three.js:透明物体内部的透镜光斑



使用three.js,我想创建一个明亮的灯光从球体中心射出的效果。

使用THREE.lensfare((,我得到了一个很好的光,但一旦我把它放在球体中,它就会消失。我尝试了renderOrder的不同值,但没有成功。

我的JSFiddle在这里:http://jsfiddle.net/blwoodley/ds8ydm4t/8/

您可以通过简单地注释出我将球体网格添加到场景中的线(第33行(来确认镜头光斑正在工作。

r71.

var SCREEN_WIDTH = window.innerWidth - 100;
var SCREEN_HEIGHT = window.innerHeight - 100;
var camera, scene, _planeMesh;
var canvasRenderer, webglRenderer;
var container, mesh, geometry, plane;
container = document.createElement('div');
document.body.appendChild(container);
scene = new THREE.Scene();
camera = new THREE.PerspectiveCamera(30, window.innerWidth / window.innerHeight, 1, 100000);
camera.position.set( 380, 80, 100 );
var spotLight = new THREE.SpotLight( 0xffffff );
spotLight.position.set( 180, 160, 0 );
var grid = new THREE.Mesh( new THREE.PlaneGeometry( 10000, 10000 ),
                                   new THREE.MeshBasicMaterial( { color: 0xaaaaaa } ) );
var grid = new THREE.GridHelper(400, 40);
//grid.rotation.x = -1.57;
grid.position.y = -20;
scene.add(grid);       
scene.add(spotLight);
camera.lookAt( scene.position );
var transparentmaterial = new THREE.MeshLambertMaterial( {
    color: 0xaaaa00,
    shading: THREE.SmoothShading,
    opacity: .5, transparent: true } );
var sphereGeo = new THREE.SphereGeometry( 32.0, 32, 16 );
var mesh = new THREE.Mesh( sphereGeo,transparentmaterial);
scene.add(mesh);
addLight(scene,0.55, 0.9, 0.5,0,0,0);
// RENDERER
webglRenderer = new THREE.WebGLRenderer({antialias: true, alpha: true });
webglRenderer.setSize(SCREEN_WIDTH, SCREEN_HEIGHT);
webglRenderer.domElement.style.position = "relative";
webglRenderer.setClearColor( 0x000000 );
container.appendChild(webglRenderer.domElement);
animate();
function addLight(scene, h, s, l, x, y, z ) {
        THREE.ImageUtils.crossOrigin = '';
        var textureFlare0 = THREE.ImageUtils.loadTexture('https://s3.amazonaws.com/jsfiddle1234/lensflare0.png');
    var light = new THREE.PointLight( 0xffffff, 1.5, 10 );
    light.color.setHSL( h, s, l );
    light.position.set( x, y, z );
    scene.add( light );
    light = light;
    var flareColor = new THREE.Color( 0xffffff );
    flareColor.setHSL( h, s, l + 0.5 );
    var lensFlare = new THREE.LensFlare( textureFlare0, 200, 0.0, THREE.AdditiveBlending, flareColor );
    lensFlare.position.copy( light.position );
    var lensFlare = lensFlare;
    scene.add( lensFlare );
}   

function animate() {
    requestAnimationFrame(animate);
    render();
}
function render() {
    webglRenderer.render(scene, camera);
}

镜头光斑是在透明对象之后最后渲染的。

问题是,由于深度测试,镜头光斑没有渲染。

这个问题的一个解决方案是在渲染透明球体时防止深度写入:

transparentmaterial.depthWrite = false;

更新的fiddle:http://jsfiddle.net/ds8ydm4t/10/

另一个解决方案是有两个场景和两个渲染过程——在第一个过程之后清除深度缓冲区。(如何使用Threejs更改对象的zOrder?(

three.js r.71

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