threejs(4)-纹理材质高级操作

news2024/10/5 14:07:52

一、纹理重复_缩放_旋转_位移操作

在这里插入图片描述

// 导入threejs
import * as THREE from "three";
// 导入轨道控制器
import { OrbitControls } from "three/examples/jsm/controls/OrbitControls.js";
// 导入lil.gui
import { GUI } from "three/examples/jsm/libs/lil-gui.module.min.js";
// 导入hdr加载器
import { RGBELoader } from "three/examples/jsm/loaders/RGBELoader.js";

// 创建场景
const scene = new THREE.Scene();

// 创建相机
const camera = new THREE.PerspectiveCamera(
  45, // 视角
  window.innerWidth / window.innerHeight, // 宽高比
  0.1, // 近平面
  1000 // 远平面
);

// 创建渲染器
const renderer = new THREE.WebGLRenderer();
renderer.setSize(window.innerWidth, window.innerHeight);
document.body.appendChild(renderer.domElement);

// 设置相机位置
camera.position.z = 5;
camera.position.y = 2;
camera.position.x = 2;
camera.lookAt(0, 0, 0);

// 添加世界坐标辅助器
const axesHelper = new THREE.AxesHelper(5);
scene.add(axesHelper);

// 添加轨道控制器
const controls = new OrbitControls(camera, renderer.domElement);
// 设置带阻尼的惯性
controls.enableDamping = true;
// 设置阻尼系数
controls.dampingFactor = 0.05;
// 设置旋转速度
// controls.autoRotate = true;

// 渲染函数
function animate() {
  controls.update();
  requestAnimationFrame(animate);
  // 渲染
  renderer.render(scene, camera);
}
animate();

// 监听窗口变化
window.addEventListener("resize", () => {
  // 重置渲染器宽高比
  renderer.setSize(window.innerWidth, window.innerHeight);
  // 重置相机宽高比
  camera.aspect = window.innerWidth / window.innerHeight;
  // 更新相机投影矩阵
  camera.updateProjectionMatrix();
});

let params = {};

// 创建GUI
const gui = new GUI();

// 创建纹理加载器
let textureLoader = new THREE.TextureLoader();
// 加载纹理
let texture = textureLoader.load("./texture/amber/base_color.jpg");

let planeGeometry = new THREE.PlaneGeometry(1, 1);
let planeMaterial = new THREE.MeshBasicMaterial({
  color: 0xffffff,
  map: texture,
  // 允许透明
  // transparent: true,
});
// planeMaterial.map = texture;
let plane = new THREE.Mesh(planeGeometry, planeMaterial);
scene.add(plane);

// texture.repeat.set(4, 4); // 重复 复制,和backgeroub repeat 一样
// // 设置水平重复
// // texture.wrapS = THREE.RepeatWrapping;
// // 设置水平的重复方式为镜像重复
// texture.wrapS = THREE.MirroredRepeatWrapping;
// // 设置垂直重复
// texture.wrapT = THREE.RepeatWrapping;

// 纹理偏移
// texture.offset.set(0.5, 0.5);

// 纹理旋转
texture.center.set(0.5, 0.5);
texture.rotation = Math.PI / 4;

二、纹理纵向翻转与预乘alpha生成颜色

在这里插入图片描述
在这里插入图片描述
缺点: 会产生描边。

// 导入threejs
import * as THREE from "three";
// 导入轨道控制器
import { OrbitControls } from "three/examples/jsm/controls/OrbitControls.js";
// 导入lil.gui
import { GUI } from "three/examples/jsm/libs/lil-gui.module.min.js";
// 导入hdr加载器
import { RGBELoader } from "three/examples/jsm/loaders/RGBELoader.js";

// 创建场景
const scene = new THREE.Scene();

// 创建相机
const camera = new THREE.PerspectiveCamera(
  45, // 视角
  window.innerWidth / window.innerHeight, // 宽高比
  0.1, // 近平面
  1000 // 远平面
);

// 创建渲染器
const renderer = new THREE.WebGLRenderer({
  antialias: true, // 抗锯齿
});
renderer.setSize(window.innerWidth, window.innerHeight);
document.body.appendChild(renderer.domElement);

// 设置相机位置
camera.position.z = 5;
camera.position.y = 2;
camera.position.x = 2;
camera.lookAt(0, 0, 0);

// 添加世界坐标辅助器
const axesHelper = new THREE.AxesHelper(5);
scene.add(axesHelper);

// 添加轨道控制器
const controls = new OrbitControls(camera, renderer.domElement);
// 设置带阻尼的惯性
controls.enableDamping = true;
// 设置阻尼系数
controls.dampingFactor = 0.05;
// 设置旋转速度
// controls.autoRotate = true;

// 渲染函数
function animate() {
  controls.update();
  requestAnimationFrame(animate);
  // 渲染
  renderer.render(scene, camera);
}
animate();

// 监听窗口变化
window.addEventListener("resize", () => {
  // 重置渲染器宽高比
  renderer.setSize(window.innerWidth, window.innerHeight);
  // 重置相机宽高比
  camera.aspect = window.innerWidth / window.innerHeight;
  // 更新相机投影矩阵
  camera.updateProjectionMatrix();
});

let params = {};

// 创建GUI
const gui = new GUI();

// 创建纹理加载器
let textureLoader = new THREE.TextureLoader();
// 加载纹理
// let texture = textureLoader.load("./texture/uv_grid_opengl.jpg");
let texture = textureLoader.load("./texture/rain.png");
let planeGeometry = new THREE.PlaneGeometry(1, 1);
let planeMaterial = new THREE.MeshBasicMaterial({
  color: 0xffffff,
  map: texture,
  // 允许透明
  transparent: true,
});
// planeMaterial.map = texture;
let plane = new THREE.Mesh(planeGeometry, planeMaterial);
scene.add(plane);

// texture.flipY = false;
// texture.flipY = true;

// 场景背景
scene.background = new THREE.Color(0xffffff);

// gui 设置 premultiplyAlpha
gui
  .add(texture, "premultiplyAlpha")
  .name("premultiplyAlpha")
  .onChange(() => {
    texture.needsUpdate = true;
  });

三、纹理映射之放大过滤和缩小过滤-mipmap解决摩尔纹条纹以及各项异性anisotropy解决倾斜模糊问题

在这里插入图片描述
在这里插入图片描述
设置各项异性之后
在这里插入图片描述
条纹清晰了一些

// 导入threejs
import * as THREE from "three";
// 导入轨道控制器
import { OrbitControls } from "three/examples/jsm/controls/OrbitControls.js";
// 导入lil.gui
import { GUI } from "three/examples/jsm/libs/lil-gui.module.min.js";
// 导入hdr加载器
import { RGBELoader } from "three/examples/jsm/loaders/RGBELoader.js";

// 创建场景
const scene = new THREE.Scene();

// 创建相机
const camera = new THREE.PerspectiveCamera(
  45, // 视角
  window.innerWidth / window.innerHeight, // 宽高比
  0.1, // 近平面
  1000 // 远平面
);

// 创建渲染器
const renderer = new THREE.WebGLRenderer({
  antialias: true, // 抗锯齿
});
renderer.setSize(window.innerWidth, window.innerHeight);
document.body.appendChild(renderer.domElement);

// 设置相机位置
camera.position.z = 5;
camera.position.y = 2;
camera.position.x = 2;
camera.lookAt(0, 0, 0);

// 添加世界坐标辅助器
const axesHelper = new THREE.AxesHelper(5);
scene.add(axesHelper);

// 添加轨道控制器
const controls = new OrbitControls(camera, renderer.domElement);
// 设置带阻尼的惯性
controls.enableDamping = true;
// 设置阻尼系数
controls.dampingFactor = 0.05;
// 设置旋转速度
// controls.autoRotate = true;

// 渲染函数
function animate() {
  controls.update();
  requestAnimationFrame(animate);
  // 渲染
  renderer.render(scene, camera);
}
animate();

// 监听窗口变化
window.addEventListener("resize", () => {
  // 重置渲染器宽高比
  renderer.setSize(window.innerWidth, window.innerHeight);
  // 重置相机宽高比
  camera.aspect = window.innerWidth / window.innerHeight;
  // 更新相机投影矩阵
  camera.updateProjectionMatrix();
});

let params = {};

// 创建GUI
const gui = new GUI();

