《Three.js开发指南》学习笔记二


添加灯光,材质和阴影

  • 添加灯光
// 添加光源
   var spotLight = new THREE.SpotLight(0xffffff); //使用SpotLight()方法创建光源
   spotLight.position.set(-40,60,-10); //设置光源位置
   scene.add(spotLight); //添加光源到场景中
  • 更改物体材质
    MeshBasicMatetial()方法生成的为基础材质,不会对场景中的光源产生反应,而只会以指定的颜色渲染物体,我们将场景中各个物体的材质属性改为MeshLambertMaterial。Three.js里有两种材质可以对光源产生反应:MeshLambertMaterial和MashPhongMaterial.
var planeMaterial = new THREE.MeshLambertMaterial({
                color: 0xffffff
            });
            var cubeGeometry = new THREE.CubeGeometry(4, 4, 4);
            var cubeMeterial = new THREE.MeshLambertMaterial({
                color: 0xff0000
            });
             var sphereGeometry = new THREE.SphereGeometry(4, 20, 20);
            var sphereMaterial = new THREE.MeshBasicMaterial({
                color: 0x7777ff
            });
  • 添加阴影

// 将renderer允许阴映射(shadowMapEnabled)设置为true
   renderer.shadowMapEnabled = true;
// 定义哪些物体投射阴影和哪些物体接受阴影
    plane.receiveShadow = true;
    cube.castShadow = true;
    sphere.castShadow = true;
 // 设置SpotLight()方法生成的光源可以产生阴影
    spotLight.castShadow = true;

完整代码

<!DOCTYPE html>
<html lang="en">

<head>
    <meta charset="UTF-8">
    <title></title>
    <style>
        body {
            margin: 0;
            overflow: hidden;
        }
    </style>
    <script src="js/three.js"></script>
    <script src="js/jquery-1.11.3.js"></script>
</head>

<body>
    <div id="WebGL-output"></div>
    <script>
        $(function () {
            // 场景
            var scene = new THREE.Scene();
            //   相机
            var camera = new THREE.PerspectiveCamera(45, window.innerWidth / window.innerHeight, 0.1, 1000);
            // 渲染器
            var renderer = new THREE.WebGLRenderer();
            renderer.setClearColor(0xEEEEEE, 0.5);
            renderer.setSize(window.innerWidth, window.innerHeight);
            // 将renderer允许阴映射(shadowMapEnabled)设置为true
            renderer.shadowMapEnabled = true;
            //   创建坐标轴
            var axes = new THREE.AxisHelper(20);
            scene.add(axes)
            // 添加光源
            var spotLight = new THREE.SpotLight(0xffffff); //使用SpotLight()方法创建光源
            spotLight.position.set(-40,60,-10); //设置光源位置
            scene.add(spotLight); //添加光源到场景中
            // 创建平面 宽60 高20 
            var planeGeometry = new THREE.PlaneGeometry(60, 20);
            // 平面的外观 颜色透明度
            // MeshBasicMatetial()方法生成的为基础材质,不会对场景中的光源产生反应,而只会以指定的颜色渲染物体
            var planeMaterial = new THREE.MeshLambertMaterial({
                color: 0xffffff
            });
            // 添加平面
            var plane = new THREE.Mesh(planeGeometry, planeMaterial);
            plane.rotation.x = -0.5 * Math.PI;
            plane.position.x = 15;
            plane.position.y = 0;
            plane.position.z = 0;
            scene.add(plane)
            // 添加方块
            var cubeGeometry = new THREE.CubeGeometry(4, 4, 4);
            var cubeMeterial = new THREE.MeshLambertMaterial({
                color: 0xff0000
            });
            var cube = new THREE.Mesh(cubeGeometry, cubeMeterial);
            cube.position.x = -4;
            cube.position.y = 3;
            cube.position.z = 0;
            scene.add(cube);
            // 添加球体
            var sphereGeometry = new THREE.SphereGeometry(4, 20, 20);
            var sphereMaterial = new THREE.MeshBasicMaterial({
                color: 0x7777ff
            });
            var sphere = new THREE.Mesh(sphereGeometry, sphereMaterial);

            sphere.position.x = 20;
            sphere.position.y = 4;
            sphere.position.z = 2;
            scene.add(sphere);
            // 定义哪些物体投射阴影和哪些物体接受阴影
            plane.receiveShadow = true;
            cube.castShadow = true;
            sphere.castShadow = true;
            // 设置SpotLight()方法生成的光源可以产生阴影
            spotLight.castShadow = true;
            // 相机位置
            camera.position.x = -30;
            camera.position.y = 40;
            camera.position.z = 30;
            // 为了确保相机能够拍摄到这些物体,我们使用lookAt()函数指向场景的中心
            camera.lookAt(scene.position);
            // 将renderer的输出挂接到HTML页面框架中的<div>元素
            $("#WebGL-output").append(renderer.domElement);
            renderer.render(scene, camera)
        })
    </script>

</body>

</html>

最终效果

转载自:https://blog.csdn.net/zhongshijun521/article/details/80578143

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