1. 点材质的使用
import * as THREE from "three"
// 导入轨道控制器
import { OrbitControls } from 'three/examples/jsm/controls/OrbitControls'
// console.log(THREE)
// 1.创建场景
const scene = new THREE.Scene()
// 2.创建相机 --> 透视相机
const camera = new THREE.PerspectiveCamera(
75,
window.innerWidth / window.innerHeight,
0.1,
100
)
// 设置相机位置
camera.position.set(0, 0, 10)
// 将相机添加到场景中
scene.add(camera)
// 创建球几何体
const sphereGeometry = new THREE.SphereBufferGeometry(3, 30, 30)
// const material = new THREE.MeshBasicMaterial({
// color: 0xff0000,
// wireframe: true
// })
// const mesh = new THREE.Mesh(sphereGeometry, material)
// scene.add(mesh)
// 设置点材质
const pointsMaterial = new THREE.PointsMaterial()
pointsMaterial.size = 0.1
pointsMaterial.color.set(0xfff000)
// 相机深度而衰减
pointsMaterial.sizeAttenuation = true
// 载入纹理
const textureLoader = new THREE.TextureLoader()
// const texture = textureLoader.load('./textures/particles/1.png')
const texture = textureLoader.load('./textures/particles/2.png')
// 设置点材质纹理
pointsMaterial.map = texture
pointsMaterial.alphaMap = texture
pointsMaterial.transparent =true
// 渲染此材质是否对深度缓冲区有任何影响。默认为true。
pointsMaterial. depthWrite = false
pointsMaterial.blending = THREE.AdditiveBlending
const points = new THREE.Points(sphereGeometry, pointsMaterial)
scene.add(points)
// 初始化渲染器
const renderer = new THREE.WebGLRenderer();
// 设置渲染的尺寸大小
renderer.setSize(window.innerWidth, window.innerHeight);
// 开启场景中的阴影贴图
renderer.shadowMap.enabled = true
renderer.physicallyCorrectLights = true
// console.log(renderer);
// 将webgl渲染的canvas内容添加到body
document.body.appendChild(renderer.domElement);
// // 使用渲染器,通过相机将场景渲染进来
// renderer.render(scene, camera);
// 创建轨道控制器
const controls = new OrbitControls(camera, renderer.domElement);
// 设置控制器阻尼,让控制器更有真实效果,必须在动画循环里调用.update()。
controls.enableDamping = true;
// 添加坐标轴辅助器
const axesHelper = new THREE.AxesHelper(5);
scene.add(axesHelper);
// 设置时钟
const clock = new THREE.Clock();
function render() {
let time = clock.getElapsedTime()
controls.update()
renderer.render(scene, camera)
// 渲染下一帧的时候就会调用render函数
requestAnimationFrame(render)
}
render();
// 监听画面变化,更新渲染画面
window.addEventListener("resize", () => {
// console.log("画面变化了");
// 更新摄像头
camera.aspect = window.innerWidth / window.innerHeight;
// 更新摄像机的投影矩阵
camera.updateProjectionMatrix();
// 更新渲染器
renderer.setSize(window.innerWidth, window.innerHeight);
// 设置渲染器的像素比
renderer.setPixelRatio(window.devicePixelRatio);
});
2.使用pointes打造绚丽多彩的星空
import * as THREE from "three"
// 导入轨道控制器
import { OrbitControls } from 'three/examples/jsm/controls/OrbitControls'
// 使用pointes打造绚丽多彩的星空
// console.log(THREE)
// 1.创建场景
const scene = new THREE.Scene()
// 2.创建相机 --> 透视相机
const camera = new THREE.PerspectiveCamera(
75,
window.innerWidth / window.innerHeight,
0.1,
100
)
// 设置相机位置
camera.position.set(0, 0, 10)
// 将相机添加到场景中
scene.add(camera)
// 创建球几何体
const sphereGeometry = new THREE.SphereBufferGeometry(3, 30, 30)
const particlesGeometry = new THREE.BufferGeometry()
const count = 5000
// 设置缓冲区数组
const positions = new Float32Array(count * 3)
// 设置顶点的颜色
const colors = new Float32Array(count * 3)
// 设置顶点
for(let i = 0; i < count*3; i++) {
// 点的位置是随机的
positions[i] = Math.random() * 100 - 50
// 点的颜色随机
colors[i] = Math.random()
}
particlesGeometry.setAttribute(
'position',
new THREE.BufferAttribute(positions, 3)
)
particlesGeometry.setAttribute(
'color',
new THREE.BufferAttribute(colors, 3)
)
// 设置点材质
const pointsMaterial = new THREE.PointsMaterial()
pointsMaterial.size = 0.5
pointsMaterial.color.set(0xfff000)
// 相机深度而衰减
pointsMaterial.sizeAttenuation = true
// 载入纹理
const textureLoader = new THREE.TextureLoader()
// const texture = textureLoader.load('./textures/particles/1.png')
const texture = textureLoader.load('./textures/particles/1.png')
// 设置点材质纹理
pointsMaterial.map = texture
pointsMaterial.alphaMap = texture
pointsMaterial.transparent =true
// 渲染此材质是否对深度缓冲区有任何影响。默认为true。
pointsMaterial. depthWrite = false
pointsMaterial.blending = THREE.AdditiveBlending
// 设置启动顶点的颜色
pointsMaterial.vertexColors = true
const points = new THREE.Points(particlesGeometry, pointsMaterial)
scene.add(points)
// 初始化渲染器
const renderer = new THREE.WebGLRenderer();
// 设置渲染的尺寸大小
renderer.setSize(window.innerWidth, window.innerHeight);
