.js – Backgrounds and Skyboxes">
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  27. <body>
  28. <div class="container">
  29. <div class="lesson-title">
  30. <h1>背景与天空盒</h1>
  31. </div>
  32. <div class="lesson">
  33. <div class="lesson-main">
  34. <p>这里大部分的文章都使用纯色作为背景。</p>
  35. <p>添加静态背景就像添加CSS一样简单,参考来自这篇<a href="responsive.html">THREE.js响应式编程</a>中的一个例子,我们只需要改变两个地方。
  36. </p>
  37. <p>我们需要在Canvas上添加一些CSS,以将其背景设置为图像。</p>
  38. <pre class="prettyprint showlinemods notranslate lang-html" translate="no">&lt;style&gt;
  39. body {
  40. margin: 0;
  41. }
  42. #c {
  43. width: 100%;
  44. height: 100%;
  45. display: block;
  46. + background: url(resources/images/daikanyama.jpg) no-repeat center center;
  47. + background-size: cover;
  48. }
  49. &lt;/style&gt;</pre>
  50. <p>然后我们需要告诉 <a href="/docs/#api/en/renderers/WebGLRenderer"><code class="notranslate"
  51. translate="no">WebGLRenderer</code></a> 去使用 <code class="notranslate"
  52. translate="no">alpha</code>,这样我们不绘制的地方都是透明的。
  53. </p>
  54. <pre class="prettyprint showlinemods notranslate lang-js" translate="no">function main() {
  55. const canvas = document.querySelector('#c');
  56. - const renderer = new THREE.WebGLRenderer({antialias: true, canvas});
  57. + const renderer = new THREE.WebGLRenderer({
  58. + antialias: true,
  59. + canvas,
  60. + alpha: true,
  61. + });</pre>
  62. <p>然后背景就有了。</p>
  63. <p></p>
  64. <div translate="no" class="threejs_example_container notranslate">
  65. <div><iframe class="threejs_example notranslate" translate="no" style=" "
  66. src="/manual/examples/resources/editor.html?url=/manual/examples/background-css.html"></iframe></div>
  67. <a class="threejs_center" href="/manual/examples/background-css.html" target="_blank">点击在新窗口打开</a>
  68. </div>
  69. <p></p>
  70. <p>如果我们想让背景被 <a href="post-processing.html">后处理效果</a>影响,我们需要用THREE.js绘制背景。</p>
  71. <p>THREE.js 让这变得非常简单。我们可以将场景的背景设置为一种纹理。</p>
  72. <pre class="prettyprint showlinemods notranslate lang-js" translate="no">const loader = new THREE.TextureLoader();
  73. const bgTexture = loader.load('resources/images/daikanyama.jpg');
  74. scene.background = bgTexture;</pre>
  75. <p>效果如下</p>
  76. <p></p>
  77. <div translate="no" class="threejs_example_container notranslate">
  78. <div><iframe class="threejs_example notranslate" translate="no" style=" "
  79. src="/manual/examples/resources/editor.html?url=/manual/examples/background-scene-background.html"></iframe>
  80. </div>
  81. <a class="threejs_center" href="/manual/examples/background-scene-background.html"
  82. target="_blank">点击在新窗口打开</a>
  83. </div>
  84. <p></p>
  85. <p>这产生了一个背景图,但它被拉伸以适应屏幕。</p>
  86. <p>我们可以解决这个问题,通过设置纹理属性 <code class="notranslate" translate="no">repeat</code> 和 <code class="notranslate"
  87. translate="no">offset</code> 来显示图像的一部分。</p>
  88. <pre class="prettyprint showlinemods notranslate lang-js" translate="no">function render(time) {
  89. ...
  90. + // 设置背景贴图的repeat和offset属性
  91. + // 来保证图片的比例是正确的
  92. + // 注意图片有可能还没加载完成
  93. + const canvasAspect = canvas.clientWidth / canvas.clientHeight;
  94. + const imageAspect = bgTexture.image ? bgTexture.image.width / bgTexture.image.height : 1;
  95. + const aspect = imageAspect / canvasAspect;
  96. +
  97. + bgTexture.offset.x = aspect &gt; 1 ? (1 - 1 / aspect) / 2 : 0;
  98. + bgTexture.repeat.x = aspect &gt; 1 ? 1 / aspect : 1;
  99. +
  100. + bgTexture.offset.y = aspect &gt; 1 ? 0 : (1 - aspect) / 2;
  101. + bgTexture.repeat.y = aspect &gt; 1 ? 1 : aspect;
  102. ...