// 创建纹理加载器
let textureLoader = new THREE.TextureLoader();
// 加载纹理
// let texture = textureLoader.load("./texture/filter/minecraft.png");
let texture = textureLoader.load("./texture/brick/brick_diffuse.jpg");
// let texture = textureLoader.load("./texture/rain.png");
let planeGeometry = new THREE.PlaneGeometry(1, 1);
let planeMaterial = new THREE.MeshBasicMaterial({
  color: 0xffffff,
  map: texture,
  // 允许透明
  transparent: true,
});
// planeMaterial.map = texture;
let plane = new THREE.Mesh(planeGeometry, planeMaterial);
scene.add(plane);

// texture.flipY = false;
// texture.flipY = true;

texture.colorSpace = THREE.SRGBColorSpace;
// 场景背景
// scene.background = new THREE.Color(0xffffff);
// 直接取映射到的最近的像素
// texture.magFilter = THREE.NearestFilter;
// 取映射到的最近的四个像素的平均值
// texture.magFilter = THREE.LinearFilter;

// texture.minFilter = THREE.NearestFilter;
// texture.minFilter = THREE.LinearFilter;
texture.minFilter = THREE.LinearMipMapLinearFilter;
// texture.minFilter = THREE.LinearMipMapNearestFilter;
// texture.minFilter = THREE.NearestMipMapLinearFilter;
// texture.minFilter = THREE.NearestMipMapNearestFilter;

// texture.generateMipmaps = false;

// 获取各项异性的最大值
let maxAnisotropy = renderer.capabilities.getMaxAnisotropy();
texture.anisotropy = 4;
console.log(maxAnisotropy);

四、jpg_png_webp_dds_ktx_hdr_exr格式纹理贴图

JPG(或JPEG):这是一种有损压缩的图像格式,能够通过压缩冗余的图像和彩色数据,以极高效率地存储丰富的、生动的图像。对于色彩丰富的写实图片有着很好的显示效果,但是文件相对较大,且放大和缩小会失真。

PNG(Portable Network Graphics):这种格式的图片是一种无损压缩的图像格式,它可以提供长度比GIF小30%的无损压缩图像文件,同时支持24位和48位真彩色图像。PNG非常新,所以并不是所有的程序都可以用它来存储图像文件,但Photoshop可以处理PNG图像文件。另外,PNG有一个特殊的特性就是可以保存背景为透明。

WebP:这是由Google开发的一种现代光栅Web图形格式,它提供了有损压缩和无损压缩两种模式,旨在提供更好的网络图像传输体验。

DDS、KTX:这两种格式通常用于3D图形和渲染,它们是一种纹理映射文件格式,支持多种压缩方式和多层纹理过滤。

HDR(高动态范围):这是一种图像格式,它通过在亮部和暗部区域提供更多的细节来改善照片的质量与视觉效果。

EXR:这是一种高级的图像文件格式,它支持OpenEXR的文件格式,可以包含32位浮点数的RGBA每个通道,以及深度和Z缓冲区信息。

五、使用NVIDIA_Texture_Tools软件导出优化压缩

在这里插入图片描述

NVIDIA压缩工具官网下载地址:
https://developer.nvidia.cn/nvidia-texture-tools-exporter?eqid=aa29fd1b0009cdb6000000046458827a

目前只看到了windows版本
在这里插入图片描述

图片查看器 imageviewer

https://www.xnview.com/en/
在这里插入图片描述

六、threejs中使用KTX2_DDS_TGA纹理

// 导入threejs
import * as THREE from "three";
// 导入轨道控制器
import { OrbitControls } from "three/examples/jsm/controls/OrbitControls.js";
// 导入lil.gui
import { GUI } from "three/examples/jsm/libs/lil-gui.module.min.js";
// 导入hdr加载器
import { RGBELoader } from "three/examples/jsm/loaders/RGBELoader.js";
// 导入dds格式加载器
import { DDSLoader } from "three/examples/jsm/loaders/DDSLoader.js";
// ktx2格式加载器
import { KTX2Loader } from "three/examples/jsm/loaders/KTX2Loader.js";
// 导入tga
import { TGALoader } from "three/addons/loaders/TGALoader.js";

// 创建场景
const scene = new THREE.Scene();

// 创建相机
const camera = new THREE.PerspectiveCamera(
  45, // 视角
  window.innerWidth / window.innerHeight, // 宽高比
  0.1, // 近平面
  1000 // 远平面
);

// 创建渲染器
const renderer = new THREE.WebGLRenderer({
  antialias: true, // 抗锯齿
});
renderer.setSize(window.innerWidth, window.innerHeight);
document.body.appendChild(renderer.domElement);

// 设置相机位置
camera.position.z = 5;
camera.position.y = 2;
camera.position.x = 2;
camera.lookAt(0, 0, 0);

// 添加世界坐标辅助器
const axesHelper = new THREE.AxesHelper(5);
scene.add(axesHelper);

// 添加轨道控制器
const controls = new OrbitControls(camera, renderer.domElement);
// 设置带阻尼的惯性
controls.enableDamping = true;
// 设置阻尼系数
controls.dampingFactor = 0.05;
// 设置旋转速度
// controls.autoRotate = true;

// 渲染函数
function animate() {
  controls.update();
  requestAnimationFrame(animate);
  // 渲染
  renderer.render(scene, camera);
}
animate();

// 监听窗口变化
window.addEventListener("resize", () => {
  // 重置渲染器宽高比
  renderer.setSize(window.innerWidth, window.innerHeight);
  // 重置相机宽高比
  camera.aspect = window.innerWidth / window.innerHeight;
  // 更新相机投影矩阵
  camera.updateProjectionMatrix();
});

let params = {};

// 创建GUI
const gui = new GUI();

// 创建纹理加载器
let textureLoader = new THREE.TextureLoader();
// 加载纹理
// let texture = textureLoader.load("./texture/filter/minecraft.png");
let texture = textureLoader.load("./texture/brick/brick_diffuse.jpg");
// let texture = textureLoader.load("./texture/rain.png");
let planeGeometry = new THREE.PlaneGeometry(1, 1);
let planeMaterial = new THREE.MeshBasicMaterial({
  color: 0xffffff,
  map: texture,
  // 允许透明
  transparent: true,
});
// planeMaterial.map = texture;
let plane = new THREE.Mesh(planeGeometry, planeMaterial);
scene.add(plane);

// texture.flipY = false;
// texture.flipY = true;

texture.colorSpace = THREE.SRGBColorSpace;
// 场景背景
// scene.background = new THREE.Color(0xffffff);
// 直接取映射到的最近的像素
// texture.magFilter = THREE.NearestFilter;
// 取映射到的最近的四个像素的平均值
// texture.magFilter = THREE.LinearFilter;

// texture.minFilter = THREE.NearestFilter;
// texture.minFilter = THREE.LinearFilter;
texture.minFilter = THREE.LinearMipMapLinearFilter;
// texture.minFilter = THREE.LinearMipMapNearestFilter;
// texture.minFilter = THREE.NearestMipMapLinearFilter;
// texture.minFilter = THREE.NearestMipMapNearestFilter;

// texture.generateMipmaps = false;

// 获取各项异性的最大值
let maxAnisotropy = renderer.capabilities.getMaxAnisotropy();
texture.anisotropy = 4;
console.log(maxAnisotropy);

// jpg/png纹理加载
// textureLoader.load(
//   "./texture/opt/env/Alex_Hart-Nature_Lab_Bones_2k.jpg",
//   (texture) => {
//     texture.mapping = THREE.EquirectangularReflectionMapping;
//     console.log("jpg/png", texture);
//     scene.background = texture;
//     scene.environment = texture;
//     plane.material.map = texture;
//     texture.magFilter = THREE.LinearFilter;
//     texture.minFilter = THREE.LinearMipMapLinearFilter;
//     texture.anisotropy = 16;
//   }
// );

// ktx2加载器;
// let ktx2Loader = new KTX2Loader()
//   .setTranscoderPath("basis/")
//   .detectSupport(renderer);
// let ktx2Texture = ktx2Loader.load(
//   "./texture/opt/ktx2/Alex_Hart-Nature_Lab_Bones_2k_uastc-mip-triangle.ktx2",
//   (texture) => {
//     console.log("ktx2", texture);
//     texture.mapping = THREE.EquirectangularReflectionMapping;
//     // texture.magFilter = THREE.LinearFilter;
//     // texture.minFilter = THREE.LinearMipMapLinearFilter;
//     texture.anisotropy = 16;
//     // 不起效果texture.flipY = true;
//     texture.needsUpdate = true;
//     scene.background = texture;
//     scene.environment = texture;
//     plane.material.map = texture;
//   }
// );

