波浪js背景颜色
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【中文标题】波浪js背景颜色【英文标题】:wave js background color 【发布时间】:2019-06-25 18:26:59 【问题描述】:我正在使用three.js 制作波浪画布动画,但我不知道如何删除画布的背景颜色(仅背景颜色)。
if (WEBGL.isWebGLAvailable() === false)
document.body.appendChild(WEBGL.getWebGLErrorMessage());
var SEPARATION = 100,
AMOUNTX = 50,
AMOUNTY = 50;
var container, stats;
var camera, scene, renderer;
var particles,
count = 0;
var mouseX = 0,
mouseY = -450;
var windowHalfX = window.innerWidth / 2;
var windowHalfY = window.innerHeight / 2;
init();
animate();
function init()
container = document.createElement("div");
document.body.appendChild(container);
camera = new THREE.PerspectiveCamera(
75,
window.innerWidth / window.innerHeight,
1,
10000,
);
camera.position.z = 1000;
scene = new THREE.Scene();
var numParticles = AMOUNTX * AMOUNTY;
var positions = new Float32Array(numParticles * 3);
var scales = new Float32Array(numParticles);
var i = 0,
j = 0;
for (var ix = 0; ix < AMOUNTX; ix++)
for (var iy = 0; iy < AMOUNTY; iy++)
positions[i] = ix * SEPARATION - (AMOUNTX * SEPARATION) / 2; // x
positions[i + 1] = 0; // y
positions[i + 2] = iy * SEPARATION - (AMOUNTY * SEPARATION) / 2; // z
scales[j] = 1;
i += 3;
j++;
var geometry = new THREE.BufferGeometry();
geometry.addAttribute("position", new THREE.BufferAttribute(positions, 3));
geometry.addAttribute("scale", new THREE.BufferAttribute(scales, 1));
var material = new THREE.ShaderMaterial(
uniforms:
color: value: new THREE.Color(0xffffff) ,
,
vertexShader: document.getElementById("vertexshader").textContent,
fragmentShader: document.getElementById("fragmentshader").textContent,
);
particles = new THREE.Points(geometry, material);
scene.add(particles);
renderer = new THREE.WebGLRenderer( antialias: true );
renderer.setPixelRatio(window.devicePixelRatio);
renderer.setSize(window.innerWidth, window.innerHeight);
renderer.domElement.id = "outerTest";
container.appendChild(renderer.domElement);
document.addEventListener("mousemove", onDocumentMouseMove, false);
document.addEventListener("touchstart", onDocumentTouchStart, false);
document.addEventListener("touchmove", onDocumentTouchMove, false);
window.addEventListener("resize", onWindowResize, false);
function onWindowResize()
windowHalfX = window.innerWidth / 2;
windowHalfY = window.innerHeight / 2;
camera.aspect = window.innerWidth / window.innerHeight;
camera.updateProjectionMatrix();
renderer.setSize(window.innerWidth, window.innerHeight);
//
function onDocumentMouseMove(event)
mouseX = event.clientX - windowHalfX;
mouseY = event.clientY - windowHalfY;
function onDocumentTouchStart(event)
if (event.touches.length === 1)
event.preventDefault();
mouseX = event.touches[0].pageX - windowHalfX;
mouseY = event.touches[0].pageY - windowHalfY;
function onDocumentTouchMove(event)
if (event.touches.length === 1)
event.preventDefault();
mouseX = event.touches[0].pageX - windowHalfX;
mouseY = event.touches[0].pageY - windowHalfY;
//
function animate()
requestAnimationFrame(animate);
render();
//stats.update();
function render()
camera.position.x += (mouseX - camera.position.x) * 0.05;
camera.position.y += (-mouseY - camera.position.y) * 0.05;
camera.lookAt(scene.position);
var positions = particles.geometry.attributes.position.array;
var scales = particles.geometry.attributes.scale.array;
var i = 0,
j = 0;
for (var ix = 0; ix < AMOUNTX; ix++)
for (var iy = 0; iy < AMOUNTY; iy++)
positions[i + 1] =
Math.sin((ix + count) * 0.3) * 50 + Math.sin((iy + count) * 0.5) * 50;
scales[j] =
(Math.sin((ix + count) * 0.3) + 1) * 8 +
(Math.sin((iy + count) * 0.5) + 1) * 8;
i += 3;
j++;
particles.geometry.attributes.position.needsUpdate = true;
particles.geometry.attributes.scale.needsUpdate = true;
renderer.render(scene, camera);
count += 0.1;
请忽略:要真正用three.js显示任何东西,我们需要三个东西:场景、相机和渲染器,这样我们就可以用相机渲染场景。
【问题讨论】:
请编辑您的问题。您的代码不可读。 最好使用SO代码sn-ps。 【参考方案1】:在您的 webglrenderer 构造函数中传递 alpha:true、preserveDrawingBuffer:true
确保您的画布元素没有设置 style.background。即确保将其设置为 ''
Transparent background with three.js
【讨论】:
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