27 - three.js 笔记 - 镜头炫光 Lensflare

three.js 中有很多光源,但是对于想要模拟类似,看向太阳时出现的那种光晕效果,需要使用镜头炫光 Lensflare 准确来说它不属于光源的分类,因为它继承自Mesh对象。
创建镜头炫光效果,需要库文件Lensflare.js的支持,它在目录examples/js/objects/下存放着。
示例:http://ithanmang.com/threeJs/home/01-lensflare.html
效果图
这里写图片描述

1、使用步骤

1、使用镜头光晕效果需要加载材质贴图,因为它本身就是一种Mesh对象
例如本示例中加载力两张图片,来模拟眩光效果

let loader = new THREE.TextureLoader();
// 添加镜头炫光
let textFlare0 = loader.load("../../textures/lensflare/lensflare0_alpha.png");
let textFlare3 = loader.load("../../textures/lensflare/lensflare3.png");

示例图片分别在three.jsexample文件目录下可以找到。
2、加入一个点光源PointLight

light = new THREE.PointLight(0xffffff, 1, 2000);

3、实例化Lensflare

let lensFlare = new THREE.Lensflare();

4、炫光是一个组合,每个光晕都是一个LensflareElement对象,在这个对象中可以调节光晕的属性值

lensFlare.addElement(new THREE.LensflareElement(textFlare0, 500, 0, light.color));
        lensFlare.addElement(new THREE.LensflareElement(textFlare3, 60, 0.6, light.color));
        lensFlare.addElement(new THREE.LensflareElement(textFlare3, 100, 0.7, light.color));
        lensFlare.addElement(new THREE.LensflareElement(textFlare3, 60, 0.9, light.color));
        lensFlare.addElement(new THREE.LensflareElement(textFlare3, 70, 1, light.color));

上面加入了五个光晕效果,第一个用来模拟太阳,其余的用来模拟光源,其中光晕的大小、距离、颜色、材质,都可以根据需要调节。
5、将光晕添加到聚光灯中,并且将PointLight加入到场景Scene,示例中的阴影效果是平行光DirectionalLight投射的.

light.add(lensFlare);
light.position.set(-100, 50, 0);
scene.add(light);

以上五步就可以实现光晕效果

2、LensflareElement 构造函数

LensflareElement( texture : Texture, size : Float, distance : Float, color : Color, blending : Materials )

2.1、参数

texture - 炫光的材质.
size - (可选) 炫光的尺寸大小,单位是像素
distance - (可选) 光源到相机的距离,为0时在光源处,为1时在相机处,0 - 1取值
color - (可选) 炫光的颜色
blending - (可选) 炫光的混合模式- 默认为 THREE.NormalBlending

3、示例代码

<!DOCTYPE html>
<html lang="en">
<head>
    <meta charset="UTF-8">
    <title>lensflare 镜头炫光</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>
    <script src="../../libs/examples/js/objects/Lensflare.js"></script>
</head>
<body>
<script>

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

    // 场景
    function initScene() {

        scene = new THREE.Scene();
        scene.background = new THREE.Color(0xB0E2FF);
        scene.fog = new THREE.Fog(scene.background, 1, 5000);
    }

    // 相机
    function initCamera() {

        camera = new THREE.PerspectiveCamera(45, window.innerWidth / window.innerHeight, 0.1, 5000);
        camera.position.set(0, 0, 250);
        camera.lookAt(new THREE.Vector3(0, 0, 0));

    }

    // 渲染器
    function initRenderer() {

        renderer = new THREE.WebGLRenderer({antialias: true, alpha: true});
        // 设置渲染器的像素比例,按照设备
        renderer.setPixelRatio(window.devicePixelRatio);
        // 渲染范围
        renderer.setSize(window.innerWidth, window.innerHeight);
        // 开启阴影支持
        renderer.shadowMap.enabled = true;
        // 阴影类型
        renderer.shadowMap.type = THREE.PCFSoftShadowMap;

        document.body.appendChild(renderer.domElement);

