user2969890
user2969890

Reputation: 393

three.js set background image

How to create a static background image?

For default background:

scene = new THREE.Scene();

// ...

renderer = new THREE.WebGLRenderer( { antialias: false } );
renderer.setClearColor( scene.fog.color, 1 );

How to set a image for scene.fog, or set opacity for clearcolor?

Upvotes: 27

Views: 66609

Answers (6)

Hitesh Sahu
Hitesh Sahu

Reputation: 45072

Use Texture loader to load a any image as texture and then apply that to scene like this:

//Load background texture
const loader = new THREE.TextureLoader();
loader.load('https://images.pexels.com/photos/1205301/pexels-photo-1205301.jpeg' , function(texture)
            {
             scene.background = texture;  
            });

Result:

enter image description here

Demo:

See the Pen Flat Earth Three.JS by Hitesh Sahu (@hiteshsahu) on CodePen.

Upvotes: 24

Lawrie Hodges
Lawrie Hodges

Reputation: 23

It seems rather late in the day to be adding any contribution to this thread but here is my 'hap'orth':

    <head>
        <meta charset=utf-8>
        <title>Temple7</title>
        <style>
            body { margin: 0;
                 }
            canvas { width: 100%; height: 100%;
                  background-image:url(Clouds.jpg);
                }
        </style>
    </head>

This rather simplistic approach has its limitations. The .jpg image retains its pixel dimensions so that, for different sizes of the browser window one sees different amounts of the image. If the canvas size exceeds the size of the .jpg, then tiling occurs.

Upvotes: 0

Rabbid76
Rabbid76

Reputation: 210968

An background image can be set by setting the scene.background attribute of the THREE.Scene:

scene = new THREE.Scene();
bgTexture = loader.load("https://i.sstatic.net/vDUZz.jpg",
    function ( texture ) {
        var img = texture.image;
        bgWidth= img.width;
        bgHeight = img.height;
        resize();
    } );
scene.background = bgTexture;
bgTexture.wrapS = THREE.MirroredRepeatWrapping;
bgTexture.wrapT = THREE.MirroredRepeatWrapping;

The aspect ratio of the image can be adjusted to the aspect ratio of the canvas like this:

var aspect = window.innerWidth / window.innerHeight;
var texAspect = bgWidth / bgHeight;
var relAspect = aspect / texAspect;

bgTexture.repeat = new THREE.Vector2( 
    Math.max(relAspect, 1),
    Math.max(1/relAspect,1) ); 
bgTexture.offset = new THREE.Vector2(
    -Math.max(relAspect-1, 0)/2,
    -Math.max(1/relAspect-1, 0)/2 ); 

See the code snippet:

(function onLoad() {
  var container, loader, camera, scene, renderer, controls, bgTexture, bgWidth, bgHeight;
  
  init();
  animate();

  function init() {
    container = document.getElementById('container');
    
    renderer = new THREE.WebGLRenderer({
      antialias: true
    });
    renderer.setPixelRatio(window.devicePixelRatio);
    renderer.setSize(window.innerWidth, window.innerHeight);
    renderer.shadowMap.enabled = true;
    container.appendChild(renderer.domElement);

    camera = new THREE.PerspectiveCamera(70, window.innerWidth / window.innerHeight, 1, 100);
    camera.position.set(0, -4, -1.5);

    loader = new THREE.TextureLoader();
    loader.setCrossOrigin("");

    scene = new THREE.Scene();
    bgTexture = loader.load("https://raw.githubusercontent.com/Rabbid76/graphics-snippets/master/resource/texture/background.jpg",
        function ( texture ) {
            var img = texture.image;
            bgWidth= img.width;
            bgHeight = img.height;
            resize();
        }
    );
    scene.background = bgTexture;
    bgTexture.wrapS = THREE.MirroredRepeatWrapping;
    bgTexture.wrapT = THREE.MirroredRepeatWrapping;
  
    scene.add(camera);
    window.onresize = resize;
    
    var ambientLight = new THREE.AmbientLight(0x404040);
    scene.add(ambientLight);