// dds加载器
// let ddsLoader = new DDSLoader();
// let ddsTexture = ddsLoader.load(
//   "./texture/opt/env/Alex_Hart-Nature_Lab_Bones_2k_bc3_nomip.dds",
//   (texture) => {
//     console.log("dds", texture);
//     texture.mapping = THREE.EquirectangularReflectionMapping;
//     texture.flipY = true;
//     texture.needsUpdate = true;
//     scene.background = texture;
//     scene.environment = texture;
//     plane.material.map = texture;
//     texture.center = new THREE.Vector2(0.5, 0.5);
//     texture.rotation = Math.PI;
//     texture.magFilter = THREE.LinearFilter;
//     texture.minFilter = THREE.LinearMipMapLinearFilter;
//     texture.anisotropy = 16;
//   }
// );

// Alex_Hart - Nature_Lab_Bones_2k_bc7.tga;
// tga加载纹理;
// let tgaLoader = new TGALoader();
// tgaLoader.load(
//   "./texture/opt/env/Alex_Hart-Nature_Lab_Bones_2k-mipmap.tga",
//   (texture) => {
//     texture.mapping = THREE.EquirectangularReflectionMapping;
//     console.log("tga", texture);
//     scene.background = texture;
//     scene.environment = texture;
//     plane.material.map = texture;
//   }
// );

七、设置高动态范围全景背景色调映射和色调曝光

在这里插入图片描述

// 导入threejs
import * as THREE from "three";
// 导入轨道控制器
import { OrbitControls } from "three/examples/jsm/controls/OrbitControls.js";
// 导入lil.gui
import { GUI } from "three/examples/jsm/libs/lil-gui.module.min.js";
// 导入hdr加载器
import { RGBELoader } from "three/examples/jsm/loaders/RGBELoader.js";
// 导入dds格式加载器
import { DDSLoader } from "three/examples/jsm/loaders/DDSLoader.js";
// ktx2格式加载器
import { KTX2Loader } from "three/examples/jsm/loaders/KTX2Loader.js";
// 导入tga
import { TGALoader } from "three/addons/loaders/TGALoader.js";

// 创建场景
const scene = new THREE.Scene();

// 创建相机
const camera = new THREE.PerspectiveCamera(
  45, // 视角
  window.innerWidth / window.innerHeight, // 宽高比
  0.1, // 近平面
  1000 // 远平面
);

// 创建渲染器
const renderer = new THREE.WebGLRenderer({
  antialias: true, // 抗锯齿
});
renderer.setSize(window.innerWidth, window.innerHeight);
document.body.appendChild(renderer.domElement);

// 设置相机位置
camera.position.z = 5;
camera.position.y = 2;
camera.position.x = 2;
camera.lookAt(0, 0, 0);

// 添加世界坐标辅助器
const axesHelper = new THREE.AxesHelper(5);
scene.add(axesHelper);

// 添加轨道控制器
const controls = new OrbitControls(camera, renderer.domElement);
// 设置带阻尼的惯性
controls.enableDamping = true;
// 设置阻尼系数
controls.dampingFactor = 0.05;
// 设置旋转速度
// controls.autoRotate = true;

// 渲染函数
function animate() {
  controls.update();
  requestAnimationFrame(animate);
  // 渲染
  renderer.render(scene, camera);
}
animate();

// 监听窗口变化
window.addEventListener("resize", () => {
  // 重置渲染器宽高比
  renderer.setSize(window.innerWidth, window.innerHeight);
  // 重置相机宽高比
  camera.aspect = window.innerWidth / window.innerHeight;
  // 更新相机投影矩阵
  camera.updateProjectionMatrix();
});

let params = {};

// 创建GUI
const gui = new GUI();

// 创建纹理加载器
let textureLoader = new THREE.TextureLoader();
// 加载纹理
// let texture = textureLoader.load("./texture/filter/minecraft.png");
let texture = textureLoader.load("./texture/brick/brick_diffuse.jpg");
// let texture = textureLoader.load("./texture/rain.png");
let planeGeometry = new THREE.PlaneGeometry(1, 1);
let planeMaterial = new THREE.MeshBasicMaterial({
  color: 0xffffff,
  map: texture,
  // 允许透明
  transparent: true,
});
// planeMaterial.map = texture;
let plane = new THREE.Mesh(planeGeometry, planeMaterial);
scene.add(plane);

// texture.flipY = false;
// texture.flipY = true;

texture.colorSpace = THREE.SRGBColorSpace;
// 场景背景
// scene.background = new THREE.Color(0xffffff);
// 直接取映射到的最近的像素
// texture.magFilter = THREE.NearestFilter;
// 取映射到的最近的四个像素的平均值
// texture.magFilter = THREE.LinearFilter;

// texture.minFilter = THREE.NearestFilter;
// texture.minFilter = THREE.LinearFilter;
texture.minFilter = THREE.LinearMipMapLinearFilter;
// texture.minFilter = THREE.LinearMipMapNearestFilter;
// texture.minFilter = THREE.NearestMipMapLinearFilter;
// texture.minFilter = THREE.NearestMipMapNearestFilter;

// texture.generateMipmaps = false;

// 获取各项异性的最大值
let maxAnisotropy = renderer.capabilities.getMaxAnisotropy();
texture.anisotropy = 4;
console.log(maxAnisotropy);

// rgbeLoader 加载hdr贴图
// let rgbeLoader = new RGBELoader();
// rgbeLoader.load(
//   "./texture/opt/memorial/Alex_Hart-Nature_Lab_Bones_2k.hdr",
//   (envMap) => {
//     // 设置球形贴图
//     envMap.mapping = THREE.EquirectangularReflectionMapping;
//     // 设置环境贴图
//     scene.background = envMap;
//     // 设置环境贴图
//     scene.environment = envMap;
//     plane.material.map = envMap;
//   }
// );

// ktx2加载器;
let ktx2Loader = new KTX2Loader()
  .setTranscoderPath("basis/")
  .detectSupport(renderer);
let ktx2Texture = ktx2Loader.load(
  "./texture/opt/memorial/Alex_Hart-Nature_Lab_Bones_2k_uastc_flipY_nomipmap.ktx2",
  (texture) => {
    console.log("ktx2", texture);
    texture.mapping = THREE.EquirectangularReflectionMapping;
    scene.background = texture;
    scene.environment = texture;
    plane.material.map = texture;
  }
);
// 设置色调映射
renderer.toneMapping = THREE.ACESFilmicToneMapping;
// 设置色调映射曝光度
renderer.toneMappingExposure = 1;
gui.add(renderer, "toneMapping", {
  // 无色调映射
  No: THREE.NoToneMapping,
  // 线性色调映射
  Linear: THREE.LinearToneMapping,
  // Reinhard色调映射。这是一种更复杂的色调映射方式,可以更好地处理高亮度的区域。它根据整个图像的平均亮度来调整每个像素的亮度。
  Reinhard: THREE.ReinhardToneMapping,
  // Cineon色调映射。这种方法起源于电影行业,尝试模仿电影胶片的颜色响应,使得图像在颜色上看起来更富有电影感。
  Cineon: THREE.CineonToneMapping,
  // ACES Filmic色调映射。这是一种模仿电影行业中常用的色调映射算法,可以产生类似于电影的视觉效果。
  ACESFilmic: THREE.ACESFilmicToneMapping,
});
gui.add(renderer, "toneMappingExposure", 0, 3, 0.1);

