transparency.html 19 KB

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  1. <!DOCTYPE html><html lang="zh"><head>
  2. <meta charset="utf-8">
  3. <title>Transparency</title>
  4. <meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0">
  5. <meta name="twitter:card" content="summary_large_image">
  6. <meta name="twitter:site" content="@threejs">
  7. <meta name="twitter:title" content="Three.js – Transparency">
  8. <meta property="og:image" content="https://threejs.org/files/share.png">
  9. <link rel="shortcut icon" href="../../files/favicon_white.ico" media="(prefers-color-scheme: dark)">
  10. <link rel="shortcut icon" href="../../files/favicon.ico" media="(prefers-color-scheme: light)">
  11. <link rel="stylesheet" href="../resources/lesson.css">
  12. <link rel="stylesheet" href="../resources/lang.css">
  13. <script type="importmap">
  14. {
  15. "imports": {
  16. "three": "../../build/three.module.js"
  17. }
  18. }
  19. </script>
  20. </head>
  21. <body>
  22. <div class="container">
  23. <div class="lesson-title">
  24. <h1>透明</h1>
  25. </div>
  26. <div class="lesson">
  27. <div class="lesson-main">
  28. <p>在three.js中,透明很简单,也很困难。</p>
  29. <p>首先,我们来看简单的部分。让我们来制作一个包含8个立方体的场景,它们呈2 * 2 * 2网格排布。</p>
  30. <p>我们从<a href="rendering-on-demand.html">按需渲染文章</a>中的例子开始。例子中原来有3个方格,现在修改到8个。
  31. 首先改变<code class="notranslate" translate="no">makeInstance</code>函数,接收x、y、z参数。</p>
  32. <pre class="prettyprint showlinemods notranslate lang-js" translate="no">-function makeInstance(geometry, color) {
  33. +function makeInstance(geometry, color, x, y, z) {
  34. const material = new THREE.MeshPhongMaterial({color});
  35. const cube = new THREE.Mesh(geometry, material);
  36. scene.add(cube);
  37. - cube.position.x = x;
  38. + cube.position.set(x, y, z);
  39. return cube;
  40. }
  41. </pre>
  42. <p>然后我们来创建8个立方体。</p>
  43. <pre class="prettyprint showlinemods notranslate lang-js" translate="no">+function hsl(h, s, l) {
  44. + return (new THREE.Color()).setHSL(h, s, l);
  45. +}
  46. -makeInstance(geometry, 0x44aa88, 0);
  47. -makeInstance(geometry, 0x8844aa, -2);
  48. -makeInstance(geometry, 0xaa8844, 2);
  49. +{
  50. + const d = 0.8;
  51. + makeInstance(geometry, hsl(0 / 8, 1, .5), -d, -d, -d);
  52. + makeInstance(geometry, hsl(1 / 8, 1, .5), d, -d, -d);
  53. + makeInstance(geometry, hsl(2 / 8, 1, .5), -d, d, -d);
  54. + makeInstance(geometry, hsl(3 / 8, 1, .5), d, d, -d);
  55. + makeInstance(geometry, hsl(4 / 8, 1, .5), -d, -d, d);
  56. + makeInstance(geometry, hsl(5 / 8, 1, .5), d, -d, d);
  57. + makeInstance(geometry, hsl(6 / 8, 1, .5), -d, d, d);
  58. + makeInstance(geometry, hsl(7 / 8, 1, .5), d, d, d);
  59. +}
  60. </pre>
  61. <p>我也调整了摄像机。</p>
  62. <pre class="prettyprint showlinemods notranslate lang-js" translate="no">const fov = 75;
  63. const aspect = 2; // the canvas default
  64. const near = 0.1;
  65. -const far = 5;
  66. +const far = 25;
  67. const camera = new THREE.PerspectiveCamera(fov, aspect, near, far);
  68. -camera.position.z = 4;
  69. +camera.position.z = 2;
  70. </pre>
  71. <p>将背景色调整为白色。</p>
  72. <pre class="prettyprint showlinemods notranslate lang-js" translate="no">const scene = new THREE.Scene();
  73. +scene.background = new THREE.Color('white');
  74. </pre>
  75. <p>还添加了第二个灯光,这样立方体的所有面都可以被照亮。</p>
  76. <pre class="prettyprint showlinemods notranslate lang-js" translate="no">-{