  103. renderer.render(scene, camera);
  104. requestAnimationFrame(render);
  105. }</pre>
  106. <p>现在由 THREE.js 绘制背景。这个上面CSS的版本没有明显的区别,不过如果我们应用<a href="post-processing.html">后处理效果</a>,背景也会被影响。</p>
  107. <p></p>
  108. <div translate="no" class="threejs_example_container notranslate">
  109. <div><iframe class="threejs_example notranslate" translate="no" style=" "
  110. src="/manual/examples/resources/editor.html?url=/manual/examples/background-scene-background-fixed-aspect.html"></iframe>
  111. </div>
  112. <a class="threejs_center" href="/manual/examples/background-scene-background-fixed-aspect.html"
  113. target="_blank">点击在新窗口打开</a>
  114. <p></p>
  115. <p>当然,静态背景通常不是我们在 3D 场景中想要的,相对的我们需要某种<em>天空盒</em>效果。就如字面意思,天空盒就是绘制了一片天空在盒子上。我们把相机放在盒子里,看起来里面有天空背景。</p>
  116. <p>
  117. 实现天空盒最常见的方法是制作一个立方体,应用纹理,绘制在它的内部。在立方体的每一面绘制一个纹理(使用纹理坐标),看起来像地平线的一些图像。通常使用带有纹理的天空球体或天空穹顶。你也许自己能想象得出来。只用一个立方体或球体,
  118. <a href="textures.html">应用纹理</a>, 标记它是 <code class="notranslate" translate="no">THREE.BackSide</code>
  119. ,这样我们渲染内部面而不是外部面,然后也把它直接放到场景里。或者使用两个场景,一个特殊的场景用于绘制天空盒/球体/圆顶,另一个画正常的一切。你可以用你正常的 <a
  120. href="/docs/#api/en/cameras/PerspectiveCamera"><code class="notranslate"
  121. translate="no">PerspectiveCamera</code></a> 去绘制,不需要<a
  122. href="/docs/#api/en/cameras/OrthographicCamera"><code class="notranslate"
  123. translate="no">OrthographicCamera</code></a>。
  124. </p>
  125. <p>另一个方法是使用<em>立方体贴图(Cubemap)</em>. 立方体贴图是一种特殊的纹理,它有6个立方体面,它不使用标准的纹理坐标,使用从中心指向外部的方向来决定绘制的颜色。</p>
  126. <p>这是来自加利福利亚,山景城的计算机历史博物馆的6张立方体图像。</p>
  127. <div class="threejs_center">
  128. <img src="../examples/resources/images/cubemaps/computer-history-museum/pos-x.jpg" style="width: 200px"
  129. class="border">
  130. <img src="../examples/resources/images/cubemaps/computer-history-museum/neg-x.jpg" style="width: 200px"
  131. class="border">
  132. <img src="../examples/resources/images/cubemaps/computer-history-museum/pos-y.jpg" style="width: 200px"
  133. class="border">
  134. </div>
  135. <div class="threejs_center">
  136. <img src="../examples/resources/images/cubemaps/computer-history-museum/neg-y.jpg" style="width: 200px"
  137. class="border">
  138. <img src="../examples/resources/images/cubemaps/computer-history-museum/pos-z.jpg" style="width: 200px"
  139. class="border">
  140. <img src="../examples/resources/images/cubemaps/computer-history-museum/neg-z.jpg" style="width: 200px"
  141. class="border">
  142. </div>
  143. <p>为了使用它们,我们使用<a href="/docs/#api/en/loaders/CubeTextureLoader"><code class="notranslate"
  144. translate="no">CubeTextureLoader</code></a> 加载它们,然后将其用作场景的背景。</p>
  145. <pre class="prettyprint showlinemods notranslate lang-js" translate="no">{
  146. const loader = new THREE.CubeTextureLoader();
  147. const texture = loader.load([
  148. 'resources/images/cubemaps/computer-history-museum/pos-x.jpg',
  149. 'resources/images/cubemaps/computer-history-museum/neg-x.jpg',
  150. 'resources/images/cubemaps/computer-history-museum/pos-y.jpg',
  151. 'resources/images/cubemaps/computer-history-museum/neg-y.jpg',
  152. 'resources/images/cubemaps/computer-history-museum/pos-z.jpg',
  153. 'resources/images/cubemaps/computer-history-museum/neg-z.jpg',
  154. ]);
  155. scene.background = texture;
  156. }</pre>
  157. <p>在渲染时,我们不需要像上面那样调整纹理:</p>
  158. <pre class="prettyprint showlinemods notranslate lang-js" translate="no">function render(time) {
  159. ...
  160. - // 设置背景贴图的repeat和offset属性
  161. - // 来保证图片的比例是正确的
  162. - // 注意图片有可能还没加载完成
  163. - const canvasAspect = canvas.clientWidth / canvas.clientHeight;
  164. - const imageAspect = bgTexture.image ? bgTexture.image.width / bgTexture.image.height : 1;
  165. - const aspect = imageAspect / canvasAspect;
  166. -
  167. - bgTexture.offset.x = aspect &gt; 1 ? (1 - 1 / aspect) / 2 : 0;
  168. - bgTexture.repeat.x = aspect &gt; 1 ? 1 / aspect : 1;
  169. -
  170. - bgTexture.offset.y = aspect &gt; 1 ? 0 : (1 - aspect) / 2;
  171. - bgTexture.repeat.y = aspect &gt; 1 ? 1 : aspect;
  172. ...
