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利用Three.js如何实现阴影效果实例代码

时间:2021-10-06 09:08:53 | 栏目:JavaScript代码 | 点击:

前言

众所周知作为webgl的插件,three.js肯定没有原生webgl那样,添加一个阴影这么费劲。所以,经过一小时的研究(笨人不聪明,已经是极限速度了)。终于将阴影效果做了出来,并且还发现一些容易犯错的地方。话不多说了,来一起看看详细的介绍吧。

先上效果图:

实现这个效果其实很简单,只需要设置几个属性就可以实现当前的效果。而上面的材质问题我将放到下一节:

(1)首先需要告诉渲染器我需要阴影,你给我生成阴影:

renderer.shadowMap.enabled = true; 

(2)然后告诉灯光,我需要阴影:

light.castShadow = true; 

(3)告诉模型哪些需要投射阴影:

//告诉球需要投射阴影 
 sphere.castShadow = true; 
//告诉立方体需要投射阴影 
 cube.castShadow = true; 

(4)最后告诉最底下的平面长方形你要接受阴影:

plane.receiveShadow = true; 

上面四步只要设置好了,就可以实现阴影的效果了。

注意事项:你的模型的材质一定要选择对灯光有反应的材质,要不然不会出现效果,就是因为这个问题导致好长时间没有整出来阴影。

案例全部代码:

<!DOCTYPE html> 
<html lang="en"> 
<head> 
 <meta charset="UTF-8"> 
 <title>Title</title> 
 <style type="text/css"> 
 html, body { 
  margin: 0; 
  height: 100%; 
 } 
 
 canvas { 
  display: block; 
 } 
 
 </style> 
</head> 
<body onload="draw();"> 
 
</body> 
<script src="build/three.js"></script> 
<script src="examples/js/controls/TrackballControls.js"></script> 
<script src="examples/js/libs/stats.min.js"></script> 
<script> 
 var renderer; 
 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); 
 } 
 
 var camera; 
 function initCamera() { 
 camera = new THREE.PerspectiveCamera(45, window.innerWidth/window.innerHeight, 0.1, 1000); 
 camera.position.set(0, 40, 100); 
 camera.lookAt(new THREE.Vector3(0,0,0)); 
 } 
 
 var scene; 
 function initScene() { 
 scene = new THREE.Scene(); 
 } 
 
 var light; 
 function initLight() { 
 scene.add(new THREE.AmbientLight(0x444444)); 
 
 light = new THREE.SpotLight(0xffffff); 
 light.position.set(60,30,0); 
 
 //告诉平行光需要开启阴影投射 
 light.castShadow = true; 
 
 scene.add(light); 
 } 
 
 function initModel() { 
 //上面的球 
 var sphereGeometry = new THREE.SphereGeometry(5,20,20); 
 var sphereMaterial = new THREE.MeshStandardMaterial({color:0x7777ff}); 
 
 var sphere = new THREE.Mesh(sphereGeometry, sphereMaterial); 
 sphere.position.y = 5; 
 
 //告诉球需要投射阴影 
 sphere.castShadow = true; 
 
 scene.add(sphere); 
 
 //辅助工具 
 var helper = new THREE.AxisHelper(10); 
 scene.add(helper); 
 
 //立方体 
 var cubeGeometry = new THREE.CubeGeometry(10,10,8); 
 var cubeMaterial = new THREE.MeshLambertMaterial({color:0x00ffff}); 
 
 var cube = new THREE.Mesh(cubeGeometry, cubeMaterial); 
 cube.position.x = 25; 
 cube.position.y = 5; 
 cube.position.z = -5; 
 
 //告诉立方体需要投射阴影 
 cube.castShadow = true; 
 
 scene.add(cube); 
 
 //底部平面 
 var planeGeometry = new THREE.PlaneGeometry(100,100); 
 var planeMaterial = new THREE.MeshStandardMaterial({color:0xaaaaaa}); 
 
 var plane = new THREE.Mesh(planeGeometry, planeMaterial); 
 plane.rotation.x = - 0.5 * Math.PI; 
 plane.position.y = -0; 
 
 //告诉底部平面需要接收阴影 
 plane.receiveShadow = true; 
 
 scene.add(plane); 
 
 } 
 
 //初始化性能插件 
 var stats; 
 function initStats() { 
 stats = new Stats(); 
 document.body.appendChild(stats.dom); 
 } 
 
 //用户交互插件 鼠标左键按住旋转,右键按住平移,滚轮缩放 
 var controls; 
 function initControls() { 
 controls = new THREE.TrackballControls( camera ); 
 //旋转速度 
 controls.rotateSpeed = 5; 
 //变焦速度 
 controls.zoomSpeed = 3; 
 //平移速度 
 controls.panSpeed = 0.8; 
 //是否不变焦 
 controls.noZoom = false; 
 //是否不平移 
 controls.noPan = false; 
 //是否开启移动惯性 
 controls.staticMoving = false; 
 //动态阻尼系数 就是灵敏度 
 controls.dynamicDampingFactor = 0.3; 
 //未知,占时先保留 
 //controls.keys = [ 65, 83, 68 ]; 
 controls.addEventListener( 'change', render ); 
 } 
 
 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(); 
 controls.handleResize(); 
 render(); 
 renderer.setSize( window.innerWidth, window.innerHeight ); 
 
 } 
 
 function animate() { 
 //更新控制器 
 render(); 
 
 //更新性能插件 
 stats.update(); 
 
 controls.update(); 
 
 requestAnimationFrame(animate); 
 } 
 
 function draw() { 
 initRender(); 
 initScene(); 
 initCamera(); 
 initLight(); 
 initModel(); 
 initControls(); 
 initStats(); 
 
 animate(); 
 window.onresize = onWindowResize; 
 } 
</script> 
</html> 

总结

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