// 开启场景中的阴影贴图
renderer.shadowMap.enabled = true
renderer.physicallyCorrectLights = true
// console.log(renderer);
// 将webgl渲染的canvas内容添加到body
document.body.appendChild(renderer.domElement);
// // 使用渲染器,通过相机将场景渲染进来
// renderer.render(scene, camera);
// 创建轨道控制器
const controls = new OrbitControls(camera, renderer.domElement);
// 设置控制器阻尼,让控制器更有真实效果,必须在动画循环里调用.update()。
controls.enableDamping = true;
// 添加坐标轴辅助器
const axesHelper = new THREE.AxesHelper(5);
scene.add(axesHelper);
// 设置时钟
const clock = new THREE.Clock();
function render() {
let time = clock.getElapsedTime()
controls.update()
renderer.render(scene, camera)
// 渲染下一帧的时候就会调用render函数
requestAnimationFrame(render)
}
render();
// 监听画面变化,更新渲染画面
window.addEventListener("resize", () => {
// 更新摄像头
camera.aspect = window.innerWidth / window.innerHeight;
// 更新摄像机的投影矩阵
camera.updateProjectionMatrix();
// 更新渲染器
renderer.setSize(window.innerWidth, window.innerHeight);
// 设置渲染器的像素比
renderer.setPixelRatio(window.devicePixelRatio);
});
3.打造漫天飞舞的雪花
import * as THREE from "three"
// 导入轨道控制器
import { OrbitControls } from 'three/examples/jsm/controls/OrbitControls'
// 打造漫天的雪花
// console.log(THREE)
// 1.创建场景
const scene = new THREE.Scene()
// 2.创建相机 --> 透视相机
const camera = new THREE.PerspectiveCamera(
75,
window.innerWidth / window.innerHeight,
0.1,
30
)
// 设置相机位置
camera.position.set(0, 0, 40)
// 将相机添加到场景中
scene.add(camera)
function createPoints(url, size = 0.5) {
// 创建球几何体
const sphereGeometry = new THREE.SphereBufferGeometry(3, 30, 30)
const particlesGeometry = new THREE.BufferGeometry()
const count = 10000
// 设置缓冲区数组
const positions = new Float32Array(count * 3)
// 设置顶点的颜色
const colors = new Float32Array(count * 3)
// 设置顶点
for(let i = 0; i < count*3; i++) {
// 点的位置是随机的
positions[i] = (Math.random() - 0.5) * 100
// 点的颜色随机
colors[i] = Math.random()
}
particlesGeometry.setAttribute(
'position',
new THREE.BufferAttribute(positions, 3)
)
particlesGeometry.setAttribute(
'color',
new THREE.BufferAttribute(colors, 3)
)
// 设置点材质
const pointsMaterial = new THREE.PointsMaterial()
pointsMaterial.size = size
pointsMaterial.color.set(0xfff000)
// 相机深度而衰减
pointsMaterial.sizeAttenuation = true
// 载入纹理
const textureLoader = new THREE.TextureLoader()
// const texture = textureLoader.load('./textures/particles/1.png')
const texture = textureLoader.load(`./textures/particles/${url}.png`)
// 设置点材质纹理
pointsMaterial.map = texture
pointsMaterial.alphaMap = texture
pointsMaterial.transparent =true
// 渲染此材质是否对深度缓冲区有任何影响。默认为true。
pointsMaterial. depthWrite = false
pointsMaterial.blending = THREE.AdditiveBlending
// 设置启动顶点的颜色
pointsMaterial.vertexColors = true
const points = new THREE.Points(particlesGeometry, pointsMaterial)
// 添加到场景中
scene.add(points)
return points
}
const points = createPoints('8')
// const points1 = createPoints('3', 1)
// const points2 = createPoints('10', 1)
const points3 = createPoints('14', 0.5)
// 初始化渲染器
const renderer = new THREE.WebGLRenderer();
// 设置渲染的尺寸大小
renderer.setSize(window.innerWidth, window.innerHeight);
// 开启场景中的阴影贴图
renderer.shadowMap.enabled = true
renderer.physicallyCorrectLights = true
// console.log(renderer);
// 将webgl渲染的canvas内容添加到body
document.body.appendChild(renderer.domElement);
// // 使用渲染器,通过相机将场景渲染进来
// renderer.render(scene, camera);
// 创建轨道控制器
const controls = new OrbitControls(camera, renderer.domElement);
// 设置控制器阻尼,让控制器更有真实效果,必须在动画循环里调用.update()。
controls.enableDamping = true;
// 添加坐标轴辅助器
const axesHelper = new THREE.AxesHelper(5);
scene.add(axesHelper);
// 设置时钟
const clock = new THREE.Clock();
function render() {
let time = clock.getElapsedTime()
// 设置旋转
points.rotation.x = time * 0.3
// points1.rotation.x = time * 0.5
// points2.rotation.x = time * 0.5
// points1.rotation.y = time * 0.05
points3.rotation.x = time * 0.3
points3.rotation.y = time * 0.05
controls.update()
renderer.render(scene, camera)
// 渲染下一帧的时候就会调用render函数
requestAnimationFrame(render)
}
render();
// 监听画面变化,更新渲染画面
window.addEventListener("resize", () => {
// 更新摄像头
camera.aspect = window.innerWidth / window.innerHeight;
// 更新摄像机的投影矩阵
camera.updateProjectionMatrix();
// 更新渲染器
renderer.setSize(window.innerWidth, window.innerHeight);
// 设置渲染器的像素比
renderer.setPixelRatio(window.devicePixelRatio);
});