图形化开发(五)033-Three.js之光照——实例1-平行光
实例1-平行光案例
效果图
light.html
<!DOCTYPE html>
<html lang="zh">
<head>
<meta charset="UTF-8">
<title>平行光案例</title>
<style type="text/css">
html, body {
margin: 0;
height: 100%;
}
canvas {
display: block;
}
</style>
</head>
<body onl oad="draw();">
</body>
<script src="https://cdn.bootcss.com/three.js/92/three.js"></script>
<script src="http://www.wjceo.com/lib/js/libs/stats.min.js"></script>
<script src="https://cdn.bootcss.com/dat-gui/0.7.1/dat.gui.min.js"></script>
<script>
var renderer, camera, scene, gui, stats, ambientLight, directionalLight;
var debug, sphere, cube, plane;
function initRender() {
renderer = new THREE.WebGLRenderer({antialias: true});
renderer.setSize(window.innerWidth, window.innerHeight);
//告诉渲染器需要阴影效果
renderer.shadowMap.enabled = true;
renderer.shadowMap.type = THREE.PCFSoftShadowMap; // 默认的是,没有设置的这个清晰 THREE.PCFShadowMap
document.body.appendChild(renderer.domElement);
}
function initCamera() {
camera = new THREE.PerspectiveCamera(45, window.innerWidth / window.innerHeight, 0.1, 1000);
camera.position.set(0, 100, 200);
camera.lookAt(new THREE.Vector3(0, 0, 0));
}
function initScene() {
scene = new THREE.Scene();
}
function initGui() {
//声明一个保存需求修改的相关数据的对象
gui = {
ambientLight: "#111111", //环境光源
directionalLight: "#ffffff", //点光源
intensity: 1, //灯光强度
visible: true, //是否可见
castShadow: true, //是否开启阴影
debug: true, //开启关闭光照辅助
targetX: 0, //朝向x轴坐标
targetY: 0, //朝向y轴坐标
targetZ: 0, //朝向z轴坐标
near: 20, //阴影渲染的最近距离
far: 100, //阴影渲染的最远距离
left: -50, //阴影的最左边距离
right: 50, //阴影的最右边距离
top: 50, //阴影的最上边距离
bottom: -50, //阴影的最下边距离
};
var datGui = new dat.GUI();
//将设置属性添加到gui当中,gui.add(对象,属性,最小值,最大值)
datGui.addColor(gui, "ambientLight").name("环境光颜色").onChange(function (e) {
ambientLight.color.set(e);
});
datGui.addColor(gui, "directionalLight").name("平行光颜色").onChange(function (e) {
directionalLight.color.set(e);
});
datGui.add(gui, "intensity", 0, 5).name("光线强度").onChange(function (e) {
directionalLight.intensity = e;
});
datGui.add(gui, "visible").name("显示平行光").onChange(function (e) {
directionalLight.visible = e;
});
datGui.add(gui, "castShadow").name("显示阴影").onChange(function (e) {
directionalLight.castShadow = e;
});
datGui.add(gui, "debug").name("开启光照辅助").onChange(function (e) {
debug.visible = e;
});
datGui.add(gui, "targetX", -20, 20).name("焦点X坐标位置").onChange(changeSpherePosition);
datGui.add(gui, "targetY", 0, 20).name("焦点Y坐标位置").onChange(changeSpherePosition);
datGui.add(gui, "targetZ", -20, 20).name("焦点Z坐标位置").onChange(changeSpherePosition);
//修改球体位置的方法,平行光的target就是球
function changeSpherePosition() {
sphere.position.set(gui.targetX, gui.targetY, gui.targetZ);
}
var camera = datGui.addFolder("阴影设置");
camera.add(gui, "near", 0, 50).name("最近距离").onChange(updateShadow);
camera.add(gui, "far", 50, 100).name("最近距离").onChange(updateShadow);
camera.add(gui, "left", -200, 0).name("最左距离").onChange(updateShadow);
camera.add(gui, "right", 0, 200).name("最右距离").onChange(updateShadow);
