29 - three.js 笔记 - MeshDepthMaterial 材质

MeshDepthMaterial 是一种基于深度着色的材质,这种材质的外观不是由光照或者某个材质决定,而是由物体到相机的远近距离决定,当物体离相机较近时会呈现白色,较远时会呈现黑色,所以可以使物体实现,渐变的效果。
示例:MeshDepthMaterial.html
通过调节相机的远近距离就可以看到小立方体亮度的渐变。
相机 nearfar之间的差距,决定了场景的亮度和物体的消失的速度,若这个差距非常大,那么当物体原理相机时,只会稍微消失一点点,如果这个差距非常小,那么物体消失的效果,将会非常明显。

示例代码

<!DOCTYPE html>
<html lang="en">
<head>
    <meta charset="UTF-8">
    <title>MeshDepthMaterial 深度着色材质</title>
    <style>
        body {
            margin: 0;
            overflow: hidden; /*溢出隐藏*/
        }
    </style>
    <script src="../../libs/build/three.min.js"></script>
    <script src="../../libs/examples/js/controls/OrbitControls.js"></script>
    <script src="../../libs/examples/js/libs/dat.gui.min.js"></script>
    <script src="../../libs/examples/js/libs/stats.min.js"></script>
    <script src="../../libs/examples/js/Detector.js"></script>
</head>
<body>
<script>

    let stats = initStats();
    let scene, camera, renderer, guiControls;

    // 场景
    function initScene() {

        scene = new THREE.Scene();
        scene.background = new THREE.Color(0x050505);

    }

    // 相机
    function initCamera() {

        camera = new THREE.PerspectiveCamera(45, window.innerWidth / window.innerHeight, 20, 150);
        camera.position.set(-50, 40, 50);
        camera.lookAt(new THREE.Vector3(0, 0, 0));

    }

    // 渲染器
    function initRenderer() {

        renderer = new THREE.WebGLRenderer({antialias: true, alpha: true});
        // 渲染范围
        renderer.setSize(window.innerWidth, window.innerHeight);
        document.body.appendChild(renderer.domElement);

    }

    // 调试插件
    function initGui() {

        guiControls = new function () {

            this.sceneBackground = scene.background.getStyle();
            this.cameraNear = camera.near;
            this.cameraFar = camera.far;
            this.numberOfObjects = scene.children.length;

            this.addCube = function () {

                let cubeSize = Math.ceil(3 + (Math.random() * 3));
                let cubeGeometry = new THREE.CubeGeometry(cubeSize, cubeSize, cubeSize);
                let cubeMaterial = new THREE.MeshDepthMaterial();
                let cube = new THREE.Mesh(cubeGeometry, cubeMaterial);
                cube.castShadow = true;

                cube.position.x = -60 + Math.round((Math.random() * 100));
                cube.position.y = Math.round((Math.random() * 10));
                cube.position.z = -100 + Math.round((Math.random() * 150));

                scene.add(cube);
                this.numberOfObjects = scene.children.length;

            };

            this.removeCube = function () {

                let allChildren = scene.children;
                let lastObject = allChildren[allChildren.length - 1];

                if (lastObject.isMesh) {

                    scene.remove(lastObject);

                    this.numberOfObjects = scene.children.length;

                }

            }

        };

        let gui = new dat.GUI({width: 300});

        gui.addColor(guiControls, 'sceneBackground').onChange(function (e) {

            scene.background.setStyle(e);

        });

        gui.add(guiControls, 'cameraNear', 5, 30).onChange(function (e) {

            camera.near = e;
            console.log("camera near :" + camera.near);

        });

        gui.add(guiControls, 'cameraFar', 150, 500).onChange(function (e) {

            camera.far = e;
            console.log("camera far :" + camera.far);
        });

        gui.add(guiControls, 'addCube');
        gui.add(guiControls, 'removeCube');

    }

    // 性能插件
    function initStats() {

        let stats = new Stats();

        stats.domElement.style.position = 'absolute';
        stats.domElement.style.left = '0px';
        stats.domElement.style.top = '0px';

        document.body.appendChild(stats.domElement);

        return stats;
    }

    // 更新
    function update() {

        stats.update();
        // 更新相机矩阵投影, 不然不能通过 gui 来更新相机的远近距离
        camera.updateProjectionMatrix();

        scene.traverse(function (e) {

            if (e.isMesh) {

                e.rotation.x += 0.02;
                e.rotation.y += 0.02;
                e.rotation.z += 0.02;

            }

        });

    }

    // 初始化
    function init() {

        // 兼容性判断,若不兼容会提示信息
        if (!Detector.webgl) Detector.addGetWebGLMessage();

        initScene();
        initCamera();
        initRenderer();
        initGui();

        let i = 0;
        while (i < 20) {

            guiControls.addCube();
            i++;
        }

        window.addEventListener('resize', onWindowResize, false);
    }

    // 窗口变动触发的方法
    function onWindowResize() {

        // 重新设置相机的宽高比
        camera.aspect = window.innerWidth / window.innerHeight;

        // 更新相机投影矩阵
        camera.updateProjectionMatrix();

        // 更新渲染器大小
        renderer.setSize(window.innerWidth, window.innerHeight);

    }

    // 循环渲染
    function animate() {

        requestAnimationFrame(animate);
        renderer.render(scene, camera);
        update();
    }

    // 页面绘制完后加载
    window.onload = function () {

        init();
        animate();

    };

</script>
</body>
</html>

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转载自blog.csdn.net/ithanmang/article/details/81451095