八、高动态范围图片EXR_TIF_PNG加载使用

// 导入threejs
import * as THREE from "three";
// 导入轨道控制器
import { OrbitControls } from "three/examples/jsm/controls/OrbitControls.js";
// 导入lil.gui
import { GUI } from "three/examples/jsm/libs/lil-gui.module.min.js";
// 导入hdr加载器
import { RGBELoader } from "three/examples/jsm/loaders/RGBELoader.js";
// 导入dds格式加载器
import { DDSLoader } from "three/examples/jsm/loaders/DDSLoader.js";
// ktx2格式加载器
import { KTX2Loader } from "three/examples/jsm/loaders/KTX2Loader.js";
// 导入tga
import { TGALoader } from "three/addons/loaders/TGALoader.js";
// 导入exrloader
import { EXRLoader } from "three/addons/loaders/EXRLoader.js";
// 导入tif
import { LogLuvLoader } from "three/addons/loaders/LogLuvLoader.js";
// 导入rgbmloader
import { RGBMLoader } from "three/addons/loaders/RGBMLoader.js";

// 创建场景
const scene = new THREE.Scene();

// 创建相机
const camera = new THREE.PerspectiveCamera(
  45, // 视角
  window.innerWidth / window.innerHeight, // 宽高比
  0.1, // 近平面
  1000 // 远平面
);

// 创建渲染器
const renderer = new THREE.WebGLRenderer({
  antialias: true, // 抗锯齿
});
renderer.setSize(window.innerWidth, window.innerHeight);
document.body.appendChild(renderer.domElement);

// 设置相机位置
camera.position.z = 5;
camera.position.y = 2;
camera.position.x = 2;
camera.lookAt(0, 0, 0);

// 添加世界坐标辅助器
const axesHelper = new THREE.AxesHelper(5);
scene.add(axesHelper);

// 添加轨道控制器
const controls = new OrbitControls(camera, renderer.domElement);
// 设置带阻尼的惯性
controls.enableDamping = true;
// 设置阻尼系数
controls.dampingFactor = 0.05;
// 设置旋转速度
// controls.autoRotate = true;

// 渲染函数
function animate() {
  controls.update();
  requestAnimationFrame(animate);
  // 渲染
  renderer.render(scene, camera);
}
animate();

// 监听窗口变化
window.addEventListener("resize", () => {
  // 重置渲染器宽高比
  renderer.setSize(window.innerWidth, window.innerHeight);
  // 重置相机宽高比
  camera.aspect = window.innerWidth / window.innerHeight;
  // 更新相机投影矩阵
  camera.updateProjectionMatrix();
});

let params = {};

// 创建GUI
const gui = new GUI();

// 创建纹理加载器
let textureLoader = new THREE.TextureLoader();
// 加载纹理
// let texture = textureLoader.load("./texture/filter/minecraft.png");
let texture = textureLoader.load("./texture/brick/brick_diffuse.jpg");
// let texture = textureLoader.load("./texture/rain.png");
let planeGeometry = new THREE.PlaneGeometry(1, 1);
let planeMaterial = new THREE.MeshBasicMaterial({
  color: 0xffffff,
  map: texture,
  // 允许透明
  transparent: true,
});
// planeMaterial.map = texture;
let plane = new THREE.Mesh(planeGeometry, planeMaterial);
scene.add(plane);

// texture.flipY = false;
// texture.flipY = true;

texture.colorSpace = THREE.SRGBColorSpace;
// 场景背景
// scene.background = new THREE.Color(0xffffff);
// 直接取映射到的最近的像素
// texture.magFilter = THREE.NearestFilter;
// 取映射到的最近的四个像素的平均值
// texture.magFilter = THREE.LinearFilter;

// texture.minFilter = THREE.NearestFilter;
// texture.minFilter = THREE.LinearFilter;
texture.minFilter = THREE.LinearMipMapLinearFilter;
// texture.minFilter = THREE.LinearMipMapNearestFilter;
// texture.minFilter = THREE.NearestMipMapLinearFilter;
// texture.minFilter = THREE.NearestMipMapNearestFilter;

// texture.generateMipmaps = false;

// 获取各项异性的最大值
let maxAnisotropy = renderer.capabilities.getMaxAnisotropy();
texture.anisotropy = 4;
console.log(maxAnisotropy);

// rgbeLoader 加载hdr贴图
// let rgbeLoader = new RGBELoader();
// rgbeLoader.load(
//   "./texture/opt/memorial/Alex_Hart-Nature_Lab_Bones_2k.hdr",
//   (envMap) => {
//     // 设置球形贴图
//     envMap.mapping = THREE.EquirectangularReflectionMapping;
//     // 设置环境贴图
//     scene.background = envMap;
//     // 设置环境贴图
//     scene.environment = envMap;
//     plane.material.map = envMap;
//   }
// );

// ktx2加载器;
// let ktx2Loader = new KTX2Loader()
//   .setTranscoderPath("basis/")
//   .detectSupport(renderer);
// let ktx2Texture = ktx2Loader.load(
//   "./texture/opt/memorial/Alex_Hart-Nature_Lab_Bones_2k_uastc_flipY_nomipmap.ktx2",
//   (texture) => {
//     console.log("ktx2", texture);
//     texture.mapping = THREE.EquirectangularReflectionMapping;
//     scene.background = texture;
//     scene.environment = texture;
//     plane.material.map = texture;
//   }
// );
// 设置色调映射
renderer.toneMapping = THREE.ACESFilmicToneMapping;
// 设置色调映射曝光度
renderer.toneMappingExposure = 1;
gui.add(renderer, "toneMapping", {
  // 无色调映射
  No: THREE.NoToneMapping,
  // 线性色调映射
  Linear: THREE.LinearToneMapping,
  // Reinhard色调映射。这是一种更复杂的色调映射方式,可以更好地处理高亮度的区域。它根据整个图像的平均亮度来调整每个像素的亮度。
  Reinhard: THREE.ReinhardToneMapping,
  // Cineon色调映射。这种方法起源于电影行业,尝试模仿电影胶片的颜色响应,使得图像在颜色上看起来更富有电影感。
  Cineon: THREE.CineonToneMapping,
  // ACES Filmic色调映射。这是一种模仿电影行业中常用的色调映射算法,可以产生类似于电影的视觉效果。
  ACESFilmic: THREE.ACESFilmicToneMapping,
});
gui.add(renderer, "toneMappingExposure", 0, 3, 0.1);

// exrLoader 加载hdr贴图
// let exrLoader = new EXRLoader();
// exrLoader.load(
//   "./texture/opt/memorial/Alex_Hart-Nature_Lab_Bones_2k.exr",
//   (texture) => {
//     console.log("exr", texture);
//     texture.mapping = THREE.EquirectangularReflectionMapping;
//     scene.background = texture;
//     scene.environment = texture;
//     plane.material.map = texture;
//   }
// );

// tif logLuv 加载hdr贴图
// let logLuvLoader = new LogLuvLoader();
// logLuvLoader.load("./texture/opt/memorial/memorial.tif", (texture) => {
//   console.log("exr", texture);
//   // texture.mapping = THREE.EquirectangularReflectionMapping;
//   scene.background = texture;
//   scene.environment = texture;
//   plane.material.map = texture;
// });

// rgbmloader
let rgbmLoader = new RGBMLoader();
rgbmLoader.load("./texture/opt/memorial/memorial.png", (texture) => {
  scene.background = texture;
  scene.environment = texture;
  plane.material.map = texture;
});

九、透明冰块_透明液体_透明杯子多个透明物体混和渲染

在这里插入图片描述

// 导入threejs
import * as THREE from "three";
// 导入轨道控制器
import { OrbitControls } from "three/examples/jsm/controls/OrbitControls.js";
// 导入lil.gui
import { GUI } from "three/examples/jsm/libs/lil-gui.module.min.js";
// 导入hdr加载器
import { RGBELoader } from "three/examples/jsm/loaders/RGBELoader.js";
// 导入顶点法向量辅助器
import { VertexNormalsHelper } from "three/examples/jsm/helpers/VertexNormalsHelper.js";
// 导入gltf加载器
import { GLTFLoader } from "three/examples/jsm/loaders/GLTFLoader.js";
// 导入draco解码器
import { DRACOLoader } from "three/examples/jsm/loaders/DRACOLoader.js";
// 创建场景
const scene = new THREE.Scene();

// 创建相机
const camera = new THREE.PerspectiveCamera(
  45, // 视角
  window.innerWidth / window.innerHeight, // 宽高比
  0.1, // 近平面
  1000 // 远平面
);

// 创建渲染器
const renderer = new THREE.WebGLRenderer({
  antialias: true, // 开启抗锯齿
});
renderer.shadowMap.enabled = true;
renderer.setSize(window.innerWidth, window.innerHeight);
document.body.appendChild(renderer.domElement);

