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👨⚕️ 收录于专栏:threejs gis工程师
一、🍀前言
本文详细介绍如何基于threejs在三维场景中使用Lensflare模拟镜头眩光,亲测可用。希望能帮助到您。一起学习,加油!加油!
Lensflarefont_10">1.1 ☘️THREE.Lensflare
THREE.Lensflare 是一种用来模拟镜头光晕效果的类,常用于创建光源周围的光晕或耀斑效果,特别是当镜头朝向强光源(如太阳或强烈的灯光)时。它通过一个或多个纹理贴图来实现这种效果。
构造函数:
THREE.Lensflare(texture, size, distance, blending, color )
- texture:镜头炫光的纹理,决定炫光的样子
- size:镜头炫光的大小,单位是像素
- distance:设值炫光与当前位置的距离。
- lending:融合模式决定他们将如何融合在一起,默认的融合模式是THREE.AdditiveBlending,提供半透明的炫光
- color:镜头炫光显示的颜色
方法:
- add(element) 向镜头眩光效果中添加一个元素。 element:一个包含 texture、color、distance、size 和 lending 属性的对象。
- remove(element) 从镜头眩光效果中移除一个元素。 element:要移除的眩光元素对象。
- dispose() 释放镜头眩光使用的资源。当不再需要镜头眩光效果时可以调用此方法来释放相关资源。
Lensflarefont_27">二、🍀使用Lensflare模拟镜头眩光
1. ☘️实现思路
- 1、初始化renderer渲染器
- 2、初始化Scene三维场景scene
- 3、初始化camera相机,定义相机位置 camera.position.set,设置相机方向camera.lookAt。
- 4、创建THREE.AmbientLight环境光源ambiLight,scene场景加入环境光源ambiLight。创建THREE.SpotLight聚光灯光源spotLight0,设置光源位置和方向,scene场景加入spotLight0。创建THREE.DirectionalLight平行光源spotLight,设置平行光源位置、投影信息,scene添加平行光源spotLight。
- 5、加载几何模型:创建二维平面网格对象plane,plane使用‘grasslight-big.jpg’草地贴图,设置plane的旋转角度,scene场景加入plane。创建立方体网格对象cube,设置cube的位置和投影,scene场景加入cube。创建球体网格对象sphere,设置sphere的位置和投影,scene场景加入sphere。创建THREE.LensFlare镜头炫光控件lensFlare,lensFlare添加5种炫光要素,scene场景加入lensFlare。定义render方法,实现立方体cube旋转,球体sphere跳动的方法。具体代码参考下面代码样例。
- 6、加入stats监控器,监控帧数信息。
2. ☘️代码样例
<!DOCTYPE html>
<html>
<head>
<title>学习threejs,使用Lensflare模拟镜头眩光</title>
<script type="text/javascript" src="../libs/three.js"></script>
<script type="text/javascript" src="../libs/stats.js"></script>
<script type="text/javascript" src="../libs/dat.gui.js"></script>
<style>
body {
/* set margin to 0 and overflow to hidden, to go fullscreen */
margin: 0;
overflow: hidden;
}
</style>
</head>
<body>
<div id="Stats-output">
</div>
<!-- Div which will hold the Output -->
<div id="WebGL-output">
</div>
<!-- js 代码 -->
<script type="text/javascript">
// 初始化
function init() {
var stats = initStats();
// 创建场景,设置场景云雾效果
var scene = new THREE.Scene();
scene.fog = new THREE.Fog(0xaaaaaa, 0.010, 200);
// 创建投影相机
var camera = new THREE.PerspectiveCamera(45, window.innerWidth / window.innerHeight, 0.1, 1000);
// 创建渲染器,并设置大小
var renderer = new THREE.WebGLRenderer({antialias: true, alpha: true});
renderer.setClearColor(new THREE.Color(0xaaaaff, 1.0));
renderer.setSize(window.innerWidth, window.innerHeight);
renderer.shadowMapEnabled = true;
// 创建草地地面
var textureGrass = THREE.ImageUtils.loadTexture("../assets/textures/ground/grasslight-big.jpg");
textureGrass.wrapS = THREE.RepeatWrapping;
textureGrass.wrapT = THREE.RepeatWrapping;
textureGrass.repeat.set(4, 4);
var planeGeometry = new THREE.PlaneGeometry(1000, 200, 20, 20);
var planeMaterial = new THREE.MeshLambertMaterial({map: textureGrass});
var plane = new THREE.Mesh(planeGeometry, planeMaterial);
plane.receiveShadow = true;
// 旋转草地平面角度
plane.rotation.x = -0.5 * Math.PI;
plane.position.x = 15;
plane.position.y = 0;
plane.position.z = 0;
// 场景中添加草地平面
scene.add(plane);
// 创建立方体几何体
var cubeGeometry = new THREE.BoxGeometry(4, 4, 4);
var cubeMaterial = new THREE.MeshLambertMaterial({color: 0xff3333});
var cube = new THREE.Mesh(cubeGeometry, cubeMaterial);
cube.castShadow = true;
// 设置立方体位置
cube.position.x = -4;
cube.position.y = 3;
cube.position.z = 0;
// 三维场景中添加立方体
scene.add(cube);
// 创建球体几何体
var sphereGeometry = new THREE.SphereGeometry(4, 25, 25);
var sphereMaterial = new THREE.MeshLambertMaterial({color: 0x7777ff});
var sphere = new THREE.Mesh(sphereGeometry, sphereMaterial);
