16-THREE.JS 光暈濾鏡
阿新 • • 發佈:2018-10-30
com obj ntc 效果 document step clear scene http
<!DOCTYPE html> <html> <head> <title></title> <script src="https://cdn.bootcss.com/three.js/r67/three.js"></script> <script src="https://cdn.bootcss.com/stats.js/r10/Stats.min.js"></script> <script type="text/javascript" src="https://cdn.bootcss.com/dat-gui/0.7.3/dat.gui.js"></script> <style> body { margin: 0; overflow: hidden; } </style> </head> <body> <div id="Stats-output"> </div> <div id="WebGL-output"> </div> <script type="text/javascript"> // 初始化 function init() { var stats = initStats(); // 創建一個場景 var scene = new THREE.Scene(); scene.fog = new THREE.Fog(0xaaaaaa, 0.010, 200); // 創建一個相機 var camera = new THREE.PerspectiveCamera(45, window.innerWidth / window.innerHeight, 0.1, 1000); // 創建一個渲染器 var renderer = new THREE.WebGLRenderer({antialias: true, alpha: true}); renderer.setClearColor(new THREE.Color(0xaaaaff, 1.0)); renderer.setSize(window.innerWidth, window.innerHeight); renderer.shadowMapEnabled = true; // 創建草坪 var textureGrass = THREE.ImageUtils.loadTexture("../assets/textures/ground/grasslight-big.jpg"); textureGrass.wrapS = THREE.RepeatWrapping; textureGrass.wrapT = THREE.RepeatWrapping; textureGrass.repeat.set(4, 4); //創建地面 var planeGeometry = new THREE.PlaneGeometry(1000, 200, 20, 20); var planeMaterial = new THREE.MeshLambertMaterial({map: textureGrass}); var plane = new THREE.Mesh(planeGeometry, planeMaterial); plane.receiveShadow = true; // 讓地面水平 plane.rotation.x = -0.5 * Math.PI; plane.position.x = 15; plane.position.y = 0; plane.position.z = 0; // 把地面添加到場景中 scene.add(plane); // 創建一個正方體 var cubeGeometry = new THREE.BoxGeometry(4, 4, 4); var cubeMaterial = new THREE.MeshLambertMaterial({color: 0xff3333}); var cube = new THREE.Mesh(cubeGeometry, cubeMaterial); cube.castShadow = true; // 設置正方體的坐標 cube.position.x = -4; cube.position.y = 3; cube.position.z = 0; // 把正方體添加到場景中 scene.add(cube); var sphereGeometry = new THREE.SphereGeometry(4, 25, 25); var sphereMaterial = new THREE.MeshLambertMaterial({color: 0x7777ff}); var sphere = new THREE.Mesh(sphereGeometry, sphereMaterial); // 設置圓球坐標 sphere.position.x = 10; sphere.position.y = 5; sphere.position.z = 10; sphere.castShadow = true; // 把圓球添加到場景中 scene.add(sphere); // 設置相機坐標 camera.position.x = -20; camera.position.y = 15; camera.position.z = 45; camera.lookAt(new THREE.Vector3(10, 0, 0)); // 添加自然光 var ambiColor = "#1c1c1c"; var ambientLight = new THREE.AmbientLight(ambiColor); scene.add(ambientLight); // 添加聚光燈 var spotLight0 = new THREE.SpotLight(0xcccccc); spotLight0.position.set(-40, 60, -10); spotLight0.lookAt(plane); scene.add(spotLight0); var target = new THREE.Object3D(); target.position = new THREE.Vector3(5, 0, 0); var pointColor = "#ffffff"; // var spotLight = new THREE.SpotLight( pointColor); var spotLight = new THREE.DirectionalLight(pointColor); spotLight.position.set(30, 10, -50); spotLight.castShadow = true; spotLight.shadowCameraNear = 0.1; spotLight.shadowCameraFar = 100; spotLight.shadowCameraFov = 50; spotLight.target = plane; spotLight.distance = 0; spotLight.shadowCameraNear = 2; spotLight.shadowCameraFar = 200; spotLight.shadowCameraLeft = -100; spotLight.shadowCameraRight = 100; spotLight.shadowCameraTop = 100; spotLight.shadowCameraBottom = -100; spotLight.shadowMapWidth = 2048; spotLight.shadowMapHeight = 2048; scene.add(spotLight); //把渲染後的效果放到DOM元素中去 document.getElementById("WebGL-output").appendChild(renderer.domElement); var step = 0; var invert = 1; var phase = 0; var controls = new function () { this.rotationSpeed = 0.03; this.bouncingSpeed = 0.03; this.ambientColor = ambiColor; this.pointColor = pointColor; this.intensity = 0.1; this.distance = 0; this.exponent = 30; this.angle = 0.1; this.debug = false; this.castShadow = true; this.onlyShadow = false; this.target = "Plane"; }; var gui = new dat.GUI(); gui.addColor(controls, ‘ambientColor‘).onChange(function (e) { ambientLight.color = new THREE.Color(e); }); gui.addColor(controls, ‘pointColor‘).onChange(function (e) { spotLight.color = new THREE.Color(e); }); gui.add(controls, ‘intensity‘, 0, 5).onChange(function (e) { spotLight.intensity = e; }); var textureFlare0 = THREE.ImageUtils.loadTexture("../assets/textures/lensflare/lensflare0.png"); var textureFlare3 = THREE.ImageUtils.loadTexture("../assets/textures/lensflare/lensflare3.png"); //眩暈設置 var flareColor = new THREE.Color(0xffaacc); var lensFlare = new THREE.LensFlare(textureFlare0, 350, 0.0, THREE.AdditiveBlending, flareColor); 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); render(); function render() { stats.update(); //選裝正方體 cube.rotation.x += controls.rotationSpeed; cube.rotation.y += controls.rotationSpeed; cube.rotation.z += controls.rotationSpeed; // 旋轉球體 step += controls.bouncingSpeed; sphere.position.x = 20 + ( 10 * (Math.cos(step))); sphere.position.y = 2 + ( 10 * Math.abs(Math.sin(step))); requestAnimationFrame(render); renderer.render(scene, camera); } function initStats() { var stats = new Stats(); stats.setMode(0); // 0: fps, 1: msdistance stats.domElement.style.position = ‘absolute‘; stats.domElement.style.left = ‘0px‘; stats.domElement.style.top = ‘0px‘; document.getElementById("Stats-output").appendChild(stats.domElement); return stats; } }; window.onload = init; </script> </body> </html>
16-THREE.JS 光暈濾鏡