  173. renderer.render(scene, camera);
  174. requestAnimationFrame(render);
  175. }</pre>
  176. <p>让我们添加一些控件,以便我们可以旋转相机。</p>
  177. <pre class="prettyprint showlinemods notranslate lang-js"
  178. translate="no">import {OrbitControls} from 'three/addons/controls/OrbitControls.js';</pre>
  179. <pre class="prettyprint showlinemods notranslate lang-js" translate="no">const fov = 75;
  180. const aspect = 2; // Canvas默认值
  181. const near = 0.1;
  182. -const far = 5;
  183. +const far = 100;
  184. const camera = new THREE.PerspectiveCamera(fov, aspect, near, far);
  185. -camera.position.z = 2;
  186. +camera.position.z = 3;
  187. +const controls = new OrbitControls(camera, canvas);
  188. +controls.target.set(0, 0, 0);
  189. +controls.update();</pre>
  190. <p>来尝试下,拖动以旋转示例里的相机,观察围绕着我们的立方体贴图。</p>
  191. <p></p>
  192. <div translate="no" class="threejs_example_container notranslate">
  193. <div><iframe class="threejs_example notranslate" translate="no" style=" "
  194. src="/manual/examples/resources/editor.html?url=/manual/examples/background-cubemap.html"></iframe>
  195. </div>
  196. <a class="threejs_center" href="/manual/examples/background-cubemap.html" target="_blank">点击在新窗口打开</a>
  197. </div>
  198. <p></p>
  199. <p>另一种选择是使用等距矩形贴图(Equirectangular map), 这是被
  200. <a href="https://google.com/search?q=360+camera">360 全景相机</a> 拍摄的一种特殊类型的图片。
  201. </p>
  202. <p><a href="https://hdrihaven.com/hdri/?h=tears_of_steel_bridge">这是一张图片</a>,我从
  203. <a href="https://hdrihaven.com">这个网站</a>找到的。
  204. </p>
  205. <div class="threejs_center"><img
  206. src="../examples/resources/images/equirectangularmaps/tears_of_steel_bridge_2k.jpg" style="width: 600px">
  207. </div>
  208. <p>这并不难,首先,我们将等距矩形图片加载为纹理, 我们可以调用 <a
  209. href="/docs/#api/en/renderers/WebGLCubeRenderTarget.fromEquirectangularTexture"><code class="notranslate"
  210. translate="no">WebGLCubeRenderTarget.fromEquirectangularTexture</code></a>
  211. 这将为我们从等距矩形纹理中生成一个立方体贴图,我们传入预期的立方体贴图的大小给 <a href="/docs/#api/en/renderers/WebGLCubeRenderTarget"><code
  212. class="notranslate" translate="no">WebGLCubeRenderTarget</code></a>,
  213. 使用等距矩形图片的高度似乎是一个不错的假设。</p>
  214. <pre class="prettyprint showlinemods notranslate lang-js" translate="no">{
  215. - const loader = new THREE.CubeTextureLoader();
  216. - const texture = loader.load([
  217. - 'resources/images/cubemaps/computer-history-museum/pos-x.jpg',
  218. - 'resources/images/cubemaps/computer-history-museum/neg-x.jpg',
  219. - 'resources/images/cubemaps/computer-history-museum/pos-y.jpg',
  220. - 'resources/images/cubemaps/computer-history-museum/neg-y.jpg',
  221. - 'resources/images/cubemaps/computer-history-museum/pos-z.jpg',
  222. - 'resources/images/cubemaps/computer-history-museum/neg-z.jpg',
  223. - ]);
  224. - scene.background = texture;
  225. + const loader = new THREE.TextureLoader();
  226. + const texture = loader.load(
  227. + 'resources/images/equirectangularmaps/tears_of_steel_bridge_2k.jpg',
  228. + () =&gt; {
  229. + const rt = new THREE.WebGLCubeRenderTarget(texture.image.height);
  230. + rt.fromEquirectangularTexture(renderer, texture);
  231. + scene.background = rt.texture;
  232. + });
  233. }</pre>
  234. <p>这就是全部要做的事。</p>
  235. <p></p>
  236. <div translate="no" class="threejs_example_container notranslate">
  237. <div><iframe class="threejs_example notranslate" translate="no" style=" "
  238. src="/manual/examples/resources/editor.html?url=/manual/examples/background-equirectangularmap.html"></iframe>
  239. </div>
  240. <a class="threejs_center" href="/manual/examples/background-equirectangularmap.html"
  241. target="_blank">点击在新窗口打开</a>
  242. </div>
  243. <p></p>
  244. <p>除了在加载时执行此操作,你还可以提前转换等距矩形到立方体贴图。<a href="https://matheowis.github.io/HDRI-to-CubeMap/">这是一个可以为你做这件事的网站</a>。
  245. </p>
  246. </div>
  247. </div>
  248. </div>
  249. </div>
  250. <script src="../resources/prettify.js"></script>
  251. <script src="../resources/lesson.js"></script>
  252. </body>
  253. </html>