// 设置相机位置
camera.position.z = 5;
camera.position.y = 4;
camera.position.x = 2;
camera.lookAt(0, 0, 0);

// 添加世界坐标辅助器
const axesHelper = new THREE.AxesHelper(5);
scene.add(axesHelper);

// 添加轨道控制器
const controls = new OrbitControls(camera, renderer.domElement);
// 设置带阻尼的惯性
controls.enableDamping = true;
// 设置阻尼系数
controls.dampingFactor = 0.05;
// 设置旋转速度
// controls.autoRotate = true;

// 渲染函数
function animate() {
  controls.update();
  requestAnimationFrame(animate);
  // 渲染
  renderer.render(scene, camera);
}
animate();

// 监听窗口变化
window.addEventListener("resize", () => {
  // 重置渲染器宽高比
  renderer.setSize(window.innerWidth, window.innerHeight);
  // 重置相机宽高比
  camera.aspect = window.innerWidth / window.innerHeight;
  // 更新相机投影矩阵
  camera.updateProjectionMatrix();
});

let eventObj = {
  Fullscreen: function () {
    // 全屏
    document.body.requestFullscreen();
    console.log("全屏");
  },
  ExitFullscreen: function () {
    document.exitFullscreen();
    console.log("退出全屏");
  },
};

// 创建GUI
const gui = new GUI();
// 添加按钮
gui.add(eventObj, "Fullscreen").name("全屏");
gui.add(eventObj, "ExitFullscreen").name("退出全屏");
// 控制立方体的位置
// gui.add(cube.position, "x", -5, 5).name("立方体x轴位置");

// rgbeLoader 加载hdr贴图
let rgbeLoader = new RGBELoader();
rgbeLoader.load("./texture/Alex_Hart-Nature_Lab_Bones_2k.hdr", (envMap) => {
  // 设置球形贴图
  // envMap.mapping = THREE.EquirectangularReflectionMapping;
  envMap.mapping = THREE.EquirectangularRefractionMapping;
  // 设置环境贴图
  scene.background = envMap;
  // 设置环境贴图
  scene.environment = envMap;

  let params = {
    aoMap: true,
  };
  // 实例化加载器gltf
  const gltfLoader = new GLTFLoader();
  // 实例化加载器draco
  const dracoLoader = new DRACOLoader();
  // 设置draco路径
  dracoLoader.setDecoderPath("./draco/");
  // 设置gltf加载器draco解码器
  gltfLoader.setDRACOLoader(dracoLoader);
  // 加载模型
  gltfLoader.load(
    // 模型路径
    "./model/cup.glb",
    // 加载完成回调
    (gltf) => {
      let cup = gltf.scene.getObjectByName("copo_low_01_vidro_0");
      let water = gltf.scene.getObjectByName("copo_low_02_agua_0");
      let ice = gltf.scene.getObjectByName("copo_low_04_vidro_0");

      ice.scale.set(0.86, 0.86, 0.86);
      water.position.z = -1;
      ice.renderOrder = 1;
      water.renderOrder = 2;
      cup.renderOrder = 3;

      // cup.visible = false;
      // water.visible = false;

      console.log("ice", ice);
      console.log("water", water);
      let iceMaterial = ice.material;
      ice.material = new THREE.MeshPhysicalMaterial({
        normalMap: iceMaterial.normalMap,
        metalnessMap: iceMaterial.metalnessMap,
        roughness: 0,
        color: 0xffffff,
        transmission: 0.95,
        transparent: true,
        thickness: 10,
        ior: 2,
        // opacity: 0.5,
      });

      // console.log("iceMaterial", iceMaterial);

      let waterMaterial = water.material;
      water.material = new THREE.MeshPhysicalMaterial({
        map: waterMaterial.map,
        normalMap: waterMaterial.normalMap,
        metalnessMap: waterMaterial.metalnessMap,
        roughnessMap: waterMaterial.roughnessMap,
        transparent: true,
        transmission: 0.95,
        roughness: 0.1,
        thickness: 10,
        ior: 2,
        // opacity: 0.6,
      });

      // water.visible = false;

      cup.material = new THREE.MeshPhysicalMaterial({
        map: cup.material.map,
        normalMap: cup.material.normalMap,
        metalnessMap: cup.material.metalnessMap,
        roughnessMap: cup.material.roughnessMap,
        transparent: true,
        transmission: 0.95,
        roughness: 0.3,
        thickness: 10,
        ior: 2,
        opacity: 0.6,
      });
      // cup.material = material;

      let material = water.material;
      material.blending = THREE.CustomBlending;
      material.blendEquation = THREE.AddEquation;
      material.blendSrc = THREE.SrcAlphaFactor;
      material.blendDst = THREE.SrcColorFactor;

      cup.material.blending = THREE.CustomBlending;
      cup.material.blendEquation = THREE.AddEquation;
      cup.material.blendSrc = THREE.SrcAlphaFactor;
      cup.material.blendDst = THREE.SrcColorFactor;

      gui
        .add(material, "blendEquation", {
          AddEquation: THREE.AddEquation,
          SubtractEquation: THREE.SubtractEquation,
          ReverseSubtractEquation: THREE.ReverseSubtractEquation,
          MinEquation: THREE.MinEquation,
          MaxEquation: THREE.MaxEquation,
        })
        .name("blendEquation");

      gui
        .add(material, "blendSrc", {
          ZeroFactor: THREE.ZeroFactor,
          OneFactor: THREE.OneFactor,
          SrcColorFactor: THREE.SrcColorFactor,
          OneMinusSrcColorFactor: THREE.OneMinusSrcColorFactor,
          SrcAlphaFactor: THREE.SrcAlphaFactor,
          OneMinusSrcAlphaFactor: THREE.OneMinusSrcAlphaFactor,
          DstAlphaFactor: THREE.DstAlphaFactor,
          OneMinusDstAlphaFactor: THREE.OneMinusDstAlphaFactor,
          DstColorFactor: THREE.DstColorFactor,
          OneMinusDstColorFactor: THREE.OneMinusDstColorFactor,
          SrcAlphaSaturateFactor: THREE.SrcAlphaSaturateFactor,
        })
        .name("blendSrc");
      gui
        .add(cup.material, "blendDst", {
          ZeroFactor: THREE.ZeroFactor,
          OneFactor: THREE.OneFactor,
          SrcColorFactor: THREE.SrcColorFactor,
          OneMinusSrcColorFactor: THREE.OneMinusSrcColorFactor,
          SrcAlphaFactor: THREE.SrcAlphaFactor,
          OneMinusSrcAlphaFactor: THREE.OneMinusSrcAlphaFactor,
          DstAlphaFactor: THREE.DstAlphaFactor,
          OneMinusDstAlphaFactor: THREE.OneMinusDstAlphaFactor,
          DstColorFactor: THREE.DstColorFactor,
          OneMinusDstColorFactor: THREE.OneMinusDstColorFactor,
          // SrcAlphaSaturateFactor: THREE.SrcAlphaSaturateFactor,
        })
        .name("blendDst");

      gui
        .add(material, "blendEquationAlpha", {
          AddEquation: THREE.AddEquation,
          SubtractEquation: THREE.SubtractEquation,
          ReverseSubtractEquation: THREE.ReverseSubtractEquation,
          MinEquation: THREE.MinEquation,
          MaxEquation: THREE.MaxEquation,
        })
        .name("blendEquationAlpha");

      gui
        .add(material, "blendSrcAlpha", {
          ZeroFactor: THREE.ZeroFactor,
          OneFactor: THREE.OneFactor,
          SrcColorFactor: THREE.SrcColorFactor,
          OneMinusSrcColorFactor: THREE.OneMinusSrcColorFactor,
          SrcAlphaFactor: THREE.SrcAlphaFactor,
          OneMinusSrcAlphaFactor: THREE.OneMinusSrcAlphaFactor,
          DstAlphaFactor: THREE.DstAlphaFactor,
          OneMinusDstAlphaFactor: THREE.OneMinusDstAlphaFactor,
          DstColorFactor: THREE.DstColorFactor,
          OneMinusDstColorFactor: THREE.OneMinusDstColorFactor,
          SrcAlphaSaturateFactor: THREE.SrcAlphaSaturateFactor,
        })
        .name("blendSrcAlpha");
      gui.add(material, "blendDstAlpha", {
        ZeroFactor: THREE.ZeroFactor,
        OneFactor: THREE.OneFactor,
        SrcColorFactor: THREE.SrcColorFactor,
        OneMinusSrcColorFactor: THREE.OneMinusSrcColorFactor,
        SrcAlphaFactor: THREE.SrcAlphaFactor,
        OneMinusSrcAlphaFactor: THREE.OneMinusSrcAlphaFactor,
        DstAlphaFactor: THREE.DstAlphaFactor,
        OneMinusDstAlphaFactor: THREE.OneMinusDstAlphaFactor,
        DstColorFactor: THREE.DstColorFactor,
        OneMinusDstColorFactor: THREE.OneMinusDstColorFactor,
        // SrcAlphaSaturateFactor: THREE.SrcAlphaSaturateFactor,
      });
      scene.add(gltf.scene);
    }
  );
});

