使用这种光源可以创建出更加贴近自然的光照效果。如果不使用这种光源,要模拟室外光照,可以添加一个方向光光源来模拟太阳,或者再添加一个环境光光源,为场景提供基础色。但是这样看上去不怎么自然。当你在室外的时候,并不是所有的光照都来自上方,很多是来自空气的散射、地面的反射,以及其他物体的反射。Three.js库中的HemisphereLight(半球光光源)就是为这种情形创建的。它提供了一种简单的方法,用以获取比较自然的光照效果。
下面是一个示例:
<!DOCTYPE html>
<html>
<head>
<title>Example 03.05 - Directional Light</title>
<script type="text/javascript" src="../libs/three.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 id="Stats-output">
</div>
<!-- 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 init() {
var stats = initStats();
// create a scene, that will hold all our elements such as objects, cameras and lights.
var scene = new THREE.Scene();
scene.fog = new THREE.Fog(0xaaaaaa, 0.010, 200);
// 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.setClearColor(new THREE.Color(0xaaaaff, 1.0));
renderer.setSize(window.innerWidth, window.innerHeight);
renderer.shadowMapEnabled = true;
// create the ground plane
var textureGrass = THREE.ImageUtils.loadTexture("../assets/textures/ground/grasslight-big.jpg");
textureGrass.wrapS = THREE.RepeatWrapping;
textureGrass.wrapT = THREE.RepeatWrapping;
textureGrass.repeat.set(4, 4);
var planeGeometry = new THREE.PlaneGeometry(1000, 200, 20, 20);
var planeMaterial = new THREE.MeshLambertMaterial({map: textureGrass});
// var planeMaterial = new THREE.MeshLambertMaterial();
var plane = new THREE.Mesh(planeGeometry, planeMaterial);
plane.receiveShadow = 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.BoxGeometry(4, 4, 4);
var cubeMaterial = new THREE.MeshLambertMaterial({color: 0xff3333});
var cube = new THREE.Mesh(cubeGeometry, cubeMaterial);
cube.castShadow = true;
// 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, 25, 25);
var sphereMaterial = new THREE.MeshLambertMaterial({color: 0x7777ff});
var sphere = new THREE.Mesh(sphereGeometry, sphereMaterial);
// position the sphere
sphere.position.x = 10;
sphere.position.y = 5;
sphere.position.z = 10;
sphere.castShadow = true;
// add the sphere to the scene
scene.add(sphere);
// position and point the camera to the center of the scene
camera.position.x = -20;
camera.position.y = 15;
camera.position.z = 45;
// camera.position.x = -120;
// camera.position.y = 165;
// camera.position.z = 145;
camera.lookAt(new THREE.Vector3(10, 0, 0));
// add spotlight for a bit of light
var spotLight0 = new THREE.SpotLight(0xcccccc);
spotLight0.position.set(-40, 60, -10);
spotLight0.lookAt(plane);
scene.add(spotLight0);
var target = new THREE.Object3D();
target.position = new THREE.Vector3(5, 0, 0);
var hemiLight = new THREE.HemisphereLight(0x0000ff, 0x00ff00, 0.6);
hemiLight.position.set(0, 500, 0);
scene.add(hemiLight);
var pointColor = "#ffffff";
// var dirLight = new THREE.SpotLight( pointColor);
var dirLight = new THREE.DirectionalLight(pointColor);
dirLight.position.set(30, 10, -50);
dirLight.castShadow = true;
// dirLight.shadowCameraNear = 0.1;
// dirLight.shadowCameraFar = 100;
// dirLight.shadowCameraFov = 50;
dirLight.target = plane;
dirLight.shadowCameraNear = 0.1;
dirLight.shadowCameraFar = 200;
dirLight.shadowCameraLeft = -50;
dirLight.shadowCameraRight = 50;
dirLight.shadowCameraTop = 50;
dirLight.shadowCameraBottom = -50;
dirLight.shadowMapWidth = 2048;
dirLight.shadowMapHeight = 2048;
scene.add(dirLight);
// add the output of the renderer to the html element
document.getElementById("WebGL-output").appendChild(renderer.domElement);
// call the render function
var step = 0;
// used to determine the switch point for the light animation
var invert = 1;
var phase = 0;
var controls = new function () {
this.rotationSpeed = 0.03;
this.bouncingSpeed = 0.03;
this.hemisphere = true;
this.color = 0x00ff00;
this.skyColor = 0x0000ff;
this.intensity = 0.6;
};
var gui = new dat.GUI();
gui.add(controls, 'hemisphere').onChange(function (e) {
if (!e) {
hemiLight.intensity = 0;
} else {
hemiLight.intensity = controls.intensity;
}
});
gui.addColor(controls, 'color').onChange(function (e) {
hemiLight.groundColor = new THREE.Color(e);
});
gui.addColor(controls, 'skyColor').onChange(function (e) {
hemiLight.color = new THREE.Color(e);
});
gui.add(controls, 'intensity', 0, 5).onChange(function (e) {
hemiLight.intensity = e;
});
render();
function render() {
stats.update();
// rotate the cube around its axes
cube.rotation.x += controls.rotationSpeed;
cube.rotation.y += controls.rotationSpeed;
cube.rotation.z += controls.rotationSpeed;
// bounce the sphere up and down
step += controls.bouncingSpeed;
sphere.position.x = 20 + ( 10 * (Math.cos(step)));
sphere.position.y = 2 + ( 10 * Math.abs(Math.sin(step)));
requestAnimationFrame(render);
renderer.render(scene, camera);
}
function initStats() {
var stats = new Stats();
stats.setMode(0); // 0: fps, 1: ms
// Align top-left
stats.domElement.style.position = 'absolute';
stats.domElement.style.left = '0px';
stats.domElement.style.top = '0px';
document.getElementById("Stats-output").appendChild(stats.domElement);
return stats;
}
}
window.onload = init;
</script>
</body>
</html>