BabylonJS教程

BabylonJS 镜头光晕

当光线散射并落在图像上时,您会看到不同的图像外观和颜色也会发生变化。当您开发游戏以显示真实发生的光效时,会使用镜头光晕。考虑到太阳光线落在镜子上,所看到的效果通常称为镜头光晕。

语法

以下是创建镜头光晕的语法-
var lensFlareSystem = new BABYLON.LensFlareSystem("lensFlareSystem", light0, scene);

参数

考虑以下参数来创建镜头光晕-
Name-给 lensflaresystem 的名称。 Light-这可以是光源或相机。 Scene-将添加镜头光晕的场景。
要向场景添加耀斑,请执行以下命令-
var flare1 = new BABYLON.LensFlare(0.5, 0.15, new BABYLON.Color3(1, 1, 1), "images/sun1.png", lensFlareSystem);
Size-0 到 1 之间的浮动值。 Position-镜头光晕的来源(发射器)(可以是相机、灯或网格)。 Lensflaresystem-使用 lensflaresystem 类创建的对象。

演示

<!doctype html>
<html>
   <head>
      <meta charset = "utf-8">
      <title>BabylonJs-Basic Element-Creating Scene</title>
      <script src = "babylon.js"></script>
      <style>
         canvas {width: 100%; height: 100%;}
      </style>
   </head>
   <body>
      <canvas id = "renderCanvas"></canvas>
      <script type = "text/javascript">
         var canvas = document.getElementById("renderCanvas");
         var engine = new BABYLON.Engine(canvas, true);
         
         var createScene  = function() {
            var scene = new BABYLON.Scene(engine);
            scene.clearColor = BABYLON.Color3.Gray();
            var camera = new BABYLON.ArcRotateCamera(
               "Camera",-Math.PI / 2, 1.5, 15, BABYLON.Vector3.Zero(), scene);
            camera.attachControl(canvas, false);
            var light1 = new BABYLON.HemisphericLight("light1", new BABYLON.Vector3(0,-1, 0), scene);
            light1.groundColor = new BABYLON.Color3(0.2, 0.2, 0.2);
            light1.intensity = 0.5;
            
            var bigdiamond = BABYLON.Mesh.CreateSphere("sphere", 32,6, scene);
            bigdiamond.visibility = 0.6;
            var dmat = new BABYLON.StandardMaterial("dmat", scene);
            dmat.diffuseColor = BABYLON.Color3.Blue();
            
            var texture = new BABYLON.Texture("images/earth.jpg", scene);
            dmat.diffuseTexture = texture;		
            dmat.specularColor = BABYLON.Color3.White();
            bigdiamond.material = dmat;
            var lensflare1 = new BABYLON.LensFlareSystem("lensFlareSystem", camera, scene);
            var flare1 = new BABYLON.LensFlare(
               Math.random(), 0.15, new BABYLON.Color3(1, 1, 1), "images/sun1.png", lensflare1);
            var lensflare2 = new BABYLON.LensFlareSystem("lensFlareSystem", camera, scene);
            var flare2 = new BABYLON.LensFlare(
               Math.random()/2, 0.1, new BABYLON.Color3(1, 0, 0), "images/sun1.png", lensflare2);
            var lensflare3 = new BABYLON.LensFlareSystem("lensFlareSystem", camera, scene);
            var flare3 = new BABYLON.LensFlare(
               Math.random()/8, 0.1, new BABYLON.Color3(1, 0, 1), "images/sun1.png", lensflare3);
            var lensflare4 = new BABYLON.LensFlareSystem("lensFlareSystem", camera, scene);
            var flare4 = new BABYLON.LensFlare(
               Math.random()/12, 0.1, new BABYLON.Color3(0, 1, 0), "images/sun1.png", lensflare4);
            scene.registerBeforeRender(function() {
               scene.getCameraByID("Camera").alpha += 0.01;
            });		
            return scene;
         };
         var scene = createScene();
         engine.runRenderLoop(function() {
            scene.render();
         });
      </script>
   </body>
</html>

输出

上面的代码行生成以下输出-
镜头光晕

地球.jpg

earth

图像/sun1.png

sun1
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