  77. +function addLight(...pos) {
  78. const color = 0xFFFFFF;
  79. const intensity = 1;
  80. const light = new THREE.DirectionalLight(color, intensity);
  81. - light.position.set(-1, 2, 4);
  82. + light.position.set(...pos);
  83. scene.add(light);
  84. }
  85. +addLight(-1, 2, 4);
  86. +addLight( 1, -1, -2);
  87. </pre>
  88. <p>让立方体变得透明,我们只需要设置<a href="/docs/#api/en/materials/Material#transparent"><code class="notranslate" translate="no">transparent</code></a>和
  89. <a href="/docs/#api/en/materials/Material#opacity"><code class="notranslate" translate="no">opacity</code></a>。opacity为1,物体完全不透明,opacity为0,物体将完全透明。</p>
  90. <pre class="prettyprint showlinemods notranslate lang-js" translate="no">function makeInstance(geometry, color, x, y, z) {
  91. - const material = new THREE.MeshPhongMaterial({color});
  92. + const material = new THREE.MeshPhongMaterial({
  93. + color,
  94. + opacity: 0.5,
  95. + transparent: true,
  96. + });
  97. const cube = new THREE.Mesh(geometry, material);
  98. scene.add(cube);
  99. cube.position.set(x, y, z);
  100. return cube;
  101. }
  102. </pre>
  103. <p>然后,我们就得到了8个透明的立方体。</p>
  104. <p></p><div translate="no" class="threejs_example_container notranslate">
  105. <div><iframe class="threejs_example notranslate" translate="no" style=" " src="/manual/examples/resources/editor.html?url=/manual/examples/transparency.html"></iframe></div>
  106. <a class="threejs_center" href="/manual/examples/transparency.html" target="_blank">点击此处在独立窗口中打开</a>
  107. </div>
  108. <p></p>
  109. <p>在例子中拖拉,来旋转视图。</p>
  110. <p>这好像很简单,但是拉近一些看。立方体背后的面好像消失了。</p>
  111. <div class="threejs_center"><img src="../resources/images/transparency-cubes-no-backs.png" style="width: 416px;"></div>
  112. <div class="threejs_center">没有后面的面</div>
  113. <p>我们在<a href="materials.html">材质文章</a>中学习了<a href="/docs/#api/en/materials/Material#side"><code class="notranslate" translate="no">side</code></a>材质属性。
  114. 那么,让我们将side属性设置为<code class="notranslate" translate="no">THREE.DoubleSide</code>来让每个立方体的所有面都被绘制。</p>
  115. <pre class="prettyprint showlinemods notranslate lang-js" translate="no">const material = new THREE.MeshPhongMaterial({
  116. color,
  117. map: loader.load(url),
  118. opacity: 0.5,
  119. transparent: true,
  120. + side: THREE.DoubleSide,
  121. });
  122. </pre>
  123. <p>然后我们得到了</p>
  124. <p></p><div translate="no" class="threejs_example_container notranslate">
  125. <div><iframe class="threejs_example notranslate" translate="no" style=" " src="/manual/examples/resources/editor.html?url=/manual/examples/transparency-doubleside.html"></iframe></div>
  126. <a class="threejs_center" href="/manual/examples/transparency-doubleside.html" target="_blank">点击此处在独立窗口中打开</a>
  127. </div>
  128. <p></p>
  129. <p>试试看,看起来好像起作用了,我们能看到后面的那些面。不过在更近距离的查看中,有些时候还是看不到。</p>
  130. <div class="threejs_center"><img src="../resources/images/transparency-cubes-some-backs.png" style="width: 368px;"></div>
  131. <div class="threejs_center">每个立方体的左后面都消失了</div>
  132. <p>这种情况之所以会发生,是因为3d物体的一般性绘制方式。对于每个几何体,一次绘制一个三角形。
  133. 当三角形的一个像素在被绘制的时候,会记录两件事情。一是像素的颜色,二是像素的深度。当下一个三角形被绘制的时候,对于深度大于先前被记录的深度的像素,将不会被绘制。</p>
  134. <p>这种方式,对于不透明的物体工作得很好。不过,对于透明的物体不能正常工作。</p>
  135. <p>这个问题的解决方案是将透明的物体进行排序,排在后面的物体比排在前面的物体先绘制。
  136. THREE.js对于物体,比如<a href="/docs/#api/en/objects/Mesh"><code class="notranslate" translate="no">Mesh</code></a>就是这样做的,
