three.js 实现辉光(原生JS)

在three.js后期处理中,实现通道辉光效果,效果图如下:

three.js 实现辉光(原生JS)_第1张图片

 一、模型创建

        在三维场景中,创建了两个对象mesh(正方体)bmesh(球体)

//创建模型
            //正方体
        var geometry = new THREE.BoxGeometry(100,100,100);
        var material = new THREE.MeshLambertMaterial({
            color:0x0000ff
        });
        var mesh = new THREE.Mesh(geometry,material);
        mesh.layers.set(0);
        scene.add(mesh);
            //球体
        var bgeometry = new THREE.SphereGeometry(60,40,40);
        var bmaterial  = new THREE.MeshLambertMaterial({ 
            color: 0xff5500,
            transparent:true,
            opacity:0.8,
            wireframe:true
        });
        var bmesh = new THREE.Mesh(bgeometry,bmaterial);
        bmesh.position.y = 100;
        bmesh.layers.set(1);
        scene.add(bmesh);

        PS:如果仅实现全场景的全局辉光效果,可直接在场景中进行后述光晕的设置,但是为了实现局部辉光,让一个物体发光,另一个物体正常显示,我们采用layer图层显示,对两个对象设置不同的图层,以实现不同的渲染显示。

二、光晕设置

        这里需要用到如下三个对象,需要从three中导包

import { RenderPass } from "./three/examples/jsm/postprocessing/RenderPass.js";
import { UnrealBloomPass} from "./three/examples/jsm/postprocessing/UnrealBloomPass.js";
import { EffectComposer } from "./three/examples/jsm/postprocessing/EffectComposer.js";

        通过构造函数,创建对象如下:

//设置光晕
        var composer = new EffectComposer(renderer);        //效果组合器
            //创建通道
        var renderScene = new RenderPass(scene, camera);    
            //创建通道
        var bloomPass = new UnrealBloomPass(
            //参数一:泛光覆盖场景大小,二维向量类型
            new THREE.Vector2(window.innerWidth, window.innerHeight),
            //参数二:bloomStrength 泛光强度,值越大明亮的区域越亮,较暗区域变亮的范围越广
            1.5,
            //参数三:bloomRadius 泛光散发半径
            0.3,
            //参数四:bloomThreshold 泛光的光照强度阈值,如果照在物体上的光照强度大于该值就会产生泛光
            0.75
        );

        赋值间接对象,组合composer

//赋值间接对象
            var params = {
            exposure: 0,
            bloomStrength: 1.5,
            bloomThreshold: 0,
            bloomRadius: 0,
            };
                bloomPass.threshold = params.bloomThreshold;
                bloomPass.strength = params.bloomStrength;
                bloomPass.radius = params.bloomRadius;
                composer.addPass(renderScene);
                composer.addPass(bloomPass);

三、渲染

function render(){
            camera.layers.set(0);
            composer.render();
            camera.layers.set(1);   
            renderer.render(scene, camera);
            requestAnimationFrame(render);
        }
render();

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