WebGL进阶(2)纹理属性及透明纹理

1. 重点代码 (1) (2) (3)

      // 3. 添加物体 
      //  (1) 导入纹理图片
      // const texture = new THREE.TextureLoader().load(require('../assets/images/wenli2.jpg'))
      // 添加纹理属性
      // 设置纹理偏移
      // texture.offset.x = 0.5
      // texture.offset.y = 0.5
      // 设置纹理旋转
      // 设置旋转中心位置
      // texture.center.set(0.5, 0.5)
      // 旋转45°
      // texture.rotation = Math.PI / 4
      // 设置纹理重复
      // texture.repeat.set(2, 3)
      // 设置纹理重复模式
      // texture.wrapS = THREE.MirroredRepeatWrapping
      // texture.wrapT = THREE.RepeatWrapping

      // (2)纹理计算
      // const texture = new THREE.TextureLoader().load(require('../assets/images/home.png'))
      // 纹理显示设置
      // texture.minFilter = THREE.NearestFilter
      // texture.magFilter = THREE.NearestFilter
      // texture.minFilter = THREE.LinearFilter
      // texture.magFilter = THREE.LinearFilter

      // (3)透明纹理
      const texture = new THREE.TextureLoader().load(require('../assets/images/wenli2.jpg'))
      const texture_s = new THREE.TextureLoader().load(require('../assets/images/happyface.png'))

      const geometry = new THREE.BoxBufferGeometry(1, 1, 1)
      const material = new THREE.MeshBasicMaterial({ 
        color: '#ffff00', 
        map: texture,
        alphaMap: texture_s,
        transparent: true,
        opacity: 0.7,
        side: THREE.DoubleSide
      })
      this.cube = new THREE.Mesh(geometry, material)
      this.scene.add(this.cube)

      const plane = new THREE.Mesh(
        new THREE.PlaneBufferGeometry(1, 1),
        material
      )

      plane.position.set(2, 0, 0)
      this.scene.add(plane)

  

 

2.(3)效果

 

 

 

 

 

3. 全部代码

<template>
  <div class="home">
    <div id="threeContainer" class="threeContainer"></div>
  </div>
</template>

<script>
import * as THREE from 'three'
import { OrbitControls } from 'three/examples/jsm/controls/OrbitControls' // 导入轨道控制器
export default {
  name: 'Home',
  data () {
    return {
      scene: null,  //场景对象
      camera: null,  //相机对象
      cube: null, //物体
      controls: null, // 控制器
      renderer: null  //渲染器对象
    }
  },
  mounted () {
    this.init()
  },
  methods: {
    init () {
      // 1. 创建场景
      this.scene = new THREE.Scene()
      
      // 2. 创建相机
      this.camera = new THREE.PerspectiveCamera( 75, window.innerWidth / window.innerHeight, 0.1, 1000 )
      this.camera.position.set( 0, 0, 10 ) // 设置相机位置
      this.scene.add(this.camera)

      // 3. 添加物体 
      //  (1) 导入纹理图片
      // const texture = new THREE.TextureLoader().load(require('../assets/images/wenli2.jpg'))
      // 添加纹理属性
      // 设置纹理偏移
      // texture.offset.x = 0.5
      // texture.offset.y = 0.5
      // 设置纹理旋转
      // 设置旋转中心位置
      // texture.center.set(0.5, 0.5)
      // 旋转45°
      // texture.rotation = Math.PI / 4
      // 设置纹理重复
      // texture.repeat.set(2, 3)
      // 设置纹理重复模式
      // texture.wrapS = THREE.MirroredRepeatWrapping
      // texture.wrapT = THREE.RepeatWrapping

      // (2)纹理计算
      // const texture = new THREE.TextureLoader().load(require('../assets/images/home.png'))
      // 纹理显示设置
      // texture.minFilter = THREE.NearestFilter
      // texture.magFilter = THREE.NearestFilter
      // texture.minFilter = THREE.LinearFilter
      // texture.magFilter = THREE.LinearFilter

      // (3)透明纹理
      const texture = new THREE.TextureLoader().load(require('../assets/images/wenli2.jpg'))
      const texture_s = new THREE.TextureLoader().load(require('../assets/images/happyface.png'))

      const geometry = new THREE.BoxBufferGeometry(1, 1, 1)
      const material = new THREE.MeshBasicMaterial({ 
        color: '#ffff00', 
        map: texture,
        alphaMap: texture_s,
        transparent: true,
        opacity: 0.7,
        side: THREE.DoubleSide
      })
      this.cube = new THREE.Mesh(geometry, material)
      this.scene.add(this.cube)

      const plane = new THREE.Mesh(
        new THREE.PlaneBufferGeometry(1, 1),
        material
      )

      plane.position.set(2, 0, 0)
      this.scene.add(plane)


      // 4. 初始化渲染器
      this.renderer = new THREE.WebGLRenderer()
      // 设置渲染器的尺寸大小
      this.renderer.setSize( window.innerWidth, window.innerHeight )
      // 将webgl渲染的canvas内容添加到body中
      document.getElementById('threeContainer').appendChild( this.renderer.domElement )

      // 创建轨道控制器
      this.controls = new OrbitControls( this.camera, this.renderer.domElement )
      // 设置控制器阻尼,让控制器更真实
      this.controls.enableDamping = true

      // 添加坐标轴辅助器
      const axesHelper = new THREE.AxesHelper( 5 )
      this.scene.add( axesHelper )

      // 渲染函数
      this.render()
      // 监听尺寸变化
      this.resize()
    },
    // 渲染函数
    render () {
      this.controls.update()
      this.renderer.render( this.scene, this.camera )
      // 渲染下一帧的时候就会调用render函数
      requestAnimationFrame( this.render )
    },
    // 监听尺寸变化,更新渲染页面
    resize () {
      window.addEventListener('resize', () => {
        // 更新摄像头
        this.camera.aspect = window.innerWidth / window.innerHeight
        // 更新摄像机的投影矩阵
        this.camera.updateProjectionMatrix()
        // 更新渲染器
        this.renderer.setSize( window.innerWidth, window.innerHeight )
        // 设置渲染器的像素比
        this.renderer.setPixelRatio(window.devicePixelRatio)
      })
    }
  }
}
</script>

  

posted @ 2022-08-03 11:20  yulingjia  阅读(321)  评论(0编辑  收藏  举报