three.js 03-07 之 LensFlare 眩光

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    本篇将要介绍 three.js 中最后一种光源 LensFlare 镜头眩光。所谓镜头眩光,当你直接对着太阳拍照时就会产生镜头眩光现象。当然,对于拍照来说多数情况下应尽量避免此种情形,但是对于游戏和一些三维场景来说,这也是一种很好的光源效果,让场景看起来更加真实。

    我们先来看看本篇将要完成的一个例子的效果图,如下所示:


在这个场景中,我们可以看到在草地上方有一个类似太阳的光源,光线朝着两个跳动的物体照射古来后,产生了些许光晕的效果。接下来,我们先给出这个示例的完整代码,如下所示:

<!DOCTYPE html><html><head>    <title>示例 03.07 - 镜头眩光</title><script src="../build/three.js"></script><script src="../build/js/controls/OrbitControls.js"></script><script src="../build/js/libs/stats.min.js"></script><script src="../build/js/libs/dat.gui.min.js"></script><script src="../jquery/jquery-3.2.1.min.js"></script>    <style>        body {            /* 设置 margin 为 0,并且 overflow 为 hidden,来完成页面样式 */            margin: 0;            overflow: hidden;        }/* 统计对象的样式 */#Stats-output {position: absolute;left: 0px;top: 0px;}    </style></head><body><!-- 用于 WebGL 输出的 Div --><div id="WebGL-output"></div><!-- 用于统计 FPS 输出的 Div --><div id="Stats-output"></div><!-- 运行 Three.js 示例的 Javascript 代码 --><script type="text/javascript">var scene;var camera;var render;var controls;var stats;var guiControls;var plane;var cube;var sphere;var hemisphereLight;var spotLight;var directionLight;var lensFlare;    $(function() {stats = initStats();scene = new THREE.Scene();camera = new THREE.PerspectiveCamera(45, window.innerWidth / window.innerHeight, 0.1, 2147483647); // 2147483647camera.position.set(-55, 65, 142);render = new THREE.WebGLRenderer( {antialias: true, alpha: true} ); // antialias 抗锯齿render.setSize(window.innerWidth, window.innerHeight);render.setClearColor(0xaaaaff, 1.0);render.shadowMap.enabled = true; // 允许阴影投射$('#WebGL-output')[0].appendChild(render.domElement);window.addEventListener('resize', onWindowResize, false);var target = new THREE.Vector3(scene.position.x + 10, scene.position.y + 10 ,scene.position.z);controls = new THREE.OrbitControls(camera, render.domElement);controls.target = target;camera.lookAt(target);scene.add(new THREE.AxesHelper(20));// 加入坐标轴// 加入一个平面(带草的纹理)var planeGeometry = new THREE.PlaneGeometry(800, 800, 20, 20);var textureLoader = new THREE.TextureLoader();var textureGrass = textureLoader.load("./assets/textures/ground/grasslight-big.jpg", function(texture) {texture.wrapS = THREE.RepeatWrapping;texture.wrapT = THREE.RepeatWrapping;texture.repeat.set(4, 4);planeMaterial.needsUpdate = true;});var planeMaterial =  new THREE.MeshLambertMaterial( {map: textureGrass} );plane = new THREE.Mesh(planeGeometry, planeMaterial);plane.rotation.x = -0.5 * Math.PI; // 沿着 X轴旋转-90°plane.receiveShadow = true; // 非线框几何平面接收阴影scene.add(plane);// 加入一个立方体var cubeGeometry = new THREE.BoxGeometry(4, 4, 4);var cubeMaterial = new THREE.MeshLambertMaterial( {color: 0xFF7777} );cube = new THREE.Mesh(cubeGeometry, cubeMaterial);cube.position.x = -4;cube.position.y = 3;cube.position.z = 0;cube.castShadow = true; // 立方体投射阴影scene.add(cube);// 加入一个球体var sphereGeometry = new THREE.SphereGeometry(4, 20, 20);var sphereMaterial = new THREE.MeshLambertMaterial( {color: 0x7777FF} );sphere = new THREE.Mesh(sphereGeometry, sphereMaterial);sphere.position.x = 20;sphere.position.y = 4;sphere.position.z = 2;sphere.castShadow = true; // 球体投射阴影scene.add(sphere);// 加入一个环境光var ambientLight = new THREE.AmbientLight(0x1c1c1c, 1.0);scene.add(ambientLight);// 加入一个聚光灯spotLight = new THREE.SpotLight(0xcccccc, 0.3);        spotLight.position.set(-40, 60, -10);        spotLight.target = plane;        scene.add(spotLight);// 加入一个方向光(模拟太阳)directionLight = new THREE.DirectionalLight(0xffffff);        directionLight.position.set(30, 30, -50);        directionLight.castShadow = true;        directionLight.target = plane;        directionLight.distance = 0;        directionLight.shadow.camera.near = 2;        directionLight.shadow.camera.far = 200;        directionLight.shadow.camera.left = -100;        directionLight.shadow.camera.right = 100;        directionLight.shadow.camera.top = 100;        directionLight.shadow.camera.bottom = -100;        directionLight.shadow.mapSize.set(2048, 2048);        scene.add(directionLight);// 添加一个眩光效果(注意:render 必须设置属性 alpha: true,否则不会有任何效果)var textureFlare0 = textureLoader.load("./assets/textures/lensflare/lensflare0.png");var textureFlare3 = textureLoader.load("./assets/textures/lensflare/lensflare3.png");var flareColor = new THREE.Color(0xffaacc);flareColor.setHSL(0.55, 0.9, 1.0);// LensFlare( texture, size, distance, blending, color )lensFlare = new THREE.LensFlare(textureFlare0, 350, 0.0, THREE.AdditiveBlending, flareColor);// 添加几个小圆形失真图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);/** 用来保存那些需要修改的变量 */guiControls = new function() {this.rotationSpeed = 0.02;this.bouncingSpeed = 0.04;this.ambientColor = '#1c1c1c';this.spotColor = '#ffffff';this.intensity = 1.0;}/** 定义 dat.GUI 对象,并绑定 guiControls 的两个属性 */var gui = new dat.GUI();gui.addColor(guiControls, 'ambientColor').onChange( function(e) {ambientLight.color = new THREE.Color(e);});gui.addColor(guiControls, 'spotColor').onChange( function(e) {spotLight.color = new THREE.Color(e);});gui.add(guiControls, 'intensity', 0, 3).onChange( function(e) {spotLight.intensity = e;});renderScene();    });/** 渲染场景 */function renderScene() {stats.update();rotateCube(); // 旋转立方体bounceSphere(); // 弹跳球体requestAnimationFrame(renderScene);render.render(scene, camera);}/** 初始化 stats 统计对象 */function initStats() {stats = new Stats();stats.setMode(0); // 0 为监测 FPS;1 为监测渲染时间$('#Stats-output').append(stats.domElement);return stats;}/** 当浏览器窗口大小变化时触发 */function onWindowResize() {camera.aspect = window.innerWidth / window.innerHeight;camera.updateProjectionMatrix();render.setSize(window.innerWidth, window.innerHeight);}/** 转动立方体 */function rotateCube() {cube.rotation.x += guiControls.rotationSpeed;cube.rotation.y += guiControls.rotationSpeed;cube.rotation.z += guiControls.rotationSpeed;}/** 弹跳球体 */var step = 0;function bounceSphere() {step += guiControls.bouncingSpeed;sphere.position.x = 20 + (10 * Math.cos(step));sphere.position.y = 2 + (10 * Math.abs(Math.sin(step)));}</script></body></html>

