WebGL进阶(7)加载hdr环境贴图
1.重点代码
import { RGBELoader } from "three/examples/jsm/loaders/RGBELoader"
// 加载hdr环境图 const rgbeLoader = new RGBELoader() rgbeLoader.loadAsync('others/hdr/002.hdr').then((texture) => { texture.mapping = THREE.EquirectangularReflectionMapping this.scene.background = texture this.scene.environment = texture })
重点问题
hdr的路径问题 一直找不到图 require也报错
最后把hdr图放在public下面才获取到了
Vue.config.js 需要设置
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 import { RGBELoader } from "three/examples/jsm/loaders/RGBELoader" 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 // 加载hdr环境图 const rgbeLoader = new RGBELoader() rgbeLoader.loadAsync('others/hdr/002.hdr').then((texture) => { texture.mapping = THREE.EquirectangularReflectionMapping this.scene.background = texture this.scene.environment = texture }) // 环境贴图与映射贴图 // 设置cub加载管理器 // const cubeTextureLoader = new THREE.CubeTextureLoader() // const envMapTexture = cubeTextureLoader.load([ // require("../assets/images/textures/TropicalSunnyDay/px.jpeg"), // require("../assets/images/textures/TropicalSunnyDay/nx.jpeg"), // require("../assets/images/textures/TropicalSunnyDay/py.jpeg"), // require("../assets/images/textures/TropicalSunnyDay/ny.jpeg"), // require("../assets/images/textures/TropicalSunnyDay/pz.jpeg"), // require("../assets/images/textures/TropicalSunnyDay/nz.jpeg") // ]) // // 创建一个物体 球 const sphereGeometry = new THREE.SphereBufferGeometry(1, 20, 20) const material = new THREE.MeshStandardMaterial({ // 金属材质 metalness: 0.7, roughness: 0.1, // envMap: envMapTexture }) const sphere = new THREE.Mesh(sphereGeometry, material); this.scene.add(sphere) // 给场景添加背景 // this.scene.background = envMapTexture // 给场景所有的物体添加默认的环境贴图 // this.scene.environment = envMapTexture // 灯光 // 环境光 const light = new THREE.AmbientLight(0xffffff, 0.5) this.scene.add(light) //直线光源 const directionalLight = new THREE.DirectionalLight(0xffffff, 0.5) directionalLight.position.set(10, 10, 10) this.scene.add(directionalLight) // 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>