十、裁剪平面对物体裁剪

在这里插入图片描述

// 导入threejs
import * as THREE from "three";
// 导入轨道控制器
import { OrbitControls } from "three/examples/jsm/controls/OrbitControls.js";
// 导入lil.gui
import { GUI } from "three/examples/jsm/libs/lil-gui.module.min.js";
// 导入hdr加载器
import { RGBELoader } from "three/examples/jsm/loaders/RGBELoader.js";
// 导入顶点法向量辅助器
import { VertexNormalsHelper } from "three/examples/jsm/helpers/VertexNormalsHelper.js";
// 导入gltf加载器
import { GLTFLoader } from "three/examples/jsm/loaders/GLTFLoader.js";
// 导入draco解码器
import { DRACOLoader } from "three/examples/jsm/loaders/DRACOLoader.js";
// 创建场景
const scene = new THREE.Scene();

// 创建相机
const camera = new THREE.PerspectiveCamera(
  45, // 视角
  window.innerWidth / window.innerHeight, // 宽高比
  0.1, // 近平面
  1000 // 远平面
);

// 创建渲染器
const renderer = new THREE.WebGLRenderer({
  antialias: true, // 开启抗锯齿
});
renderer.shadowMap.enabled = true;
renderer.setSize(window.innerWidth, window.innerHeight);
document.body.appendChild(renderer.domElement);

// 设置相机位置
camera.position.z = 50;
camera.position.y = 4;
camera.position.x = 2;
camera.lookAt(0, 0, 0);

// 添加世界坐标辅助器
const axesHelper = new THREE.AxesHelper(5);
scene.add(axesHelper);

// 添加轨道控制器
const controls = new OrbitControls(camera, renderer.domElement);
// 设置带阻尼的惯性
controls.enableDamping = true;
// 设置阻尼系数
controls.dampingFactor = 0.05;
// 设置旋转速度
// controls.autoRotate = true;

// 渲染函数
function animate() {
  controls.update();
  requestAnimationFrame(animate);
  // 渲染
  renderer.render(scene, camera);
}
animate();

// 监听窗口变化
window.addEventListener("resize", () => {
  // 重置渲染器宽高比
  renderer.setSize(window.innerWidth, window.innerHeight);
  // 重置相机宽高比
  camera.aspect = window.innerWidth / window.innerHeight;
  // 更新相机投影矩阵
  camera.updateProjectionMatrix();
});

// 创建GUI
const gui = new GUI();

// rgbeLoader 加载hdr贴图
let rgbeLoader = new RGBELoader();
rgbeLoader.load("./texture/Alex_Hart-Nature_Lab_Bones_2k.hdr", (envMap) => {
  // 设置球形贴图
  // envMap.mapping = THREE.EquirectangularReflectionMapping;
  envMap.mapping = THREE.EquirectangularRefractionMapping;
  // 设置环境贴图
  scene.background = envMap;
  // 设置环境贴图
  scene.environment = envMap;
});
const geometry = new THREE.TorusKnotGeometry(10, 3, 100, 16);
const material = new THREE.MeshPhysicalMaterial({
  side: THREE.DoubleSide,
});
const torusKnot = new THREE.Mesh(geometry, material);
scene.add(torusKnot);

// 创建裁剪平面
const plane = new THREE.Plane(new THREE.Vector3(0, 1, 0), 0);
// 创建第2个平面
const plane2 = new THREE.Plane(new THREE.Vector3(1, 0, 0), 0);
// material.clippingPlanes = [plane, plane2];
// // 设置裁剪为并集
// material.clipIntersection = false;
// // 设置渲染器的localClippingEnabled属性为true
// renderer.localClippingEnabled = true;
// // 设置裁剪阴影
// // material.clipShadows = true;

// plane.constant = 0;

renderer.clippingPlanes = [plane, plane2];

// 创建一个gui
const folder = gui.addFolder("裁剪平面");
// 添加一个滑块
folder.add(plane, "constant", -10, 10).name("位置");
// // 设置plane的normal属性
folder.add(plane.normal, "x", -1, 1).name("法向量x");
folder.add(plane.normal, "y", -1, 1).name("法向量y");
folder.add(plane.normal, "z", -1, 1).name("法向量z");

十一、剪裁场景-1个物体同时渲染多种材质效果

在这里插入图片描述

// 导入threejs
import * as THREE from "three";
// 导入轨道控制器
import { OrbitControls } from "three/examples/jsm/controls/OrbitControls.js";
// 导入lil.gui
import { GUI } from "three/examples/jsm/libs/lil-gui.module.min.js";
// 导入hdr加载器
import { RGBELoader } from "three/examples/jsm/loaders/RGBELoader.js";
// 导入顶点法向量辅助器
import { VertexNormalsHelper } from "three/examples/jsm/helpers/VertexNormalsHelper.js";
// 导入gltf加载器
import { GLTFLoader } from "three/examples/jsm/loaders/GLTFLoader.js";
// 导入draco解码器
import { DRACOLoader } from "three/examples/jsm/loaders/DRACOLoader.js";
// 创建场景
const scene = new THREE.Scene();

// 创建相机
const camera = new THREE.PerspectiveCamera(
  45, // 视角
  window.innerWidth / window.innerHeight, // 宽高比
  0.1, // 近平面
  1000 // 远平面
);

// 创建渲染器
const renderer = new THREE.WebGLRenderer({
  antialias: true, // 开启抗锯齿
});
renderer.shadowMap.enabled = true;
renderer.setSize(window.innerWidth, window.innerHeight);
document.body.appendChild(renderer.domElement);

// 设置相机位置
camera.position.z = 50;
camera.position.y = 4;
camera.position.x = 2;
camera.lookAt(0, 0, 0);

// 添加世界坐标辅助器
const axesHelper = new THREE.AxesHelper(5);
scene.add(axesHelper);

// 添加轨道控制器
const controls = new OrbitControls(camera, renderer.domElement);
// 设置带阻尼的惯性
controls.enableDamping = true;
// 设置阻尼系数
controls.dampingFactor = 0.05;
// 设置旋转速度
// controls.autoRotate = true;

// 创建新场景
const newScene = new THREE.Scene();

const geometry1 = new THREE.TorusKnotGeometry(10, 3, 100, 16);
const material1 = new THREE.MeshBasicMaterial({
  wireframe: true,
});
const torusKnot1 = new THREE.Mesh(geometry1, material1);
newScene.add(torusKnot1);

// scissorWidth
let params = {
  scissorWidth: window.innerWidth / 2,
};

// 渲染函数
function animate() {
  controls.update();
  requestAnimationFrame(animate);
  // 渲染
  renderer.setScissorTest(true);
  renderer.setScissor(0, 0, params.scissorWidth, window.innerHeight);
  renderer.render(scene, camera);
  renderer.setScissor(
    params.scissorWidth,
    0,
    window.innerWidth - params.scissorWidth,
    window.innerHeight
  );
  renderer.render(newScene, camera);
  renderer.setScissorTest(false);
}
animate();

// 监听窗口变化
window.addEventListener("resize", () => {
  // 重置渲染器宽高比
  renderer.setSize(window.innerWidth, window.innerHeight);
  // 重置相机宽高比
  camera.aspect = window.innerWidth / window.innerHeight;
  // 更新相机投影矩阵
  camera.updateProjectionMatrix();
});

// 创建GUI
const gui = new GUI();
gui.add(params, "scissorWidth", 0, window.innerWidth);

