学习threejs,添加户外光照光源

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一、🍀前言

本文详细介绍如何基于threejs在三维场景中添加户外光照光源,亲测可用。希望能帮助到您。一起学习,加油!加油!

二、🍀绘制任意字体模型

1. ☘️实现思路

  • 1、初始化renderer渲染器
  • 2、初始化Scene三维场景
  • 3、初始化camera相机,定义相机位置 camera.position.set,设置相机方向camera.lookAt
  • 4、初始化THREE.DirectionalLight平行光源,scene场景加入平行光,初始化THREE.HemisphereLight户外光照光源,设置户外光照光源位置,设置设置投掷阴影为true,scene添加平行光源
  • 5、初始化gui工具,定义控制灯光和投影的函数
  • 6、加载几何模型:创建SphereGeometry球体、BoxGeometry立方体、PlaneGeometry地面几何体以及AxisHelper辅助工具坐标系,Scene场景加入以上几何体和工具。
  • 7、加入controls控制,加入stats监控器,监控帧数信息

2. ☘️代码样例

<!DOCTYPE html>
<html lang="en">
<head>
    <meta charset="UTF-8">
    <title>learn15(户外光照光源)</title>
    <script src="lib/threejs/127/three.js-master/build/three.js"></script>
    <script src="lib/threejs/127/three.js-master/examples/js/controls/OrbitControls.js"></script>
    <script src="lib/threejs/127/three.js-master/examples/js/libs/stats.min.js"></script>
    <script src="lib/threejs/127/three.js-master/examples/js/libs/dat.gui.min.js"></script>
</head>
<style>
    body {
        margin: 0;
    }
    canvas {
        width: 100%;
        height: 100%;
        display: block;
    }
</style>
<body onload="draw()">
</body>
<script>
  var renderer
  var initRender = () => {
    renderer = new THREE.WebGLRenderer({antialias: true})
    renderer.shadowMap.enabled = true
    renderer.shadowMap.type = THREE.PCFSoftShadowMap
    renderer.setSize(window.innerWidth, window.innerHeight)
    document.body.appendChild(renderer.domElement)
  }
  var scene
  var initScene = () => {
    scene = new THREE.Scene()
  }
  var camera
  var 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 hemiLight, directionalLight
  var initLight = () => {
    // 天空颜色、地面颜色、光强, 户外光源
    hemiLight = new THREE.HemisphereLight(0x0000ff, 0x00ff00, 0.3)
    hemiLight.position.set(0, 500, 0)
    scene.add(hemiLight)

    directionalLight = new THREE.DirectionalLight('#ffffff')
    directionalLight.position.set(-40, 60 - 10)

    directionalLight.shadow.camera.near = 20
    directionalLight.shadow.camera.far = 200
    directionalLight.shadow.camera.left = -50
    directionalLight.shadow.camera.right = 50
    directionalLight.shadow.camera.top = 50
    directionalLight.shadow.camera.bottom = -50

    directionalLight.shadow.mapSize.width = 1024
    directionalLight.shadow.mapSize.height = 1024

    directionalLight.castShadow = true
    scene.add(directionalLight)
  }
  var gui
  var initGui = () => {
    gui = {
      directionalLight: "#ffffff", //点光源
      directionalLightIntensity: 1, //灯光强度
      visible: true, //是否可见
      castShadow: true,
      exponent: 30,
      target: "plane",
      debug: false,
      groundColor: "#00ff00",
      skyColor: "#0000ff",
      hemiLightIntensity: 0.3
    }
    var datGui = new dat.GUI()
    datGui.addColor(gui, 'skyColor').onChange(e => {
      hemiLight.color = new THREE.Color(e)
    })
    datGui.addColor(gui, 'groundColor').onChange(e => {
      hemiLight.groundColor = new THREE.Color(e)
    })
    datGui.add(gui, 'hemiLightIntensity', 0, 1).onChange(e => {
      hemiLight.intensity = e
    })
    datGui.addColor(gui, 'directionalLight').onChange(e => {
      directionalLight.color = new THREE.Color(e)
    })
    datGui.add(gui, 'visible').onChange(e => {
      directionalLight.visible = e
    })
    datGui.add(gui, 'castShadow').onChange(e => {
      directionalLight.castShadow = e
    })
    datGui.add(gui, 'debug').onChange(e => {
      if (e) {
        var debug = new THREE.CameraHelper(directionalLight.shadow.camera)
        debug.name = 'debug'
        scene.add(debug)
      } else {
        var debug = scene.getObjectByName('debug')
        scene.remove(debug)
      }
    })
  }
  var stats
  var initStats = () => {
    stats = new Stats()
    document.body.appendChild(stats.dom)
  }
  var controls
  var initControls = () => {
    controls = new THREE.OrbitControls(camera, renderer.domElement)
    controls.enableDamping = true
  }
  var cube, sphere, plane
  var initModel = () => {
    var helper = new THREE.AxisHelper(10)
    scene.add(helper)

