一、效果图:
二、实现过程
1、加载光影贴图
在给添加光影贴图时,要给底面物体接收阴影才能看到效果
//
var geometry = new THREE.SphereGeometry(40, 100, 40);
var material = new THREE.MeshLambertMaterial({
color: 0x0000ff
});
var mesh = new THREE.Mesh(geometry, material);
mesh.position.set(0,40,0)
scene.add(mesh);
// 设置产生投影的网格模型
mesh.castShadow = true;
//创建一个平面几何体作为投影面
var planeGeometry = new THREE.PlaneGeometry(300, 200);
planeGeometry.faceVertexUvs[1] = planeGeometry.faceVertexUvs[0];
var textureLoader = new THREE.TextureLoader();
// 加载光照贴图
var textureLight = textureLoader.load('cshadow.webp');
var planeMaterial = new THREE.MeshLambertMaterial({
color: 0x999999,
lightMap:textureLight,// 设置光照贴图
lightMapIntensity:0.5,//烘培光照的强度. 默认 1.
});
var planeMesh = new THREE.Mesh(planeGeometry, planeMaterial); //网格模型对象Mesh
planeMesh.rotateX(-Math.PI / 2); //旋转网格模型
//接受阴影
planeMesh.receiveShadow= true;
scene.add(planeMesh);
3、初始化场景
<!DOCTYPE html>
<html lang="en">
<head>
<meta charset="UTF-8">
<title>光照贴图</title>
<style>
body {
margin: 0;
overflow: hidden;
/* 隐藏body窗口区域滚动条 */
}
</style>
<!--引入three.js三维引擎-->
<script src="js/yanhuang/three.js"></script>
<!-- 引入threejs扩展控件OrbitControls.js -->
<script src="js/yanhuang/OrbitControls.js"></script>
</head>
<body>
<script>
/**
* 创建场景对象Scene
*/
var scene = new THREE.Scene();
/**
* 光源设置
*/
//点光源
var point = new THREE.PointLight(0xffffff);
point.position.set(-100,200, 0); //点光源位置
point.castShadow = true;
scene.add(point); //点光源添加到场景中
/**
* 相机设置
*/
var width = window.innerWidth; //窗口宽度
var height = window.innerHeight; //窗口高度
var k = width / height; //窗口宽高比
var s = 150; //三维场景显示范围控制系数,系数越大,显示的范围越大
//创建相机对象
var camera = new THREE.OrthographicCamera(-s * k, s * k, s, -s, 1, 1000);
camera.position.set(100, 200, 100); //设置相机位置
camera.lookAt(scene.position); //设置相机方向(指向的场景对象)
camera.castShadow = true;
/**
* 创建渲染器对象
*/
var renderer = new THREE.WebGLRenderer();
renderer.setSize(width, height); //设置渲染区域尺寸
renderer.setClearColor(0xb9d3ff, 1); //设置背景颜色
//允许渲染阴影
renderer.shadowMap.enabled = true;
document.body.appendChild(renderer.domElement); //body元素中插入canvas对象
// 渲染函数
function render() {
renderer.render(scene, camera); //执行渲染操作
requestAnimationFrame(render);//请求再次执行渲染函数render,渲染下一帧
}
var axisHelper = new THREE.AxisHelper(250,250,250);
scene.add(axisHelper);
render();
//创建控件对象 相机对象camera作为参数 控件可以监听鼠标的变化,改变相机对象的属性
var controls = new THREE.OrbitControls(camera);
</script>
</body>
</html>