// rgbeLoader 加载hdr贴图
let rgbeLoader = new RGBELoader();
rgbeLoader.load("./texture/Alex_Hart-Nature_Lab_Bones_2k.hdr", (envMap) => {
  // 设置球形贴图
  // envMap.mapping = THREE.EquirectangularReflectionMapping;
  envMap.mapping = THREE.EquirectangularRefractionMapping;
  // 设置环境贴图
  scene.background = envMap;
  // 设置环境贴图
  scene.environment = envMap;
  newScene.background = envMap;
  newScene.environment = envMap;
});
const geometry = new THREE.TorusKnotGeometry(10, 3, 100, 16);
const material = new THREE.MeshPhysicalMaterial({
  side: THREE.DoubleSide,
});
const torusKnot = new THREE.Mesh(geometry, material);
scene.add(torusKnot);

十二、模板渲染

将小球只渲染在某一模版范围内
在这里插入图片描述

// 导入threejs
import * as THREE from "three";
// 导入轨道控制器
import { OrbitControls } from "three/examples/jsm/controls/OrbitControls.js";
// 导入lil.gui
import { GUI } from "three/examples/jsm/libs/lil-gui.module.min.js";
// 导入hdr加载器
import { RGBELoader } from "three/examples/jsm/loaders/RGBELoader.js";
// 导入顶点法向量辅助器
import { VertexNormalsHelper } from "three/examples/jsm/helpers/VertexNormalsHelper.js";
// 导入gltf加载器
import { GLTFLoader } from "three/examples/jsm/loaders/GLTFLoader.js";
// 导入draco解码器
import { DRACOLoader } from "three/examples/jsm/loaders/DRACOLoader.js";
// 创建场景
const scene = new THREE.Scene();

// 创建相机
const camera = new THREE.PerspectiveCamera(
  45, // 视角
  window.innerWidth / window.innerHeight, // 宽高比
  0.1, // 近平面
  1000 // 远平面
);

// 创建渲染器
const renderer = new THREE.WebGLRenderer({
  antialias: true, // 开启抗锯齿
});
renderer.shadowMap.enabled = true;
renderer.setSize(window.innerWidth, window.innerHeight);
document.body.appendChild(renderer.domElement);

// 设置相机位置
camera.position.z = 40;
camera.position.y = 4;
camera.position.x = 2;
camera.lookAt(0, 0, 0);

// 添加世界坐标辅助器
const axesHelper = new THREE.AxesHelper(5);
scene.add(axesHelper);

// 添加轨道控制器
const controls = new OrbitControls(camera, renderer.domElement);
// 设置带阻尼的惯性
controls.enableDamping = true;
// 设置阻尼系数
controls.dampingFactor = 0.05;
// 设置旋转速度
// controls.autoRotate = true;

// 渲染函数
function animate() {
  controls.update();
  requestAnimationFrame(animate);
  // 渲染
  renderer.render(scene, camera);
}
animate();

// 监听窗口变化
window.addEventListener("resize", () => {
  // 重置渲染器宽高比
  renderer.setSize(window.innerWidth, window.innerHeight);
  // 重置相机宽高比
  camera.aspect = window.innerWidth / window.innerHeight;
  // 更新相机投影矩阵
  camera.updateProjectionMatrix();
});

// 创建GUI
const gui = new GUI();

// rgbeLoader 加载hdr贴图
let rgbeLoader = new RGBELoader();
rgbeLoader.load("./texture/Alex_Hart-Nature_Lab_Bones_2k.hdr", (envMap) => {
  // 设置球形贴图
  // envMap.mapping = THREE.EquirectangularReflectionMapping;
  envMap.mapping = THREE.EquirectangularRefractionMapping;
  // 设置环境贴图
  scene.background = envMap;
  // 设置环境贴图
  scene.environment = envMap;
});

// 创建1个平面

// 1、2个物体都设置模板缓冲区的写入和测试
// 2、设置模板缓冲的基准值
// 3、设置允许写入的掩码0xff
// 4、在小球上设置模板比较函数THREE.EqualStencilFunc
// 5、设置当函数比较通过时候,设置为replace替换
const plane = new THREE.PlaneGeometry(8, 8);
const planeMaterial = new THREE.MeshPhysicalMaterial({
  stencilWrite: true, //
  stencilWriteMask: 0xff, //0-255
  stencilRef: 2,
  stencilZPass: THREE.ReplaceStencilOp,
});
const planeMesh = new THREE.Mesh(plane, planeMaterial);
scene.add(planeMesh);

// 创建1个球
const sphere = new THREE.SphereGeometry(1, 20, 20);
const sphereMaterial = new THREE.MeshPhysicalMaterial({
  color: 0xffcccc,
  stencilWrite: true,
  stencilRef: 2,
  stencilFunc: THREE.EqualStencilFunc,
  depthTest: false,
});
const sphereMesh = new THREE.Mesh(sphere, sphereMaterial);
sphereMesh.position.z = -10;
scene.add(sphereMesh);

十三、模板渲染实现金属剖切面

在这里插入图片描述

在这里插入图片描述

// 导入threejs
import * as THREE from "three";
// 导入轨道控制器
import { OrbitControls } from "three/examples/jsm/controls/OrbitControls.js";
// 导入lil.gui
import { GUI } from "three/examples/jsm/libs/lil-gui.module.min.js";
// 导入hdr加载器
import { RGBELoader } from "three/examples/jsm/loaders/RGBELoader.js";
// 导入顶点法向量辅助器
import { VertexNormalsHelper } from "three/examples/jsm/helpers/VertexNormalsHelper.js";
// 导入gltf加载器
import { GLTFLoader } from "three/examples/jsm/loaders/GLTFLoader.js";
// 导入draco解码器
import { DRACOLoader } from "three/examples/jsm/loaders/DRACOLoader.js";
// 创建场景
const scene = new THREE.Scene();

// 创建相机
const camera = new THREE.PerspectiveCamera(
  45, // 视角
  window.innerWidth / window.innerHeight, // 宽高比
  0.1, // 近平面
  1000 // 远平面
);

// 创建渲染器
const renderer = new THREE.WebGLRenderer({
  antialias: true, // 开启抗锯齿
});
renderer.shadowMap.enabled = true;
renderer.setSize(window.innerWidth, window.innerHeight);
document.body.appendChild(renderer.domElement);

// 设置相机位置
camera.position.z = 50;
camera.position.y = 24;
camera.position.x = 2;
camera.lookAt(0, 0, 0);

// 添加世界坐标辅助器
const axesHelper = new THREE.AxesHelper(5);
scene.add(axesHelper);

// 添加轨道控制器
const controls = new OrbitControls(camera, renderer.domElement);
// 设置带阻尼的惯性
controls.enableDamping = true;
// 设置阻尼系数
controls.dampingFactor = 0.05;
// 设置旋转速度
// controls.autoRotate = true;

// 渲染函数
function animate() {
  controls.update();
  requestAnimationFrame(animate);
  // 渲染
  renderer.render(scene, camera);
}
animate();

// 监听窗口变化
window.addEventListener("resize", () => {
  // 重置渲染器宽高比
  renderer.setSize(window.innerWidth, window.innerHeight);
  // 重置相机宽高比
  camera.aspect = window.innerWidth / window.innerHeight;
  // 更新相机投影矩阵
  camera.updateProjectionMatrix();
});

// 创建GUI
const gui = new GUI();

// rgbeLoader 加载hdr贴图
let rgbeLoader = new RGBELoader();
rgbeLoader.load("./texture/Alex_Hart-Nature_Lab_Bones_2k.hdr", (envMap) => {
  // 设置球形贴图
  // envMap.mapping = THREE.EquirectangularReflectionMapping;
  envMap.mapping = THREE.EquirectangularRefractionMapping;
  // 设置环境贴图
  scene.background = envMap;
  // 设置环境贴图
  scene.environment = envMap;
});
const geometry = new THREE.TorusKnotGeometry(10, 3, 100, 16);
const material = new THREE.MeshPhysicalMaterial({
  // side: THREE.DoubleSide,
  side: THREE.FrontSide,
});
const torusKnot = new THREE.Mesh(geometry, material);
scene.add(torusKnot);

const material1 = new THREE.MeshBasicMaterial({
  side: THREE.BackSide,
  color: 0xffcccc,
  stencilWrite: true,
  stencilRef: 1,
  stencilWriteMask: 0xff,
  stencilZPass: THREE.ReplaceStencilOp,
});
const torusKnot1 = new THREE.Mesh(geometry, material1);
scene.add(torusKnot1);

