THREEJS多渲染器叠加

本文介绍了如何在ThreeJS中实现多渲染器叠加的两种方法:一是使用同一个renderer和camera,通过设置renderer.autoClear为false并依次渲染不同scene;二是创建多个renderer和scene,但可以共用同一个camera,以此实现多场景叠加效果。

 

一: 同一个renderer和camera, 多个scene,设置renderer.autoClear = false; 

然后 renderer.render(scene1, camera); renderer.render(scene2, camera);

 

二:创建多个 renderer ,多个scene, 可以共用同一 个camera

<!DOCTYPE html>
<html>
	<head>
		<meta charset="utf-8">
		<meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0">
		<style>
			body {
				background-color: #ffffff;
				margin: 0;
				overflow: hidden;
			}
			#info {
				position: absolute;
				top: 0px;
				width: 100%;
				color: #000000;
				padding: 5px;
				font-family: Monospace;
				font-size: 13px;
				text-align: center;
				z-index: 1;
			}

			a {
				color: #000000;
			}

		</style>
	</head>
	<body>
		<div id="info"><a href="http://threejs.org" target="_blank" rel="noopener">three.js</a> - css3d sandbox</div>

		<script src="../build/three.js"></script>

		<script src="js/controls/TrackballControls.js"></script>

		<script src="js/renderers/CSS3DRenderer.js"></script>

		<script>

			var camera, scene, renderer;

			var scene2, renderer2;

			var controls;

			init();
			animate();

			function init() {

				camera = new THREE.PerspectiveCamera( 45, window.innerWidth / window.innerHeight, 1, 1000 );
				camera.position.set( 200, 200, 200 );

				controls = new THREE.TrackballControls( camera );

				scene = new THREE.Scene();
				scene.background = new THREE.Color( 0xf0f0f0 );

				scene2 = new THREE.Scene();

				var material = new THREE.MeshBasicMaterial( { color: 0x000000, wireframe: true, wireframeLinewidth: 1, side: THREE.DoubleSide } );

				//

				for ( var i = 0; i < 10; i ++ ) {

					var element = document.createElement( 'div' );
					element.style.width = '100px';
					element.style.height = '100px';
					element.style.opacity = ( i < 5 ) ? 0.5 : 1;
					element.style.background = new THREE.Color( Math.random() * 0xffffff ).getStyle();
					element.textContent = '11111111111';
					var object = new THREE.CSS3DObject( element );
					object.position.x = Math.random() * 200 - 100;
					object.position.y = Math.random() * 200 - 100;
					object.position.z = Math.random() * 200 - 100;
					object.rotation.x = Math.random();
					object.rotation.y = Math.random();
					object.rotation.z = Math.random();
					object.scale.x = Math.random() + 0.5;
					object.scale.y = Math.random() + 0.5;
					scene2.add( object );

					var geometry = new THREE.PlaneBufferGeometry( 100, 100 );
					var mesh = new THREE.Mesh( geometry, material );
					mesh.position.copy( object.position );
					mesh.rotation.copy( object.rotation );
					mesh.scale.copy( object.scale );
					scene.add( mesh );

				}

				//

				renderer = new THREE.WebGLRenderer( { antialias: true } );
				renderer.setPixelRatio( window.devicePixelRatio );
				renderer.setSize( window.innerWidth, window.innerHeight );
				document.body.appendChild( renderer.domElement );

				renderer2 = new THREE.CSS3DRenderer();
				renderer2.setSize( window.innerWidth, window.innerHeight );
				renderer2.domElement.style.position = 'absolute';
				renderer2.domElement.style.top = 0;
				document.body.appendChild( renderer2.domElement );

			}

			function animate() {

				requestAnimationFrame( animate );

				controls.update();

				renderer.render( scene, camera );
				renderer2.render( scene2, camera );

			}

		</script>
	</body>
</html>

 

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