  137. 否则上面第一个关于立方体的例子将会失败,因为一些立方体遮挡住了其它的立方体。不幸的是,为一个个的三角形进行排序将会十分的慢。</p>
  138. <p>每个立方体有12个三角形,每个面有2个。三角形绘制的顺序和在<a href="custom-buffergeometry.html">几何体中构建的顺序</a>是一致的,
  139. 取决于我们从哪个方向看向这些三角形,距离摄像机近一些的先被绘制。因此,在后面的那些三角形不会被绘制。这就是我们看不到后面的面的原因。</p>
  140. <p>对于一个凸状物体,比如球体或是立方体,一种解决方案是将每一个立方体添加到场景中两次。一次带有仅绘制后面三角形的材质,另外一次带有仅绘制前面三角形的材质。</p>
  141. <pre class="prettyprint showlinemods notranslate lang-js" translate="no">function makeInstance(geometry, color, x, y, z) {
  142. + [THREE.BackSide, THREE.FrontSide].forEach((side) =&gt; {
  143. const material = new THREE.MeshPhongMaterial({
  144. color,
  145. opacity: 0.5,
  146. transparent: true,
  147. + side,
  148. });
  149. const cube = new THREE.Mesh(geometry, material);
  150. scene.add(cube);
  151. cube.position.set(x, y, z);
  152. + });
  153. }
  154. </pre>
  155. <p>上面的办法<em>好像</em>可以工作。</p>
  156. <p></p><div translate="no" class="threejs_example_container notranslate">
  157. <div><iframe class="threejs_example notranslate" translate="no" style=" " src="/manual/examples/resources/editor.html?url=/manual/examples/transparency-doubleside-hack.html"></iframe></div>
  158. <a class="threejs_center" href="/manual/examples/transparency-doubleside-hack.html" target="_blank">点击此处在独立窗口中打开</a>
  159. </div>
  160. <p></p>
  161. 它假定了three.js的排序是稳定的,意味着因为我们先添加了<code class="notranslate" translate="no">side: THREE.BackSide</code> 的物体,还因为两个物体在同样的位置,这个物体将会在
  162. <code class="notranslate" translate="no">side: THREE.FrontSide</code> 的物体之前被绘制。
  163. <p>让我们制作2个相交的平面(删除了所有和立方体相关的代码)。
  164. 我们将会给每个平面<a href="textures.html">添加纹理</a>。</p>
  165. <pre class="prettyprint showlinemods notranslate lang-js" translate="no">const planeWidth = 1;
  166. const planeHeight = 1;
  167. const geometry = new THREE.PlaneGeometry(planeWidth, planeHeight);
  168. const loader = new THREE.TextureLoader();
  169. function makeInstance(geometry, color, rotY, url) {
  170. const texture = loader.load(url, render);
  171. const material = new THREE.MeshPhongMaterial({
  172. color,
  173. map: texture,
  174. opacity: 0.5,
  175. transparent: true,
  176. side: THREE.DoubleSide,
  177. });
  178. const mesh = new THREE.Mesh(geometry, material);
  179. scene.add(mesh);
  180. mesh.rotation.y = rotY;
  181. }
  182. makeInstance(geometry, 'pink', 0, 'resources/images/happyface.png');
  183. makeInstance(geometry, 'lightblue', Math.PI * 0.5, 'resources/images/hmmmface.png');
  184. </pre>
  185. 这次我们可以使用<code class="notranslate" translate="no">side: THREE.DoubleSide</code>因为同一时间我们只能看到一个平面的一个面。也请注意到我们将<code class="notranslate" translate="no">render</code>
  186. 函数传递到了纹理加载函数中这样当纹理加载完成的时候,可以重新渲染场景。这是因为这个例子是使用 <a href="rendering-on-demand.html">按需渲染</a>代替了持续渲染。
  187. <p></p><div translate="no" class="threejs_example_container notranslate">
  188. <div><iframe class="threejs_example notranslate" translate="no" style=" " src="/manual/examples/resources/editor.html?url=/manual/examples/transparency-intersecting-planes.html"></iframe></div>
  189. <a class="threejs_center" href="/manual/examples/transparency-intersecting-planes.html" target="_blank">点击此处在独立窗口中打开</a>
  190. </div>
  191. <p></p>
  192. <p>我们又一次的看到了类似的问题。</p>
  193. <div class="threejs_center"><img src="../resources/images/transparency-planes.png" style="width: 408px;"></div>
  194. <div class="threejs_center">一半的脸消失不见了</div>
