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59 Three.js 渲染两个场景和使用不同的相机,渲染在一个场景里面

2018-03-12 21:28 946 查看

前言

以前的时候没有试过,能不能把两个不同
scene
内的内容,渲染在同一个场景内呢?并且使用不同的相机?

实现

实现上面的疑问很简单,只要用
renderer
分别渲染两次即可,顺序如下:

首先,先渲染第一个
scene
camera


renderer.render(scene1, camera1);


然后,将
renderer
autoClear
属性设置为
false
,这样,进行第二次渲染的时候,将不请客当前页面上的内容。

rederer.autoClear = false;


最后,再进行第二次渲染即可。

renderer.render(scene2, camera2);


案例地址和代码

案例地址:http://www.wjceo.com/blog/threejs/2018-03-12/117.html

代码:

<!DOCTYPE html>
<html lang="en">
<head>
<meta charset="UTF-8">
<title>Title</title>
<style type="text/css">
html, body {
margin: 0;
height: 100%;
}

canvas {
display: block;
}

</style>
</head>
<body onload="draw();">
</body>
<script src="/lib/three.js"></script>
<script src="/lib/js/libs/stats.min.js"></script>
<script src="/lib/js/libs/dat.gui.min.js"></script>
<script>
var renderer;

function initRender() {
renderer = new THREE.WebGLRenderer({antialias: true});
renderer.setClearColor(new THREE.Color(0xffffff)); //设置背景颜色
renderer.setSize(window.innerWidth, window.innerHeight);
document.body.appendChild(renderer.domElement);
}

var camera,cameraOrtho;

function initCamera() {
camera = new THREE.PerspectiveCamera(45, window.innerWidth / window.innerHeight, 0.1, 200);
camera.position.set(0, 0, 50);

cameraOrtho = new THREE.OrthographicCamera(0, window.innerWidth, window.innerHeight, 0, -10, 10);
}

var scene,sceneOrtho;

function initScene() {
scene = new THREE.Scene();

sceneOrtho = new THREE.Scene();
}

var light;

function initLight() {
scene.add(new THREE.AmbientLight(0x404040));

light = new THREE.DirectionalLight(0xffffff);
light.position.set(1, 1, 1);
scene.add(light);
}

function initModel() {

//轴辅助 (每一个轴的长度)
var object = new THREE.AxesHelper(500);
//scene.add(object);

//场景添加一个球型
var material = new THREE.MeshNormalMaterial();
var geom = new THREE.SphereGeometry(15, 200, 200);
var mesh = new THREE.Mesh(geom, material);

scene.add(mesh);

}

//获取纹理
var getTexture = function () {
var texture = new THREE.ImageUtils.loadTexture("/lib/assets/textures/particles/sprite-sheet.png");
return texture;
};

//初始化性能插件
var stats;

function initStats() {
stats = new Stats();
document.body.appendChild(stats.dom);
}

//生成gui设置配置项
var gui;
function initGui() {
//声明一个保存需求修改的相关数据的对象
gui = {
"size": 50,
"sprite": 0,
"transparent": true,
"opacity": 0.6,
"color": 0xffffff,
"rotateSystem": true,
redraw: function () {
sceneOrtho.children.forEach(function (child) {
if (child instanceof THREE.Sprite) sceneOrtho.remove(child);
});
createSprite(gui.size, gui.transparent, gui.opacity, gui.color, gui.sprite);
}
};
var datGui = new dat.GUI();
//将设置属性添加到gui当中,gui.add(对象,属性,最小值,最大值)gui.add(controls, 'size', 0, 10).onChange(controls.redraw);
datGui.add(gui, 'sprite', 0, 4).step(1).onChange(gui.redraw); //step,保证每次数值更改为整数,
datGui.add(gui, 'size', 0, 120).onChange(gui.redraw);
datGui.add(gui, 'transparent').onChange(gui.redraw);
datGui.add(gui, 'opacity', 0, 1).onChange(gui.redraw);
datGui.addColor(gui, 'color').onChange(gui.redraw);

gui.redraw();
}

//创建精灵贴图的方法
function createSprite(size, transparent, opacity, color, spriteNumber) {
var spriteMaterial = new THREE.SpriteMaterial({
opacity: opacity,
color: color,
transparent: transparent,
map: getTexture()
}
);

// 图片上面有五张图片,我们只需要显示其中一张
spriteMaterial.map.offset = new THREE.Vector2(0.2 * spriteNumber, 0);
spriteMaterial.map.repeat = new THREE.Vector2(1 / 5, 1);
spriteMaterial.depthTest = false;

spriteMaterial.blending = THREE.AdditiveBlending;

var sprite = new THREE.Sprite(spriteMaterial);
sprite.scale.set(size, size, size);
sprite.position.set(1000, size/2, 0);
sprite.velocityX = 5;

sceneOrtho.add(sprite);
}

var step = 0;
function render() {

stats.update();

camera.position.y = Math.sin(step += 0.01) * 20;

sceneOrtho.children.forEach(function (e) {
if (e instanceof THREE.Sprite) {
// move the sprite along the bottom
e.position.x = e.position.x + e.velocityX;
if (e.position.x > window.innerWidth) {
e.velocityX = -5;
gui.sprite ++;
e.material.map.offset.set(1 / 5 * (gui.sprite % 4), 0);
}
if (e.position.x < 0) {
e.velocityX = 5;
}
}
});

renderer.render(scene, camera);
renderer.autoClear = false;
renderer.render(sceneOrtho, cameraOrtho);
}

//窗口变动触发的函数
function onWindowResize() {
camera.aspect = window.innerWidth / window.innerHeight;
camera.updateProjectionMatrix();

cameraOrtho.right = window.innerWidth;
cameraOrtho.top = window.innerHeight;
cameraOrtho.updateProjectionMatrix();

render();
renderer.setSize(window.innerWidth, window.innerHeight);

}

function animate() {
render();

//更新性能插件
stats.update();
requestAnimationFrame(animate);
}

function draw() {
initRender();
initScene();
initCamera();
initLight();
initModel();
initStats();
initGui();

animate();
window.onresize = onWindowResize;
}
</script>
</html>
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