threejs4模型发光加GUI
Posted Jessica巨人
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import {WebGLRenderer, PerspectiveCamera, Scene, Mesh, SphereGeometry, MeshPhongMaterial, DoubleSide, Vector3, HemisphereLight,
AxesHelper, ObjectLoader, Vector2, DirectionalLight, PlaneGeometry, TextureLoader, MirroredRepeatWrapping, RepeatWrapping,
ClampToEdgeWrapping, MeshBasicMaterial, Group, CylinderBufferGeometry, FrontSide, BackSide}from "three"
import{OrbitControls}from "three/examples/jsm/controls/OrbitControls"
import{MTLLoader}from "three/examples/jsm/loaders/MTLLoader"
import{OBJLoader}from"three/examples/jsm/loaders/OBJLoader"
import{FBXLoader}from "three/examples/jsm/loaders/FBXLoader"
import{EffectComposer}from "three/examples/jsm/postprocessing/EffectComposer"
import{RenderPass}from "three/examples/jsm/postprocessing/RenderPass"
import{UnrealBloomPass}from "three/examples/jsm/postprocessing/UnrealBloomPass"
import{GUI}from "three/examples/jsm/libs/dat.gui.module"
var renedrer,camera,control,scene;
var effectComposer,renderPass,bloomPass;
var params = {
exposure: 1,
bloomStrength: 0.07,
bloomThreshold: 1.01,
bloomRadius: 0.7
};
var gui;
function init()
{
renedrer=new WebGLRenderer({});
document.body.appendChild(renedrer.domElement);
renedrer.setSize(window.innerWidth,window .innerHeight);
camera=new PerspectiveCamera(45,window.innerWidth/window.innerHeight,0.1,10000);
camera.position.y=1000;
camera.position.z=500;
var light=new HemisphereLight(0xfffff,0x444444);
control=new OrbitControls(camera,renedrer.domElement);
scene =new Scene();
//scene.add(new Mesh(new SphereGeometry(2,30,30),new MeshPhongMaterial({color:0xff0000,side:DoubleSide})));
scene.add(light);
scene.add(new AxesHelper(10000));
window.addEventListener('resize',()=>{
renedrer.setSize(window.innerWidth,window .innerHeight);
camera.aspect=window.innerWidth/window.innerHeight;
camera.updateProjectionMatrix();
effectComposer.setSize(window.innerWidth,window.innerHeight);
})
loadModel();
initEffectComposer();
initGUI();
}
function loadModel(params) {
var fbxLoader=new FBXLoader();
var mtlLoader=new MTLLoader();
var objLoader=new OBJLoader();
for (let i = 1; i < 8; i++) {
mtlLoader.load("../assets/model/city/ny"+i+".mtl",function (preMaterial) {
preMaterial.preload();
objLoader.setMaterials(preMaterial).load("../assets/model/city/ny"+i+".obj",function(obj){
obj.position.set(6001,604,2151);
scene.add(obj);
})
})
}
}
function initEffectComposer(params) {
effectComposer=new EffectComposer(renedrer);
effectComposer.setSize(window.innerWidth,window.innerHeight);
renderPass=new RenderPass(scene,camera);
effectComposer.addPass(renderPass);
bloomPass=new UnrealBloomPass(new Vector2(window.innerWidth,window.innerHeight),
0.1,
1,
0.1
)
effectComposer.addPass(bloomPass);
}
function initGUI() {
gui = new GUI();
gui.add(params, 'exposure', 0.1, 2).onChange(function(value) {
// renderer.toneMappingExposure
renderer.toneMappingExposure = Math.pow(value,4.0); //调节整个场景亮度,默认值是1
});
gui.add(params, 'bloomThreshold', 0.0, 1.0).step(0.01).onChange(function(value) {
bloomPass.threshold = Number(value);
});
gui.add(params, 'bloomStrength', 0.0, 3.0).step(0.01).onChange(function(value) {
bloomPass.strength = Number(value);
});
gui.add(params, 'bloomRadius', 0.0, 1.0).step(0.01).onChange(function(value) {
bloomPass.radius = Number(value);
});
}
function render() {
//renedrer.render(scene,camera);
effectComposer.render(scene,camera);
requestAnimationFrame(render);
}
init();
render();
效果图:
就是这样。
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