当光线散射并落在图像上时,您会在外观和颜色变化方面看到不同的图像.当您开发游戏以显示光效果的真实发生时,使用镜头眩光.考虑落在镜子上的太阳光线,看到它的效果大多称为镜头光斑.
以下是创建镜头光晕的语法 :
var lensFlareSystem = new BABYLON.LensFlareSystem("lensFlareSystem",light0,scene);
考虑以下参数来创建镜头光晕 :
名称 : 给予lensflaresystem的名称.
Light : 这可以是光源或相机.
场景 : 将添加镜头光斑的场景.
要向场景添加光斑,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 );
尺寸 : 浮动值介于0和1之间.
位置 : 镜头光源(发射器)可以是相机,光源或网格.
Lensflaresystem &减去;使用lensflaresystem类创建的对象.
<!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>
上面的代码行生成以下输出 :