    }

    // 灯光
    function initLight() {

        scene.add(new THREE.AmbientLight(0xB38949));

        light = new THREE.PointLight(0xffffff, 1, 2000);
        let loader = new THREE.TextureLoader();

        // 添加镜头炫光
        let textFlare0 = loader.load("../../textures/lensflare/lensflare0_alpha.png");
        let textFlare3 = loader.load("../../textures/lensflare/lensflare3.png");

        let lensFlare = new THREE.Lensflare();

        lensFlare.addElement(new THREE.LensflareElement(textFlare0, 500, 0, light.color));
        lensFlare.addElement(new THREE.LensflareElement(textFlare3, 60, 0.6, light.color));
        lensFlare.addElement(new THREE.LensflareElement(textFlare3, 100, 0.7, light.color));
        lensFlare.addElement(new THREE.LensflareElement(textFlare3, 60, 0.9, light.color));
        lensFlare.addElement(new THREE.LensflareElement(textFlare3, 70, 1, light.color));

        light.add(lensFlare);
        light.position.set(-100, 50, 0);

        scene.add(light);

        let directionalLight = new THREE.DirectionalLight(0xffffff, 0.6);
        directionalLight.castShadow = true;
        directionalLight.position.set(-100, 50, 0);

        directionalLight.castShadow = true;
        directionalLight.shadow.mapSize.set(1024, 1024);

        directionalLight.shadow.camera.far = 3500;
        directionalLight.shadow.camera.near = 2;

        directionalLight.shadow.camera.left = -50;
        directionalLight.shadow.camera.right = 50;
        directionalLight.shadow.camera.top = 50;
        directionalLight.shadow.camera.bottom = -50;

        let directionalLightHelper = new THREE.DirectionalLightHelper(directionalLight, 10);
        scene.add(directionalLightHelper);


        scene.add(directionalLight);
    }

    // 控制器
    function initControls() {

        controls = new THREE.OrbitControls(camera, renderer.domElement);
        // 添加惯性
        controls.enableDamping = true;
        // 最大偏移角度
        controls.maxPolarAngle = 0.49 * Math.PI;
        // 旋转速度
        controls.rotateSpeed = 0.05;
        // 最大可视距离
        controls.maxDistance = 500;
        // 最小可视距离
        controls.minDistance = 100;
        controls.enablePan = false;
        controls.enableRotate = false;

    }

    // 调试插件
    function initGui() {

        guiControls = new function () {

            this.color = light.color.getStyle();

        };

        let gui = new dat.GUI();
        gui.addColor(guiControls, 'color').onChange(function (e) {

            light.color.setStyle(e);

        });

    }

    // 场景中的内容
    function initContent() {
        let textureLoader = new THREE.TextureLoader();
        let groundTexture = textureLoader.load('../../textures/terrain/grasslight-big.jpg');
        groundTexture.wrapS = groundTexture.wrapT = THREE.RepeatWrapping;
        groundTexture.repeat.set(25, 25);
        groundTexture.anisotropy = 16;

        let groundGeometry = new THREE.PlaneBufferGeometry(10000, 10000);
        let groundMaterial = new THREE.MeshLambertMaterial({map: groundTexture});

        let ground = new THREE.Mesh(groundGeometry, groundMaterial);
        ground.rotation.x = -0.5 * Math.PI;
        ground.position.y = -40;
        ground.receiveShadow = true;

        scene.add(ground);

        let sphereGeometry = new THREE.SphereGeometry(15, 50, 50);
        let sphereMaterial = new THREE.MeshLambertMaterial();
        sphere = new THREE.Mesh(sphereGeometry, sphereMaterial);
        sphere.castShadow = true;

        scene.add(sphere);

    }

    // 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;
    }

    let step = 0;

    // 更新
    function update() {

        step += 0.02;
        stats.update();
        controls.update();

        // 球体的y坐标 做正弦曲线运动 模拟出弹跳效果
        sphere.position.y = -30 + (70 * Math.abs(Math.sin(step)));

    }

    // 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();
        initLight();
        initControls();
        initContent();
        initGui();

        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/81358069