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- Title: Three.js Backgrounds and Skyboxes
- Description: How to add a background in THREE.js
- TOC: Add a Background or Skybox
- Most of the articles here use a solid color for a background.
- Adding as static background can be as simple as setting some CSS. Taking
- an example from [the article on making THREE.js responsive](threejs-responsive.html)
- we only need to change 2 things.
- We need to add some CSS to our canvas to set its background to an image
- ```html
- <style>
- body {
- margin: 0;
- }
- #c {
- width: 100%;
- height: 100%;
- display: block;
- + background: url(resources/images/daikanyama.jpg) no-repeat center center;
- + background-size: cover;
- }
- </style>
- ```
- and we need to tell the `WebGLRenderer` to use `alpha` so places we are not
- drawing anything are transparent.
- ```js
- function main() {
- const canvas = document.querySelector('#c');
- - const renderer = new THREE.WebGLRenderer({canvas});
- + const renderer = new THREE.WebGLRenderer({
- + canvas,
- + alpha: true,
- + });
- ```
- And we get a background.
- {{{example url="../threejs-background-css.html" }}}
- If we want the background to be able to be affected by [post processing
- effects](threejs-post-processing.html) then we need to draw the background using
- THREE.js.
- THREE.js makes this some what simple. We can just set the background of the scene to
- a texture.
- ```js
- const loader = new THREE.TextureLoader();
- const bgTexture = loader.load('resources/images/daikanyama.jpg');
- scene.background = bgTexture;
- ```
- which gives us
- {{{example url="../threejs-background-scene-background.html" }}}
- This gets us a background image but its stretched to fit the screen.
- We can solve this issue by setting the `repeat` and `offset` properties of
- the texture to show only a portion of image.
- ```js
- function render(time) {
- ...
- + // Set the repeat and offset properties of the background texture
- + // to keep the image's aspect correct.
- + // Note the image may not have loaded yet.
- + const canvasAspect = canvas.clientWidth / canvas.clientHeight;
- + const imageAspect = bgTexture.image ? bgTexture.image.width / bgTexture.image.height : 1;
- + const aspect = imageAspect / canvasAspect;
- +
- + bgTexture.offset.x = aspect > 1 ? (1 - 1 / aspect) / 2 : 0;
- + bgTexture.repeat.x = aspect > 1 ? 1 / aspect : 1;
- +
- + bgTexture.offset.y = aspect > 1 ? 0 : (1 - aspect) / 2;
- + bgTexture.repeat.y = aspect > 1 ? 1 : aspect;
- ...
- renderer.render(scene, camera);
- requestAnimationFrame(render);
- }
- ```
- and now THREE.js drawing the background. There is no visible difference from
- the CSS version at the top but now if we used a [post processing
- effect](threejs-post-processing.html) the background would be affected too.
- {{{example url="../threejs-background-scene-background-fixed-aspect.html" }}}
- Of course a static background is not usually what we want in a 3D scene. Instead
- we usually want some kind of *skybox*. A skybox is just that, box with the sky
- draw on it. We put the camera inside the box and it looks like there is a sky in
- the background.
- The most common way to implement a skybox is to make a cube, apply a texture to
- it, draw it from the inside. On each side of the cube put a texture (using
- texture coordinates) that looks like some image of the horizon. It's also often
- common to use a sky sphere or a sky dome with a texture drawn on it. You can
- probably figure that one out on your own. Just make a cube or sphere,
- [apply a texture](threejs-textures.html), mark it as `THREE.BackSide` so we
- render the inside instead of the outside, and either put it in your scene directly
- or like above, or, make 2 scenes, a special one to draw the skybox/sphere/dome and the
- normal one to draw everything else. You'd use your normal `PerspectiveCamera` to
- draw. No need for the `OrthographicCamera`.
- Another solution is to use a *Cubemap*. A Cubemap is a special kind of texture
- that has 6 sides, the sides of a cube. Instead of using standard texture
- coordinates it uses a direction from the center pointing outward to decide where
- to get a color.
- Here are the 6 images of a cubemap from the computer history museum in Mountain
- View, California.
- <div class="threejs_center">
- <img src="../resources/images/cubemaps/computer-history-museum/pos-x.jpg" style="width: 200px" class="border">
- <img src="../resources/images/cubemaps/computer-history-museum/neg-x.jpg" style="width: 200px" class="border">
- <img src="../resources/images/cubemaps/computer-history-museum/pos-y.jpg" style="width: 200px" class="border">
- </div>
- <div class="threejs_center">
- <img src="../resources/images/cubemaps/computer-history-museum/neg-y.jpg" style="width: 200px" class="border">
- <img src="../resources/images/cubemaps/computer-history-museum/pos-z.jpg" style="width: 200px" class="border">
- <img src="../resources/images/cubemaps/computer-history-museum/neg-z.jpg" style="width: 200px" class="border">
- </div>
- To use them we use `CubeTextureLoader` to load them and then use that as a the
- scene's background.