    var directionalLight = new THREE.DirectionalLight( 0xffffff, 0.5 );
    directionalLight.position.x = -0.75;
    directionalLight.position.y = -0.5;
    directionalLight.position.z = -1;
    scene.add( directionalLight );

    controls = new THREE.OrbitControls(camera, renderer.domElement);
		
    createModel();
  }

  function createModel() {

    var material = new THREE.MeshPhongMaterial({color:'#b090b0'});
    var geometry = new THREE.BoxGeometry( 1, 1, 1 );
    var mesh = new THREE.Mesh(geometry, material);

    scene.add(mesh);
  }

  function resize() {
    
    var aspect = window.innerWidth / window.innerHeight;
    var texAspect = bgWidth / bgHeight;
    var relAspect = aspect / texAspect;

    bgTexture.repeat = new THREE.Vector2( Math.max(relAspect, 1), Math.max(1/relAspect,1) ); 
    bgTexture.offset = new THREE.Vector2( -Math.max(relAspect-1, 0)/2, -Math.max(1/relAspect-1, 0)/2 ); 

    renderer.setSize(window.innerWidth, window.innerHeight);
    camera.aspect = aspect;
    camera.updateProjectionMatrix();
  }

  function animate() {
    requestAnimationFrame(animate);
    render();
  }

  function render() {
    renderer.render(scene, camera);
  }
})();
<script src="https://threejs.org/build/three.min.js"></script>
<!--script src="https://cdnjs.cloudflare.com/ajax/libs/three.js/89/three.min.js"></script-->
<script src="https://threejs.org/examples/js/controls/OrbitControls.js"></script>

<div id="container"></div>

Upvotes: 7

tamara
tamara

Reputation: 131

this run:

renderer = new THREE.WebGLRenderer({ antialias: false,alpha:true });
renderer.setSize( window.innerWidth, window.innerHeight );
renderer.setClearColor(0x000000, 0);

Upvotes: 13

ThisIsSparta
ThisIsSparta

Reputation: 1307

If you are trying to set a static background image (even if you rotate your main camera, the background doesn't change), you have to create 2 scenes and 2 cameras.
The first scene will be composed of a basic plane on which a texture is applied.
The second scene will have all your objects.
Here is a code that would do it :

<html>
    <body>

    <script src="Three.js"></script>
    <script>
        var color = 0x000000;

        // Create your main scene
        var scene = new THREE.Scene();

        // Create your main camera
        var camera = new THREE.PerspectiveCamera(75, window.innerWidth / window.innerHeight, 0.1, 1000);

        // Create lights
        var light = new THREE.PointLight(0xEEEEEE);
        light.position.set(20, 0, 20);
        scene.add(light);

        var lightAmb = new THREE.AmbientLight(0x777777);
        scene.add(lightAmb);

        // Create your renderer
        var renderer = new THREE.WebGLRenderer();
        renderer.setSize(window.innerWidth, window.innerHeight);
        document.body.appendChild(renderer.domElement);

        // Create a cube
        var geometry = new THREE.BoxGeometry(1, 1, 1);
        var material = new THREE.MeshLambertMaterial({
            color: 0xff00ff,
            ambient: 0x121212,
            emissive: 0x121212
         });

        var cube = new THREE.Mesh(geometry, material);
        scene.add(cube);

        // Set up the main camera
        camera.position.z = 5;

        // Load the background texture
        var texture = THREE.ImageUtils.loadTexture( '1.jpg' );
        var backgroundMesh = new THREE.Mesh(
            new THREE.PlaneGeometry(2, 2, 0),
            new THREE.MeshBasicMaterial({
                map: texture
            }));

        backgroundMesh .material.depthTest = false;
        backgroundMesh .material.depthWrite = false;

        // Create your background scene
        var backgroundScene = new THREE.Scene();
        var backgroundCamera = new THREE.Camera();
        backgroundScene .add(backgroundCamera );
        backgroundScene .add(backgroundMesh );

        // Rendering function
        var render = function () {
            requestAnimationFrame(render);

            // Update the color to set
            if (color < 0xdddddd) color += 0x0000ff;

            // Update the cube color
            cube.material.color.setHex(color);

            // Update the cube rotations
            cube.rotation.x += 0.05;
            cube.rotation.y += 0.02;

            renderer.autoClear = false;
            renderer.clear();
            renderer.render(backgroundScene , backgroundCamera );
            renderer.render(scene, camera);
       };

       render();
   </script>
   </body>
</html>

**Demo right here **

Hope this helps.