// 创建裁剪平面
const plane = new THREE.Plane(new THREE.Vector3(0, -1, 0), 0);
material.clippingPlanes = [plane];
material1.clippingPlanes = [plane];
renderer.localClippingEnabled = true;
// // 设置裁剪阴影

// 创建一个gui
const folder = gui.addFolder("裁剪平面");
// 添加一个滑块
folder.add(plane, "constant", -10, 10).name("位置");
// // 设置plane的normal属性
folder.add(plane.normal, "x", -1, 1).name("法向量x");
folder.add(plane.normal, "y", -1, 1).name("法向量y");
folder.add(plane.normal, "z", -1, 1).name("法向量z");

// 创建平面
let planeGeometry = new THREE.PlaneGeometry(40, 40, 1, 1);
let planeMaterial = new THREE.MeshPhysicalMaterial({
  color: 0xccccff,
  metalness: 0.95,
  roughness: 0.1,
  stencilWrite: true,
  stencilRef: 1,
  stencilFunc: THREE.EqualStencilFunc,
});
let planeMesh = new THREE.Mesh(planeGeometry, planeMaterial);
planeMesh.rotation.x = -Math.PI / 2;
scene.add(planeMesh);

本文来自互联网用户投稿,该文观点仅代表作者本人,不代表本站立场。本站仅提供信息存储空间服务,不拥有所有权,不承担相关法律责任。如若转载,请注明出处:http://www.coloradmin.cn/o/1133142.html

如若内容造成侵权/违法违规/事实不符,请联系多彩编程网进行投诉反馈,一经查实,立即删除!

相关文章

基于5G网关的风力发电远程监测方案优势

风力发电是清洁能源的典型代表,是我国能源结构转型的重要组成。近年来我国大力发展风能、水能、光伏等清洁能源,加速双碳战略,长期致力于创造人与生态友好和谐的人居社会。 针对风力发电机组和厂区的运营和管理,5G技术、物联网技…

CrossOver23.6软件激活码怎么获取 CrossOver软件2023怎么激活

CrossOver一款类虚拟机,它的主要功能是在mac系统中安装windows应用程序。其工作原理是将exe格式的windows应用程序安装包安装至CrossOver容器中,并将运行该exe文件所需的配置文件下载至容器中,便能在mac正常运行windows应用程序了。下面就让我…

JavaSE介绍与第一个Java程序

JavaSE介绍与第一个Java程序 一、Java简介二、Java特点三、编译运行过程四、JDK、JRE和JVM的关系五、第一个Java程序1、HelloWorld2、注意事项 六、标识符与命名规范1、标识符(1)什么是标识符(2)标识符的命名规则 2、命名规范&…

C++初阶:C/C++内存管理

一.C/C内存分布 先来回顾一下C语言内存分区示意图如下: 代码区: 程序执行代码一般存放在代码区,字符串常量以及define定义的常量也可能存放在代码区。 常量区: 字符串,数字等常量以及const修饰的全局变量往往存放在…

【UE】UMG通信的三种方法

目录 前言 方法一:通过“获取类的所有控件”节点通信 方法二:当创建控件蓝图时传入其它控件蓝图的对象引用 *方法三:使用HUD类来管理UMG通信 前言 首先我们创建了三个控件蓝图,那么其中的一个控件蓝图如何与剩下的控件蓝图通…

网络编程进化史:Netty Channel 的崭新篇章

上篇文章(Netty 入门 — ByteBuf,Netty 数据传输的载体),我们了解了 Netty 的数据是以 ByteBuf 为单位进行传输的,但是有了数据,你没有通道,数据是无法传输的,所以今天我们来熟悉 Ne…

2023 年专业人士必须尝试的 15 款人工智能工具

在本文中,我们将看到一些人工智能驱动的工具,这些工具将在 2023 年彻底改变开发并使专业人士的生活变得轻松。我们将讨论旨在为专业人士提供支持的 15 种顶级人工智能和低代码工具。人工智能工具现在变得更加强大,使他们能够创造有影响力的产…

数字图像处理(十六)非局部均值去噪

文章目录 一、前言二、NL-means1.两个邻域块的相似度2.NL-means原理3.数学理论推导4.代码链接 参考链接 一、前言 在之前我们已经介绍过许多图像去噪的方法,比如均值滤波、中值滤波、高斯滤波等。今天我们要介绍一种新的去噪方法——非局部均值去噪(the…

如何构建一个外卖微信小程序

随着外卖行业的不断发展,越来越多的商家开始关注外卖微信小程序的开发。微信小程序具有使用方便、快速上线、用户覆盖广等优势,成为了商家们的首选。 那么,如何快速开发一个外卖微信小程序呢?下面就让我们来看看吧! 首…

二、W5100S/W5500+RP2040树莓派Pico<DHCP>

文章目录 1 前言2 简介2 .1 什么是DHCP?2.2 为什么要使用DHCP?2.3 DHCP工作原理2.4 DHCP应用场景 3 WIZnet以太网芯片4 DHCP网络设置示例概述以及使用4.1 流程图4.2 准备工作核心4.3 连接方式4.4 主要代码概述4.5 结果演示 5 注意事项6 相关链接 1 前言 …

模型保存和加载

1、sklearn模型的保存和加载API from sklearn.externals import joblib 保存:joblib.dump(rf, ‘test.pkl’)加载:estimator joblib.load(‘test.pkl’) 2、决策树的模型保存加载案例 保存: import joblib from sklearn.model_selectio…

程序员想要网上接单却不知道如何是好?那这篇文章你可得收藏好了!

作为一名程序员,想要网上接单赚赚零花钱,提高生活水平,这当然是无可厚非的,甚至有许多人已经将网上接单作为主业。 可是面对网上五花八门的接单平台,看着网上真真假假的信息,你真的清楚如何选择吗&#xf…

CAP定理下:Zookeeper、Eureka、Nacos简单分析

CAP定理下:Zookeeper、Eureka、Nacos简单分析 CAP定理 C: 一致性(Consistency):写操作之后的读操作也需要读到之前的 A: 可用性(Availability):收到用户请求,服务器就必须给出响应 P…

整个自动驾驶小车001:概述

材料: 1,树梅派4b,作为主控,这个东西有linux系统,方便 2,HC-S104超声波模块,我有多个,不少于4个,我可以前后左右四个方向都搞一个 3,l298n模块,…

指定顺序输出

系列文章目录 进阶的卡莎C++_睡觉觉觉得的博客-CSDN博客数1的个数_睡觉觉觉得的博客-CSDN博客双精度浮点数的输入输出_睡觉觉觉得的博客-CSDN博客足球联赛积分_睡觉觉觉得的博客-CSDN博客大减价(一级)_睡觉觉觉得的博客-CSDN博客小写字母的判断_睡觉觉觉得的博客-CSDN博客纸币(…

SpringCloud复习:(5) feign的底层原理

首先需要在启动类加注解EnableFeignClients,它的代码如下: 可以看到,EnableFeignClients导入了FeignClientRegistra类,它实现了ImportBeanDefinitionRegistrar,其中定义了注册bean的逻辑 其中registerFeignClients用于注册我们通…

YOLO目标检测——行人数据集【含对应voc、coco和yolo三种格式标签+划分脚本】

实际项目应用:智能监控、人机交互、行为分析、安全防护数据集说明:行人检测数据集,真实场景的高质量图片数据,数据场景丰富标签说明:使用lableimg标注软件标注,标注框质量高,含voc(xml)、coco(j…

gcc和makfile

gcc和makfile gcc预处理(进行宏替换)编译(生成汇编)汇编(生成机器可以识别的代码)连接(生成可以执行的文件或者库文件) makemakefile文件的编写 gcc 没安装的话,按照终端提示的安装命令安装就行 运行的格式: gcc [选项] [要编译的文件] [选项] [目标文件…

✔ ★【备战实习(面经+项目+算法)】 10.25学习(算法刷题:5道)

✔ ★【备战实习(面经项目算法)】 坚持完成每天必做如何找到好工作1. 科学的学习方法(专注!效率!记忆!心流!)2. 每天认真完成必做项,踏实学习技术 认真完成每天必做&…