// 设置球体位置和投影
sphere.position.x = 10;
sphere.position.y = 5;
sphere.position.z = 10;
sphere.castShadow = true;
// 三维场景中添加球体
scene.add(sphere);
// 设置相机位置和方向
camera.position.x = -20;
camera.position.y = 15;
camera.position.z = 45;
camera.lookAt(new THREE.Vector3(10, 0, 0));
// 创建并添加环境光
var ambiColor = "#1c1c1c";
var ambientLight = new THREE.AmbientLight(ambiColor);
scene.add(ambientLight);
// 创建并添加聚光灯光源
var spotLight0 = new THREE.SpotLight(0xcccccc);
spotLight0.position.set(-40, 60, -10);
spotLight0.lookAt(plane);
scene.add(spotLight0);
var target = new THREE.Object3D();
target.position = new THREE.Vector3(5, 0, 0);
var pointColor = "#ffffff";
// var spotLight = new THREE.SpotLight( pointColor);
// 创建平行光源
var spotLight = new THREE.DirectionalLight(pointColor);
spotLight.position.set(30, 10, -50);
spotLight.castShadow = true;
spotLight.shadowCameraNear = 0.1;
spotLight.shadowCameraFar = 100;
spotLight.shadowCameraFov = 50;
spotLight.target = plane;
spotLight.distance = 0;
spotLight.shadowCameraNear = 2;
spotLight.shadowCameraFar = 200;
spotLight.shadowCameraLeft = -100;
spotLight.shadowCameraRight = 100;
spotLight.shadowCameraTop = 100;
spotLight.shadowCameraBottom = -100;
spotLight.shadowMapWidth = 2048;
spotLight.shadowMapHeight = 2048;
scene.add(spotLight);
// renderer渲染器绑定页面要素
document.getElementById("WebGL-output").appendChild(renderer.domElement);
// call the render function
var step = 0;
// used to determine the switch point for the light animation
var invert = 1;
var phase = 0;
var controls = new function () {
this.rotationSpeed = 0.03;
this.bouncingSpeed = 0.03;
this.ambientColor = ambiColor;
this.pointColor = pointColor;
this.intensity = 0.1;
this.distance = 0;
this.exponent = 30;
this.angle = 0.1;
this.debug = false;
this.castShadow = true;
this.onlyShadow = false;
this.target = "Plane";
};
var gui = new dat.GUI();
gui.addColor(controls, 'ambientColor').onChange(function (e) {
ambientLight.color = new THREE.Color(e);
});
gui.addColor(controls, 'pointColor').onChange(function (e) {
spotLight.color = new THREE.Color(e);
});
gui.add(controls, 'intensity', 0, 5).onChange(function (e) {
spotLight.intensity = e;
});
var textureFlare0 = THREE.ImageUtils.loadTexture("../assets/textures/lensflare/lensflare0.png");
var textureFlare3 = THREE.ImageUtils.loadTexture("../assets/textures/lensflare/lensflare3.png");
var flareColor = new THREE.Color(0xffaacc);
var lensFlare = new THREE.LensFlare(textureFlare0, 350, 0.0, THREE.AdditiveBlending, flareColor);
lensFlare.add(textureFlare3, 60, 0.6, THREE.AdditiveBlending);
lensFlare.add(textureFlare3, 70, 0.7, THREE.AdditiveBlending);
lensFlare.add(textureFlare3, 120, 0.9, THREE.AdditiveBlending);
lensFlare.add(textureFlare3, 70, 1.0, THREE.AdditiveBlending);
lensFlare.position.copy(spotLight.position);
scene.add(lensFlare);
render();
function render() {
stats.update();
// 动画旋转立方体
cube.rotation.x += controls.rotationSpeed;
cube.rotation.y += controls.rotationSpeed;
cube.rotation.z += controls.rotationSpeed;
// 动画实现球体跳动
step += controls.bouncingSpeed;
sphere.position.x = 20 + ( 10 * (Math.cos(step)));
sphere.position.y = 2 + ( 10 * Math.abs(Math.sin(step)));
requestAnimationFrame(render);
renderer.render(scene, camera);
}
function initStats() {
var stats = new Stats();
stats.setMode(0);
stats.domElement.style.position = 'absolute';
stats.domElement.style.left = '0px';
stats.domElement.style.top = '0px';
document.getElementById("Stats-output").appendChild(stats.domElement);
return stats;
}
};
window.onload = init;
</script>
</body>
</html>
效果如下: