[Front-end knowledge] Three learning log (8) - full-screen rendering

Three learning log (8) - full screen rendering

1. Set up full-screen rendering
const width = window.innerWidth; // 窗口宽度
const height = window.innerHeight; // 窗口高度
const renderer = new THREE.WebGLRenderer();
renderer.setSize(width, height);
renderer.render(scene, camera); //执行渲染操作
document.body.appendChild(renderer.domElement);
2. Full-screen CSS detail settings (remove borders)
body {
    
    
    overflow: hidden;
    margin: 0px;
}
3. Monitor window width and height changes
// onresize 事件会在窗口被调整大小时发生
window.onresize = function () {
    
    
    // 重置渲染器输出画布canvas尺寸
    renderer.setSize(window.innerWidth, window.innerHeight);
    // 全屏情况下:设置观察范围长宽比aspect为窗口宽高比
    camera.aspect = window.innerWidth / window.innerHeight;
    // 渲染器执行render方法的时候会读取相机对象的投影矩阵属性projectionMatrix
    // 但是不会每渲染一帧,就通过相机的属性计算投影矩阵(节约计算资源)
    // 如果相机的一些属性发生了变化,需要执行updateProjectionMatrix ()方法更新相机的投影矩阵
    camera.updateProjectionMatrix();
};
4. Effect display

Insert image description here

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
            transparent: true,//开启透明
            opacity: 0.5,//设置透明度
        });
        const mesh = new THREE.Mesh(geometry, material); //网格模型对象Mesh
        mesh.position.set(0, 0, 0);
        scene.add(mesh);

        // //环境光强度调整为0.8
        const ambient = new THREE.AmbientLight(0xffffff, 0.4);
        scene.add(ambient);

        const camera = new THREE.PerspectiveCamera();
        camera.position.set(200, 200, 200);
        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();
        renderer.setSize(width, height);
        renderer.render(scene, camera); //执行渲染操作
        document.body.appendChild(renderer.domElement);

        // onresize 事件会在窗口被调整大小时发生
        window.onresize = function () {
      
      
            // 重置渲染器输出画布canvas尺寸
            renderer.setSize(window.innerWidth, window.innerHeight);
            // 全屏情况下:设置观察范围长宽比aspect为窗口宽高比
            camera.aspect = window.innerWidth / window.innerHeight;
            // 渲染器执行render方法的时候会读取相机对象的投影矩阵属性projectionMatrix
            // 但是不会每渲染一帧,就通过相机的属性计算投影矩阵(节约计算资源)
            // 如果相机的一些属性发生了变化,需要执行updateProjectionMatrix ()方法更新相机的投影矩阵
            camera.updateProjectionMatrix();
        };
    </script>
</body>
<style>
    body {
      
      
        overflow: hidden;
        margin: 0px;
    }
</style>

</html>

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Origin blog.csdn.net/weixin_42919342/article/details/133016438