31 Three.js的特殊光源镜头光晕(lens flare)

2018-02-12 18:28:30 人阅读

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案例源代码


                        

 

 
<!DOCTYPE html>
<html lang="en">
<head>
    <meta charset="UTF-8">
    <title>Title</title>
    <style type="text/css">
        html, body {
            margin: 0;
            height: 100%;
        }
 
        canvas {
            display: block;
        }
 
    </style>
</head>
<body onload="draw();">
 
</body>
<script src="/lib/three.js"></script>
<script src="/lib/js/controls/FlyControls.js"></script>
<script src="/lib/js/libs/stats.min.js"></script>
<script src="/lib/js/libs/dat.gui.min.js"></script>
<script>
    var renderer;
    function initRender() {
 
        renderer = new THREE.WebGLRenderer({antialias: true, alpha: true});
        renderer.setSize(window.innerWidth, window.innerHeight);
        //告诉渲染器需要阴影效果
        renderer.shadowMap.enabled = true;
        renderer.shadowMap.type = THREE.PCFSoftShadowMap; // 默认的是,没有设置的这个清晰 THREE.PCFShadowMap
        renderer.setClearColor(0x111111);
        renderer.gammaInput = true;
        renderer.gammaOutput = true;
        document.body.appendChild(renderer.domElement);
    }
 
    var camera;
    function initCamera() {
        camera = new THREE.PerspectiveCamera(45, window.innerWidth / window.innerHeight, 0.1, 1000);
        camera.position.set(0, 40, 0);
 
        camera.lookAt(new THREE.Vector3(-400, 600, -100));
    }
 
    var scene;
    function initScene() {
        scene = new THREE.Scene();
    }
 
    var ambientLight,pointLight;
    function initLight() {
        ambientLight = new THREE.AmbientLight("#111111");
        scene.add(ambientLight);
 
        pointLight = new THREE.PointLight("#ffffff");
        pointLight.position.set(-400, 600, -100);
 
        //告诉平行光需要开启阴影投射
        pointLight.castShadow = true;
 
        scene.add(pointLight);
 
        // 添加 lens flares
        var textureLoader = new THREE.TextureLoader();
 
        var textureFlare0 = textureLoader.load("/lib/textures/lensflare/lensflare0.png");
        var textureFlare2 = textureLoader.load("/lib/textures/lensflare/lensflare2.png");
        var textureFlare3 = textureLoader.load("/lib/textures/lensflare/lensflare3.png");
 
        var flareColor = new THREE.Color(0xffffff);
        flareColor.setHSL(0.55, 0.9, 1.0);
 
        var lensFlare = new THREE.LensFlare( textureFlare0, 500, 0.0, THREE.AdditiveBlending, flareColor );
 
        lensFlare.add( textureFlare2, 512, 0.0, THREE.AdditiveBlending );
        lensFlare.add( textureFlare2, 512, 0.0, THREE.AdditiveBlending );
        lensFlare.add( textureFlare2, 512, 0.0, THREE.AdditiveBlending );
 
        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(pointLight.position);
 
        scene.add(lensFlare);
    }
 
 
    var cube,plane;
    function initModel() {
 
        //辅助工具
        var helper = new THREE.AxisHelper(10);
        scene.add(helper);
 
        //球体
        var sphereGeometry = new THREE.SphereGeometry(10,30,30);
        var sphereMaterial = new THREE.MeshStandardMaterial({color:0xff00ff});
        var sphere = new THREE.Mesh(sphereGeometry,sphereMaterial);
        sphere.position.set(-20,20,0);
 
        sphere.castShadow = true;
 
        scene.add(sphere);
 
        //立方体
        var cubeGeometry = new THREE.CubeGeometry(10,10,10);
 
        var cubeMaterial = new THREE.MeshLambertMaterial({color: 0x00ffff});
 
        cube = new THREE.Mesh(cubeGeometry, cubeMaterial);
        cube.position.x = 30;
        cube.position.y = 5;
        cube.position.z = -5;
 
        //告诉立方体需要投射阴影
        cube.castShadow = true;
 
        scene.add(cube);
 
        //底部平面
        var planeGeometry = new THREE.PlaneGeometry(5000, 5000, 20, 20);
        var planeMaterial = new THREE.MeshStandardMaterial({color: 0xaaaaaa});
 
        plane = new THREE.Mesh(planeGeometry, planeMaterial);
        plane.rotation.x = -0.5 * Math.PI;
        plane.position.y = -0;
 
        //告诉底部平面需要接收阴影
        plane.receiveShadow = true;
 
        scene.add(plane);
 
    }
 
    //初始化性能插件
    var stats;
    function initStats() {
        stats = new Stats();
        document.body.appendChild(stats.dom);
    }
 
    //用户交互插件 鼠标左键按住旋转,右键按住平移,滚轮缩放
    var controls,clock;
    function initControls() {
 
        clock = new THREE.Clock();
 
        controls = new THREE.FlyControls( camera );
 
        controls.movementSpeed = 100; //设置移动的速度
        controls.rollSpeed = Math.PI / 6; //设置旋转速度
        controls.autoForward = false;
        controls.dragToLook = false;
    }
 
 
    //初始化dat.GUI简化试验流程
    var param;
    function initGui() {
 
    }
 
    function render() {
        renderer.render(scene, camera);
 
        var delta = clock.getDelta();
 
        //更新性能插件
        stats.update();
 
        controls.update(delta);
    }
 
    //窗口变动触发的函数
    function onWindowResize() {
 
        camera.aspect = window.innerWidth / window.innerHeight;
        camera.updateProjectionMatrix();
        render();
        renderer.setSize(window.innerWidth, window.innerHeight);
 
    }
 
    function animate() {
 
        //更新控制器
        render();
 
        requestAnimationFrame(animate);
    }
 
    function draw() {
        initRender();
        initScene();
        initCamera();
        initLight();
        initModel();
        initControls();
        initStats();
        initGui();
 
        animate();
        window.onresize = onWindowResize;
    }
</script>
</html>
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