NOTE (2014/06/28): This code works with the latest release of Three.js: R67

Upvotes: 26

user2969890
user2969890

Reputation: 393

thank you ))

I found yet another solution:

<!DOCTYPE html>
<head>
    <title>three.js webgl - orbit controls</title>
    <meta charset="utf-8">
    <meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0">
    <style>
        body {
            color: #000;
            font-family:Monospace;
            font-size:13px;
            text-align:center;
            font-weight: bold;
            background-image:url(./foto.jpg);

            margin: 0px;
            overflow: hidden;
        }

        #info {
            color:#000;
            position: absolute;
            top: 0px; width: 100%;
            padding: 5px;

        }

        a {
            color: red;
        }
    </style>
</head>

<body>
    <div id="container"></div>
    <div id="info">

        <a href="http://threejs.org" target="_blank">three.js</a> 
    </div>

    <script src="./three.min.js"></script>
    <script src="js/loaders/OBJLoader.js"></script>
    <script src="js/controls/OrbitControls.js"></script>

    <script src="js/Detector.js"></script>
    <script src="js/libs/stats.min.js"></script>
    <!--используем для вывода информации fps-->

    <script>
        if ( ! Detector.webgl ) Detector.addGetWebGLMessage();
        var container, stats;
        var camera, controls, scene, renderer;
        var cross;

        init();
        animate();

        function init() {       

            camera = new THREE.PerspectiveCamera( 90, window.innerWidth / window.innerHeight, 0.1, 2000 );
            camera.position.z = 100;
            controls = new THREE.OrbitControls( camera );
            controls.addEventListener( 'change', render );
            scene = new THREE.Scene();

            var manager = new THREE.LoadingManager();
            manager.onProgress = function ( item, loaded, total ) {

                console.log( item, loaded, total );

            };

            var texture = new THREE.Texture();
            var loader = new THREE.ImageLoader( manager );
            loader.load( './kos.jpg', function ( image ) {

                texture.image = image;
                texture.needsUpdate = true;

            } );

            // model

            var loader = new THREE.OBJLoader( manager );
            loader.load( './skull.obj', function ( object ) {
                object.traverse( function ( child ) {
                    if ( child instanceof THREE.Mesh ) {
                        child.material.map = texture;
                    }
                } );
                object.position.y = 10;
                scene.add( object );
            } );


            // lights

            light = new THREE.DirectionalLight( 0xffffff );
            light.position.set( 1, 1, 1 );
            scene.add( light );

            light = new THREE.DirectionalLight( 0xffffff  );
            light.position.set( -1, -1, -1 );
            scene.add( light );

            light = new THREE.AmbientLight( 0xffffff );
            scene.add( light );


            renderer = new THREE.WebGLRenderer( { antialias: false } );
             renderer.setSize(window.innerWidth, window.innerHeight);
            document.body.appendChild(renderer.domElement);

            container = document.getElementById( 'container' );
            container.appendChild( renderer.domElement );
            stats = new Stats();
            stats.domElement.style.position = 'absolute';
            stats.domElement.style.top = '0px';
            stats.domElement.style.zIndex = 100;
            container.appendChild( stats.domElement );
            window.addEventListener( 'resize', onWindowResize, false );
        }


        function onWindowResize() {
            camera.aspect = window.innerWidth / window.innerHeight;
            camera.updateProjectionMatrix();
            renderer.setSize( window.innerWidth, window.innerHeight );
            render();

        }

        function animate() {
            requestAnimationFrame( animate );
            controls.update();

        }

        function render() {

            renderer.render( scene, camera );
            stats.update();
        }


    </script>

</body>

Upvotes: 2

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