- ```js
- {
- const loader = new THREE.CubeTextureLoader();
- const texture = loader.load([
- 'resources/images/cubemaps/computer-history-museum/pos-x.jpg',
- 'resources/images/cubemaps/computer-history-museum/neg-x.jpg',
- 'resources/images/cubemaps/computer-history-museum/pos-y.jpg',
- 'resources/images/cubemaps/computer-history-museum/neg-y.jpg',
- 'resources/images/cubemaps/computer-history-museum/pos-z.jpg',
- 'resources/images/cubemaps/computer-history-museum/neg-z.jpg',
- ]);
- scene.background = texture;
- }
- ```
- At render time we don't need to adjust the texture like we did above
- ```js
- function render(time) {
- ...
- - // Set the repeat and offset properties of the background texture
- - // to keep the image's aspect correct.
- - // Note the image may not have loaded yet.
- - const canvasAspect = canvas.clientWidth / canvas.clientHeight;
- - const imageAspect = bgTexture.image ? bgTexture.image.width / bgTexture.image.height : 1;
- - const aspect = imageAspect / canvasAspect;
- -
- - bgTexture.offset.x = aspect > 1 ? (1 - 1 / aspect) / 2 : 0;
- - bgTexture.repeat.x = aspect > 1 ? 1 / aspect : 1;
- -
- - bgTexture.offset.y = aspect > 1 ? 0 : (1 - aspect) / 2;
- - bgTexture.repeat.y = aspect > 1 ? 1 : aspect;
- ...
- renderer.render(scene, camera);
- requestAnimationFrame(render);
- }
- ```
- Let's add some controls in so we can rotate the camera.
- ```js
- import {OrbitControls} from './resources/threejs/r132/examples/jsm/controls/OrbitControls.js';
- ```
- ```js
- const fov = 75;
- const aspect = 2; // the canvas default
- const near = 0.1;
- -const far = 5;
- +const far = 100;
- const camera = new THREE.PerspectiveCamera(fov, aspect, near, far);
- -camera.position.z = 2;
- +camera.position.z = 3;
- +const controls = new OrbitControls(camera, canvas);
- +controls.target.set(0, 0, 0);
- +controls.update();
- ```
- and try it out. Drag on the example to rotate the camera and see the cubemap
- surrounds us.
- {{{example url="../threejs-background-cubemap.html" }}}
- Another option is to use an Equirectangular map. This is the kind of picture a
- [360 camera](https://google.com/search?q=360+camera) takes.
- [Here's one](https://hdrihaven.com/hdri/?h=tears_of_steel_bridge) I found from
- [this site](https://hdrihaven.com).
- <div class="threejs_center"><img src="../resources/images/equirectangularmaps/tears_of_steel_bridge_2k.jpg" style="width: 600px"></div>
- It's not much different. First we load the equirectangular image as a texture
- and then, in the callback after it has loaded, we can call `WebGLCubeRenderTarget.fromEquirectangularTexture`
- which will generate a cubemap from the equirectangular texture for us.
- We pass in the size we want the cubemap to be to `WebGLCubeRenderTarget`.
- Passing in the height of the equirectangular image seems like a good bet.
- ```js
- {
- - const loader = new THREE.CubeTextureLoader();
- - const texture = loader.load([
- - 'resources/images/cubemaps/computer-history-museum/pos-x.jpg',
- - 'resources/images/cubemaps/computer-history-museum/neg-x.jpg',
- - 'resources/images/cubemaps/computer-history-museum/pos-y.jpg',
- - 'resources/images/cubemaps/computer-history-museum/neg-y.jpg',
- - 'resources/images/cubemaps/computer-history-museum/pos-z.jpg',
- - 'resources/images/cubemaps/computer-history-museum/neg-z.jpg',
- - ]);
- - scene.background = texture;
- + const loader = new THREE.TextureLoader();
- + const texture = loader.load(
- + 'resources/images/equirectangularmaps/tears_of_steel_bridge_2k.jpg',
- + () => {
- + const rt = new THREE.WebGLCubeRenderTarget(texture.image.height);
- + rt.fromEquirectangularTexture(renderer, texture);
- + scene.background = rt.texture;
- + });
- }
- ```
- And that's all there is to it.
- {{{example url="../threejs-background-equirectangularmap.html" }}}
- Rather than do it at load time you can also convert an equirectangular image
- to a cubemap beforehand. [Here's a site that will do it for you](https://matheowis.github.io/HDRI-to-CubeMap/).
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