[Front-end knowledge] Three learning log (12) - WebGL renderer settings (aliasing blur)

Three Learning Log (Twelve) - WebGL Renderer Settings (Aliased Blur)

1. Set anti-aliasing
const renderer = new THREE.WebGLRenderer({
    
    
  antialias:true,
});
2. Effect comparison

Before setting:
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After setting:
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3. View and set the device pixel ratio
// 不同硬件设备的屏幕的设备像素比window.devicePixelRatio值可能不同
console.log('查看当前屏幕设备像素比', window.devicePixelRatio);
// 获取你屏幕对应的设备像素比.devicePixelRatio告诉threejs,以免渲染模糊问题
renderer.setPixelRatio(window.devicePixelRatio);

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4. Set the background color
renderer.setClearColor(0x444444, 1); //设置背景颜色

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5. Complete code
<!DOCTYPE html>
<html lang="en">

<head>
    <meta charset="UTF-8">
    <meta name="viewport" content="width=device-width, initial-scale=1.0">
    <title>Learn Three</title>
    <!-- 引入three,下载地址参考:http://www.webgl3d.cn/pages/aac9ab/#%E7%89%B9%E5%AE%9A%E7%89%88%E6%9C%ACthree-js%E6%96%87%E4%BB%B6%E5%8C%85%E4%B8%8B%E8%BD%BD -->
    <script src="../build/three.js"></script>
    <!-- 引入相机控件 -->
    <script type="importmap">
        {
      
      
            "imports": {
      
      
                "three": "../build/three.module.js",
                "three/addons/": "../examples/jsm/"
            }
        }
    </script>
</head>

<body>
    <script type="module">
        // 引入轨道控制器扩展库OrbitControls.js
        import {
      
       OrbitControls } from 'three/addons/controls/OrbitControls.js';
        // 创建3D场景对象Scene
        const scene = new THREE.Scene();
        const axesHelper = new THREE.AxesHelper(150);
        scene.add(axesHelper);
        const geometry = new THREE.BoxGeometry(100, 100, 100);
        const material = new THREE.MeshBasicMaterial({
      
      
            color: 0xff0000, //设置材质颜色
        });

        const pointLight = new THREE.PointLight(0xffffff, 1.0);
        pointLight.position.set(200, 200, 200);
        scene.add(pointLight); //点光源添加到场景中

        const mesh = new THREE.Mesh(geometry, material); //网格模型对象Mesh
        mesh.position.set(0, 0, 0);
        scene.add(mesh);
        const camera = new THREE.PerspectiveCamera();
        camera.position.set(600, 600, 600);
        camera.lookAt(0, 0, 0);
        const width = window.innerWidth; // 窗口宽度
        const height = window.innerHeight; // 窗口高度
        const renderer = new THREE.WebGLRenderer({
      
      
            antialias: true, // 抗锯齿
        });
        renderer.setSize(width, height);

        // 不同硬件设备的屏幕的设备像素比window.devicePixelRatio值可能不同
        console.log('查看当前屏幕设备像素比', window.devicePixelRatio);
        // 获取你屏幕对应的设备像素比.devicePixelRatio告诉threejs,以免渲染模糊问题
        renderer.setPixelRatio(window.devicePixelRatio);
        renderer.setClearColor(0x444444, 1); //设置背景颜色

        renderer.render(scene, camera); //执行渲染操作
        document.body.appendChild(renderer.domElement);
        const controls = new OrbitControls(camera, renderer.domElement);
        controls.addEventListener('change', function () {
      
      
            renderer.render(scene, camera); //执行渲染操作
        });//监听鼠标、键盘事件

    </script>
</body>
<style>
    body {
      
      
        overflow: hidden;
        margin: 0px;
    }
</style>

</html>

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Origin blog.csdn.net/weixin_42919342/article/details/133027795