  195. <p>这里的解决方案是手动的将每个平面分割为2个,这样它们实际上就没有了交集。</p>
  196. <pre class="prettyprint showlinemods notranslate lang-js" translate="no">function makeInstance(geometry, color, rotY, url) {
  197. + const base = new THREE.Object3D();
  198. + scene.add(base);
  199. + base.rotation.y = rotY;
  200. + [-1, 1].forEach((x) =&gt; {
  201. const texture = loader.load(url, render);
  202. + texture.offset.x = x &lt; 0 ? 0 : 0.5;
  203. + texture.repeat.x = .5;
  204. const material = new THREE.MeshPhongMaterial({
  205. color,
  206. map: texture,
  207. opacity: 0.5,
  208. transparent: true,
  209. side: THREE.DoubleSide,
  210. });
  211. const mesh = new THREE.Mesh(geometry, material);
  212. - scene.add(mesh);
  213. + base.add(mesh);
  214. - mesh.rotation.y = rotY;
  215. + mesh.position.x = x * .25;
  216. });
  217. }
  218. </pre>
  219. <p>你如何完成取决于你。如果我在使用的是<a href="https://blender.org">Blender</a>这样的模型包,我可能会手动的调整纹理的坐标。这里我们使用的是<a href="/docs/#api/en/geometries/PlaneGeometry"><code class="notranslate" translate="no">PlaneGeometry</code></a>,默认情况下会将纹理拉伸到整个平面。像我们<a href="textures.html">前面讲到过的</a>,
  220. 通过设置 <a href="/docs/#api/en/textures/Texture#repeat"><code class="notranslate" translate="no">texture.repeat</code></a>和<a href="/docs/#api/en/textures/Texture#offset"><code class="notranslate" translate="no">texture.offset</code></a>,我们可以放缩和移动纹理,在每个平面上得到正确的一半脸的纹理。</p>
  221. <p>上面的代码生成了一个<a href="/docs/#api/en/core/Object3D"><code class="notranslate" translate="no">Object3D</code></a>对象,并且设置为2个平面的parent。旋转一个父级
  222. <a href="/docs/#api/en/core/Object3D"><code class="notranslate" translate="no">Object3D</code></a> 所需要的数学要比没有它时简单一些。 </p>
  223. <p></p><div translate="no" class="threejs_example_container notranslate">
  224. <div><iframe class="threejs_example notranslate" translate="no" style=" " src="/manual/examples/resources/editor.html?url=/manual/examples/transparency-intersecting-planes-fixed.html"></iframe></div>
  225. <a class="threejs_center" href="/manual/examples/transparency-intersecting-planes-fixed.html" target="_blank">点击此处在独立窗口中打开</a>
  226. </div>
  227. <p></p>
  228. <p>这种解决方案真的只能用于像2个不会改变相交位置的简单物体。</p>
  229. <p>对于添加了纹理的物体,还有一种解决方案是设置alpha测试。</p>
  230. <p>Alpha测试是指像素的<em>alpha</em>值低于某个水平的时候,three.js就不会绘制它。如果我们根本就不绘制某个像素,那么上面提到的深度问题就消失了。
  231. 对于具有相对尖锐边缘的纹理,这种方式工作得很好。例子中包含了树或植物上的叶子纹理或者一片草地。</p>
  232. <p>让我们在两个平面上试一下。首先我们使用不同的纹理。上面的纹理都是100%不透明。现在2个纹理是透明的。</p>
  233. <div class="spread">
  234. <div><img class="checkerboard" src="../examples/resources/images/tree-01.png"></div>
  235. <div><img class="checkerboard" src="../examples/resources/images/tree-02.png"></div>
  236. </div>
  237. <p>回到那两个相交的平面(我们分割之前),让我们使用纹理并且设置<a href="/docs/#api/en/materials/Material#alphaTest"><code class="notranslate" translate="no">alphaTest</code></a>。</p>
  238. <pre class="prettyprint showlinemods notranslate lang-js" translate="no">function makeInstance(geometry, color, rotY, url) {
  239. const texture = loader.load(url, render);
  240. const material = new THREE.MeshPhongMaterial({
  241. color,
  242. map: texture,
  243. - opacity: 0.5,
  244. transparent: true,
  245. + alphaTest: 0.5,
  246. side: THREE.DoubleSide,
  247. });
  248. const mesh = new THREE.Mesh(geometry, material);
  249. scene.add(mesh);
  250. mesh.rotation.y = rotY;
  251. }
  252. -makeInstance(geometry, 'pink', 0, 'resources/images/happyface.png');
