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  • 1.环境纹理
  • 全景图片
  • 4.加入场景
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  1. webgl
  2. Awesome-threejs
  3. docs

创建自己的全景图

PreviousHellow Three.js 之 三维空间中观察物体的方法--照相机NextHellow Three.js 之 创建各种几何形状

Last updated 2 years ago

1.环境纹理

这很酷,但是这怎么用?我们可以像做反射和折射一样,而且事实上这两者的函数都已经内建在GLSL,WebGL的着色器语言上了。你只需要传递给着色器6张纹理图片,每张代表立方体的一个内表面,然后告诉WebGL这是个立方体纹理,然后就可以使用上面的效果了。

半轴:这个术语服务于立方体纹理。因为我们通常使用三个轴来描述三维空间:x轴、y轴、z轴,所以用于立方体纹理的图片也用轴的名称来标识了。一共六张图片,每个轴两张图片,正半轴一个,负半轴一个。

全景图片

全景图片可以是室内外比较空旷的地方,需要专门的应用拍摄,将图片做成了贴到球体上的那种,之后转换到立方体上。在此不赘述。

处理完成会获得与立方体六个面对应到6张图片,就是我们需要到环境纹理图。

4.加入场景

现在我们已经获得了环境纹理,然后将其载入到场景中。Three.js使这变得非常简单:

// 纹理图像的url
var path = "./demo/images/Bridge/";
var format = '.jpg';
var urls = [
    path + 'posx' + format, path + 'negx' + format,
    path + 'posy' + format, path + 'negy' + format,
    path + 'posz' + format, path + 'negz' + format
];

// 打包成我们需要的对象
reflectionCube = new THREE.CubeTextureLoader().load(urls);
// 设置格式为RGB
reflectionCube.format = THREE.RGBFormat;

现在只需要将cubemap指定到一个材质中去就可以了!

var torus = new THREE.Mesh(
    new THREE.TorusKnotGeometry(300,100,100),
    reflectionMaterial
);

效果可以查看demo。


本文部分内容参照及引用:

首先什么是环境纹理?在WebGL或者OpenGL中他们实际上是种特殊的立方体纹理。一个立方体纹理是对整个场景(虚拟的或现实的)的观察,场景的样子被"贴"在了立方体的内部表面。想象一下,你站在山顶,向前看,向左看,向右看,向上看,向下看,最后向后看。每一次你都看到了这个"立方体"的内部表面,你就站在这个立方体的中心。如果这个立方体足够大,就很难分辨出立方体的棱和角,而给你一种错觉:你处在一个很大的环境里面。如果你还没弄明白,那么维基百科上的 条目会非常有帮助。

cube maps
Create your own environment maps
threejs-intro
Demo查看
cubemap