在public目录下的index.html文件中通过< script >标签引入perlin.js 文件
<script type="text/javascript" src="./libs/perlin.js"></script>
这里首先创建一个canvas标签,追加到DOM上,然后通过噪音函数生成噪音图
addCanvas() {
const publicPath = process.env.BASE_URL
this.canvas = document.createElement('canvas')
this.canvas.setAttribute('width', 256)
this.canvas.setAttribute('height', 256)
this.canvas.setAttribute(
'style',
'position: absolute; x:0; y:0; bottom: 0px'
)
document.getElementById('canvas-output').appendChild(this.canvas)
const ctx = this.canvas.getContext('2d')
const date = new Date()
const pn = new Perlin('rnd' + date.getTime())
this.fillWithPerlin(pn, ctx)
},
//对canvas噪音处理
fillWithPerlin(perlin, ctx) {
for (let x = 0; x < 512; x++) {
for (let y = 0; y < 512; y++) {
const base = new THREE.Color(0xffffff)
const value = perlin.noise(x / 12, y / 10, 0) //产生噪音值
base.multiplyScalar(value) //给Color的RGB每个分量都乘以给定值
ctx.fillStyle = '#' + base.getHexString()
ctx.fillRect(x, y, 1, 1)
}
}
}
createMesh(geom) {
const bumpMap = new THREE.Texture(this.canvas)//将canvas画布上的噪音图创建为纹理
geom.computeVertexNormals()
const mat = new THREE.MeshPhongMaterial({
color: 0x02ce50 })
mat.bumpMap = bumpMap //将创建的纹理设置为材质的凹凸贴图
bumpMap.needsUpdate = true
const mesh = new THREE.Mesh(geom, mat)
return mesh
}
// 更新属性
updateFun() {
this.cube.rotation.y += 0.01
this.cube.rotation.x += 0.01
this.cube.material.bumpScale = this.properties.bumpScale.value //更新影响凹凸程度的bumpScale属性
this.cube.material.bumpMap.needsUpdate = true //更新材质的凹凸贴图
}
<template>
<div>
<div id="container" />
<div class="canvas-container">
<div id="canvas-output" style="float:left" />
</div>
<div class="controls-box">
<section>
<el-row>
<div v-for="(item,key) in properties" :key="key">
<div v-if="item&&item.name!=undefined">
<el-col :span="8">
<span class="vertice-span">{
{
item.name }}</span>
</el-col>
<el-col :span="13">
<el-slider v-model="item.value" :min="item.min" :max="item.max" :step="item.step" :format-tooltip="formatTooltip" />
</el-col>
<el-col :span="3">
<span class="vertice-span">{
{
item.value }}</span>
</el-col>
</div>
</div>
</el-row>
</section>
</div>
</div>
</template>
<script>
import * as THREE from 'three'
import {
OrbitControls } from 'three/examples/jsm/controls/OrbitControls.js'
export default {
data() {
return {
properties: {
bumpScale: {
name: 'bumpScale',
value: 1,
min: -2,
max: 2,
step: 0.1
}
},
canvas: null,
ratationSpeed: 0.01,
cube: null,
camera: null,
scene: null,
renderer: null,
controls: null
}
},
mounted() {
this.init()
},
methods: {
formatTooltip(val) {
return val
},
// 初始化
async init() {
await this.addCanvas()
this.createScene() // 创建场景
this.createLight() // 创建光源
this.createCamera() // 创建相机
this.createRender() // 创建渲染器
this.createModels() // 创建模型
this.createControls() // 创建控件对象
this.render() // 渲染
},
addCanvas() {
const publicPath = process.env.BASE_URL
this.canvas = document.createElement('canvas')
this.canvas.setAttribute('width', 256)
this.canvas.setAttribute('height', 256)
this.canvas.setAttribute(
'style',
'position: absolute; x:0; y:0; bottom: 0px'
)
document.getElementById('canvas-output').appendChild(this.canvas)
const ctx = this.canvas.getContext('2d')
const date = new Date()
const pn = new Perlin('rnd' + date.getTime())
this.fillWithPerlin(pn, ctx)
},
//对canvas噪音处理
fillWithPerlin(perlin, ctx) {
for (let x = 0; x < 512; x++) {
for (let y = 0; y < 512; y++) {
const base = new THREE.Color(0xffffff)
const value = perlin.noise(x / 12, y / 10, 0) //产生噪音值
base.multiplyScalar(value) //给Color的RGB每个分量都乘以给定值
ctx.fillStyle = '#' + base.getHexString()
ctx.fillRect(x, y, 1, 1)
}
}
},
// 创建场景
createScene() {
this.scene = new THREE.Scene()
},
// 创建模型
createModels() {
this.cube = this.createMesh(new THREE.BoxGeometry(10, 10, 10))
this.cube.position.x = 2
this.scene.add(this.cube)
},
createMesh(geom) {
const bumpMap = new THREE.Texture(this.canvas) //将canvas画布上的噪音图创建为纹理
geom.computeVertexNormals()
const mat = new THREE.MeshPhongMaterial({
color: 0x02ce50 })
mat.bumpMap = bumpMap //将创建的纹理设置为材质的凹凸贴图
bumpMap.needsUpdate = true
const mesh = new THREE.Mesh(geom, mat)
return mesh
},
// 创建光源
createLight() {
// 环境光
const ambientLight = new THREE.AmbientLight(0x141414) // 创建环境光
this.scene.add(ambientLight) // 将环境光添加到场景
const light = new THREE.DirectionalLight() // 创建平行光
light.position.set(0, 30, 20)
this.scene.add(light)
},
// 创建相机
createCamera() {
const element = document.getElementById('container')
const width = element.clientWidth // 窗口宽度
const height = element.clientHeight // 窗口高度
const k = width / height // 窗口宽高比
// PerspectiveCamera( fov, aspect, near, far )
this.camera = new THREE.PerspectiveCamera(35, k, 0.1, 1000)
this.camera.position.set(0, 12, 28) // 设置相机位置
this.camera.lookAt(new THREE.Vector3(0, 0, 0)) // 设置相机方向
this.scene.add(this.camera)
},
// 创建渲染器
createRender() {
const element = document.getElementById('container')
this.renderer = new THREE.WebGLRenderer()
this.renderer.setSize(element.clientWidth, element.clientHeight) // 设置渲染区域尺寸
// this.renderer.shadowMap.enabled = true // 显示阴影
// this.renderer.shadowMap.type = THREE.PCFSoftShadowMap
this.renderer.setClearColor(0xeeeeee, 1) // 设置背景颜色
element.appendChild(this.renderer.domElement)
},
// 更新属性
updateFun() {
this.cube.rotation.y += 0.01
this.cube.rotation.x += 0.01
this.cube.material.bumpScale = this.properties.bumpScale.value //更新影响凹凸程度的bumpScale属性
this.cube.material.bumpMap.needsUpdate = true //更新材质的凹凸贴图
},
render() {
this.updateFun()
this.renderer.render(this.scene, this.camera)
requestAnimationFrame(this.render)
},
// 创建控件对象
createControls() {
this.controls = new OrbitControls(this.camera, this.renderer.domElement)
}
}
}
</script>
<style>
#container {
position: absolute;
width: 100%;
height: 100%;
}
.controls-box {
position: absolute;
right: 5px;
top: 5px;
width: 300px;
padding: 10px;
background-color: #fff;
border: 1px solid #c3c3c3;
}
.vertice-span {
line-height: 38px;
padding: 0 2px 0 10px;
}
</style>