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

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scenecamera
renderer.render(scene1, camera1);
  • 然后,将rendererautoClear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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