three.js阴影

<!DOCTYPE html>

<html>

<head>
<title>Example 01.03 - Materials and light</title>
<script type="text/javascript" src="../libs/three.js"></script>
<script type="text/javascript" src="../libs/jquery-1.9.0.js"></script>
<script type="text/javascript" src="../libs/stats.js"></script>
<script type="text/javascript" src="../libs/dat.gui.js"></script>
<style>
body{
/* set margin to 0 and overflow to hidden, to go fullscreen */
margin: 0;
overflow: hidden;
}
</style>
</head>
<body> <!-- Div which will hold the Output -->
<div id="WebGL-output">
</div> <!-- Javascript code that runs our Three.js examples -->
<script type="text/javascript"> // once everything is loaded, we run our Three.js stuff.
$(function () { // create a scene, that will hold all our elements such as objects, cameras and lights.
var scene = new THREE.Scene(); // create a camera, which defines where we're looking at.
var camera = new THREE.PerspectiveCamera(45, window.innerWidth / window.innerHeight, 0.1, 1000); // create a render and set the size
var renderer = new THREE.WebGLRenderer(); renderer.setClearColorHex(0xEEEEEE, 1.0);
renderer.setSize(window.innerWidth, window.innerHeight);
renderer.shadowMapEnabled = true;//告诉渲染器我们想要阴影。设置shadowMapEnabled(允许阴影映射)的值为true // create the ground plane
var planeGeometry = new THREE.PlaneGeometry(60,20);
var planeMaterial = new THREE.MeshLambertMaterial({color: 0xffffff});//改为受光影响的材质MeshLambertMaterialI
var plane = new THREE.Mesh(planeGeometry,planeMaterial);
plane.receiveShadow = true;//要得到阴影,对这些对象的相应属性设置为true // rotate and position the plane
plane.rotation.x=-0.5*Math.PI;
plane.position.x=15
plane.position.y=0
plane.position.z=0 // add the plane to the scene
scene.add(plane); // create a cube
var cubeGeometry = new THREE.CubeGeometry(4,4,4);
var cubeMaterial = new THREE.MeshLambertMaterial({color: 0xff0000});
var cube = new THREE.Mesh(cubeGeometry, cubeMaterial);
cube.castShadow = true;//将方块的阴影投射到地面上 // position the cube
cube.position.x=-4;
cube.position.y=3;
cube.position.z=0; // add the cube to the scene
scene.add(cube); var sphereGeometry = new THREE.SphereGeometry(4,20,20);
var sphereMaterial = new THREE.MeshLambertMaterial({color: 0x7777ff});
var sphere = new THREE.Mesh(sphereGeometry,sphereMaterial); // position the sphere
sphere.position.x=20;
sphere.position.y=4;
sphere.position.z=2;
sphere.castShadow=true;//将球体的阴影投射到地面上 // add the sphere to the scene
scene.add(sphere); // position and point the camera to the center of the scene
camera.position.x = -30;
camera.position.y = 40;
camera.position.z = 30;
camera.lookAt(scene.position); // add spotlight for the shadows 通过spotlight()函数创建光源
var spotLight = new THREE.SpotLight( 0xffffff );
spotLight.position.set( -40, 60, -10 );//SpotLight()方法从它的位置(spotLight.position.set( -40, 60, -10 ))照亮我们的场景
spotLight.castShadow = true;//要定义哪些光源会产生阴影。使用的SpotLight()可以产生影子。设置正确的属性,阴影最终就会被渲染出来。
scene.add( spotLight ); // add the output of the renderer to the html element
$("#WebGL-output").append(renderer.domElement); // call the render function
renderer.render(scene, camera);
}); </script>
</body>
</html>

three.js阴影

上一篇:一道原生js题目引发的思考(鼠标停留区块计时)


下一篇:UILabel 自适应大小