需要提醒的是,想要产生眩光效果,必须启用 render 渲染器的 alpha 通道设置,我们可以以下代码来实现:

render = new THREE.WebGLRenderer( {antialias: true, alpha: true} );
然后,我们通过 THREE.LensFlare 对象来创建镜头眩光。该对象的构造函数接收如下表所示这些参数:

参数描述texture(纹理)此参数主要用作眩光的材质。决定了眩光的样子size (尺寸)此参数指出眩光应该有多大。它的单位是像素。如果指定的值为 -1,则表示使用与纹理相同的尺寸distance (距离)此参数表示光源(0)到相机(1)的距离blending (融合)此参数表示融合模式。我们可以为眩光提供多种材质,而融合模式决定了如何将它们融合在一起。默认模式为 THREE.AdditiveBlending,它可以提供一种半透明的眩光color (颜色)眩光的颜色接下来我们看看在本示例中创建眩光对象的代码片段:

var textureFlare0 = textureLoader.load("./assets/textures/lensflare/lensflare0.png");var textureFlare3 = textureLoader.load("./assets/textures/lensflare/lensflare3.png");var flareColor = new THREE.Color(0xffaacc);flareColor.setHSL(0.55, 0.9, 1.0);// LensFlare( texture, size, distance, blending, color )lensFlare = new THREE.LensFlare(textureFlare0, 350, 0.0, THREE.AdditiveBlending, flareColor);// 添加几个小圆形失真图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);
首先,我们需要先加载一个纹理(lensflare0.png),这个纹理定义了眩光的样子。接着我们定义了眩光的颜色 flareColor,这个颜色将使眩光泛着红色。有了这两个对象之后,我们就已经可以创建 THREE.LensFlare 对象了,而且此时的效果看起来也还不错。但是,为了更加逼真,我们还是通过 lensFlare.add(...) 函数,又添加了四个小圆形失真的图形(为了更好的理解所谓的校园行失真图形,读者可以尝试注释掉这四行代码,对比一下加与不加的不同之处)。最后,我们把眩光的位置设置在了聚光灯 spotLight 的相同的位置处。
    未完待续···