camera.add(gui, "top", 0, 200).name("最上距离").onChange(updateShadow);
camera.add(gui, "bottom", -200, 0).name("最下距离").onChange(updateShadow);
function updateShadow() {
directionalLight.shadow.camera.near = gui.near; //产生阴影的最近距离
directionalLight.shadow.camera.far = gui.far; //产生阴影的最远距离
directionalLight.shadow.camera.left = gui.left; //产生阴影距离位置的最左边位置
directionalLight.shadow.camera.right = gui.right; //最右边
directionalLight.shadow.camera.top = gui.top; //最上边
directionalLight.shadow.camera.bottom = gui.bottom; //最下面
directionalLight.shadow.camera.updateProjectionMatrix();
}
}
function initLight() {
// 环境光
ambientLight = new THREE.AmbientLight("#111111");
scene.add(ambientLight);
// 类似太阳光
directionalLight = new THREE.DirectionalLight("#ffffff");
directionalLight.position.set(40, 60, 10);
directionalLight.shadow.camera.near = gui.near; //产生阴影的最近距离
directionalLight.shadow.camera.far = gui.far; //产生阴影的最远距离
directionalLight.shadow.camera.left = -50; //产生阴影距离位置的最左边位置
directionalLight.shadow.camera.right = 50; //最右边
directionalLight.shadow.camera.top = 50; //最上边
directionalLight.shadow.camera.bottom = -50; //最下面
//这两个值决定生成阴影密度 默认512
directionalLight.shadow.mapSize.height = 1024;
directionalLight.shadow.mapSize.width = 1024;
//告诉平行光需要开启阴影投射
directionalLight.castShadow = true;
scene.add(directionalLight);
//添加灯光辅助
debug = new THREE.CameraHelper(directionalLight.shadow.camera);
debug.name = "debug";
scene.add(debug);
}
function initModel() {
//球体
var sphereGeometry = new THREE.SphereGeometry(5, 24, 16);
var sphereMaterial = new THREE.MeshPhongMaterial({color: 0xff00ff});
sphere = new THREE.Mesh(sphereGeometry, sphereMaterial);
sphere.castShadow = true; //开启阴影
directionalLight.target = sphere; //平行光的焦点到球
scene.add(sphere);
//立方体
var cubeGeometry = new THREE.CubeGeometry(10, 10, 10);
var cubeMaterial = new THREE.MeshLambertMaterial({color: 0x00ffff});
cube = new THREE.Mesh(cubeGeometry, cubeMaterial);
cube.position.x = 30;
cube.position.z = -5;
cube.castShadow = true; //开启阴影
scene.add(cube);
//底部平面
var planeGeometry = new THREE.PlaneGeometry(100, 100);
var planeMaterial = new THREE.MeshLambertMaterial({color: 0xaaaaaa});
plane = new THREE.Mesh(planeGeometry, planeMaterial);
plane.rotation.x = -0.5 * Math.PI;
plane.position.y = -5;
plane.receiveShadow = true; //可以接收阴影
scene.add(plane);
}
function initStats() {
stats = new Stats();
document.body.appendChild(stats.dom);
}
function render() {
renderer.render(scene, camera);
}
//窗口变动触发的函数
function onWindowResize() {
camera.aspect = window.innerWidth / window.innerHeight;
camera.updateProjectionMatrix();
renderer.setSize(window.innerWidth, window.innerHeight);
}
function animate() {
//更新控制器
render();
//更新性能插件
stats.update();
//更新光照辅助
if (debug) {
debug.update();
}
requestAnimationFrame(animate);
}
function draw() {
initGui();
initRender();
initScene();
initCamera();
initLight();
initModel();
initStats();
animate();
window.onresize = onWindowResize;
}
</script>
</html>