    var sphereGeometry = new THREE.SphereGeometry(10, 30, 30)
    var sphereMaterial = new THREE.MeshStandardMaterial({color: 0xeeeeee})
    var sphere = new THREE.Mesh(sphereGeometry, sphereMaterial)
    sphere.position.set(-20, 20, 0)
    sphere.castShadow = true
    scene.add(sphere)

    var cubeGeometry = new THREE.BoxGeometry(10, 10, 10)
    var cubeMaterial = new THREE.MeshLambertMaterial({color: 0x00ffff})
    var cube = new THREE.Mesh(cubeGeometry, cubeMaterial)
    cube.position.set(30, 5, -5)
    cube.castShadow = true
    scene.add(cube)

    var planeGeometry = new THREE.PlaneGeometry(5000, 5000, 20, 20)
    var planeMaterial = new THREE.MeshLambertMaterial({color: 0xaaaaaa})
    plane = new THREE.Mesh(planeGeometry, planeMaterial)
    plane.rotation.x = -0.5 * Math.PI
    plane.position.y = -0
    plane.receiveShadow = true
    scene.add(plane)
  }
  var render = () => {
    renderer.render(scene, camera)
  }
  var onWindowResize = () => {
    camera.aspect = window.innerWidth / window.inner
    camera.updateProjectionMatrix()
    render()
    renderer.setSize(window.innerWidth, window.innerHeight)
  }
  var animate = () => {
    render()
    stats.update()
    controls.update()
    requestAnimationFrame(animate)
  }
  var draw = () => {
    initGui()
    initRender()
    initScene()
    initCamera()
    initLight()
    initModel()
    initStats()
    initControls()

    animate()

    window.onresize = onWindowResize
  }
</script>
</html>

效果如下:
在这里插入图片描述

要在Three.js中添加光照效果,需要使用光源对象和材质属性。下面是一个简单的示例代码,演示如何在场景中添加光源和平行光源光照效果: ```javascript // 创建场景 var scene = new THREE.Scene(); // 创建相机 var camera = new THREE.PerspectiveCamera(75, window.innerWidth / window.innerHeight, 0.1, 1000); camera.position.z = 5; // 创建渲染器 var renderer = new THREE.WebGLRenderer(); renderer.setSize(window.innerWidth, window.innerHeight); document.body.appendChild(renderer.domElement); // 创建几何体 var geometry = new THREE.BoxGeometry(); var material = new THREE.MeshPhongMaterial({ color: 0x00ff00 }); // 使用Phong材质 var cube = new THREE.Mesh(geometry, material); scene.add(cube); // 创建点光源 var pointLight = new THREE.PointLight(0xffffff, 1); pointLight.position.set(2, 2, 2); scene.add(pointLight); // 创建平行光源 var directionalLight = new THREE.DirectionalLight(0xffffff, 1); directionalLight.position.set(0, 1, 0); scene.add(directionalLight); // 渲染场景 function animate() { requestAnimationFrame(animate); // 物体旋转 cube.rotation.x += 0.01; cube.rotation.y += 0.01; renderer.render(scene, camera); } animate(); ``` 在上述代码中,我们使用了`MeshPhongMaterial`作为几何体的材质,这是一种能够产生光照效果的材质。然后,我们创建了一个点光源和一个平行光源,分别使用`PointLight`和`DirectionalLight`。最后,通过调用`render`方法渲染场景。 这只是一个简单的例子,Three.js还支持其他类型的光源和更多高级的光照特性。你可以根据自己的需求进一步探索和调整光照效果。
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