  253. -makeInstance(geometry, 'lightblue', Math.PI * 0.5, 'resources/images/hmmmface.png');
  254. +makeInstance(geometry, 'white', 0, 'resources/images/tree-01.png');
  255. +makeInstance(geometry, 'white', Math.PI * 0.5, 'resources/images/tree-02.png');
  256. </pre>
  257. <p>在我们运行之前,让我们添加一点UI,这样我们可以更简单的测试<code class="notranslate" translate="no">alphaTest</code>
  258. 和 <code class="notranslate" translate="no">transparent</code> 选项。我们将会使用在
  259. <a href="scenegraph.html">three'js中的场景图文章</a>中介绍过的lil-gui。</p>
  260. <p>首先我们为lil-gui创建一个辅助类来为场景中的每种材质设置值。</p>
  261. <pre class="prettyprint showlinemods notranslate lang-js" translate="no">class AllMaterialPropertyGUIHelper {
  262. constructor(prop, scene) {
  263. this.prop = prop;
  264. this.scene = scene;
  265. }
  266. get value() {
  267. const {scene, prop} = this;
  268. let v;
  269. scene.traverse((obj) =&gt; {
  270. if (obj.material &amp;&amp; obj.material[prop] !== undefined) {
  271. v = obj.material[prop];
  272. }
  273. });
  274. return v;
  275. }
  276. set value(v) {
  277. const {scene, prop} = this;
  278. scene.traverse((obj) =&gt; {
  279. if (obj.material &amp;&amp; obj.material[prop] !== undefined) {
  280. obj.material[prop] = v;
  281. obj.material.needsUpdate = true;
  282. }
  283. });
  284. }
  285. }
  286. </pre>
  287. <p>然后我们来添加窗口。</p>
  288. <pre class="prettyprint showlinemods notranslate lang-js" translate="no">const gui = new GUI();
  289. gui.add(new AllMaterialPropertyGUIHelper('alphaTest', scene), 'value', 0, 1)
  290. .name('alphaTest')
  291. .onChange(requestRenderIfNotRequested);
  292. gui.add(new AllMaterialPropertyGUIHelper('transparent', scene), 'value')
  293. .name('transparent')
  294. .onChange(requestRenderIfNotRequested);
  295. </pre>
  296. <p>当然我们需要引用lil-gui。</p>
  297. <pre class="prettyprint showlinemods notranslate lang-js" translate="no">import * as THREE from 'three';
  298. import {OrbitControls} from 'three/addons/controls/OrbitControls.js';
  299. +import {GUI} from 'three/addons/libs/lil-gui.module.min.js';
  300. </pre>
  301. <p>下面是结果。</p>
  302. <p></p><div translate="no" class="threejs_example_container notranslate">
  303. <div><iframe class="threejs_example notranslate" translate="no" style=" " src="/manual/examples/resources/editor.html?url=/manual/examples/transparency-intersecting-planes-alphatest.html"></iframe></div>
  304. <a class="threejs_center" href="/manual/examples/transparency-intersecting-planes-alphatest.html" target="_blank">点击此处在独立窗口中打开</a>
  305. </div>
  306. <p></p>
  307. <p>可以看到起作用了,但是当放大看的时候,你可以看到一个平面有白色的线条。</p>
  308. <div class="threejs_center"><img src="../resources/images/transparency-alphatest-issues.png" style="width: 532px;"></div>
  309. <p>这也是我们上面提到的深度问题。那个平面先被绘制,因此后面的平面将不会被绘制。
  310. 没有完美的解决方案。调整<code class="notranslate" translate="no">alphaTest</code>并且打开或关闭
  311. <code class="notranslate" translate="no">transparent</code>来为你的场景寻找一个合适的解决方案。
  312. </p>
  313. <p>从文章中可以知道,完美的透明是困难的,有着各种问题、取舍和变通方法。</p>
  314. <p>举例来说,你有一辆车。汽车通常会在4个面上有挡风玻璃。如果你想要避免上面提到的排序问题,
  315. 你可能不得不将每一扇窗户成为它自己的物体,以便three.js可以排序这些窗户并以正确的顺序绘制它们。
  316. </p>
  317. <p>如果你在制作一些植物或是草地,alpha测试是常用的解决方案。</p>
  318. <p>采用那种方案取决于你的需求。</p>
  319. </div>
  320. </div>
  321. </div>
  322. <script src="../resources/prettify.js"></script>
  323. <script src="../resources/lesson.js"></script>
  324. </body></html>