图形化开发(五)035-Three.js之光照——实例3-聚光灯光源

图形化开发(五)035-Three.js之光照——实例3-聚光灯光源

实例3-聚光灯光源案例

效果图

在这里插入图片描述

spotLight.html

<!DOCTYPE html>
<html lang="zh">
<head>
    <meta charset="UTF-8">
    <title>聚光灯光源案例</title>
    <style type="text/css">
        html, body {
            margin: 0;
            height: 100%;
        }

        canvas {
            display: block;
        }

    </style>
</head>
<body onload="draw();">

</body>
<script src="https://cdn.bootcss.com/three.js/92/three.js"></script> 
<script src="http://www.wjceo.com/lib/js/libs/stats.min.js"></script>
<script src="https://cdn.bootcss.com/dat-gui/0.7.1/dat.gui.min.js"></script>
<script>
    var renderer, camera, scene, gui, stats, ambientLight, spotLight;
    var debug, sphere, cube, plane, spotLightHelper;

    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);
    }

    function initCamera() {
        camera = new THREE.PerspectiveCamera(45, window.innerWidth / window.innerHeight, 0.1, 1000);
        camera.position.set(0, 100, 200);
        camera.lookAt(new THREE.Vector3(0, 0, 0));
    }

    function initScene() {
        scene = new THREE.Scene();
    }

    function initGui() {
        //声明一个保存需求修改的相关数据的对象
        gui = {
            ambientLight: "#111111", //环境光源
            spotLight: "#ffffff", //点光源
            intensity: 1, //灯光强度
            distance: 400, //照射范围
            angle: Math.PI / 4, //照射角度
            penumbra: 0, //交界过渡
            decay: 1, //衰减度
            visible: true, //是否可见
            castShadow: true, //是否开启阴影
            debug: true, //开启关闭光照辅助
            x: 40, //朝向x轴坐标
            y: 80, //朝向y轴坐标
            z: 10, //朝向z轴坐标
            targetX: 0, //朝向x轴坐标
            targetY: 0, //朝向y轴坐标
            targetZ: 0, //朝向z轴坐标
        };

        var datGui = new dat.GUI();
        //将设置属性添加到gui当中,gui.add(对象,属性,最小值,最大值)
        datGui.addColor(gui, "ambientLight").name("环境光颜色").onChange(function (e) {
            ambientLight.color.set(e);
        });
        datGui.addColor(gui, "spotLight").name("光源颜色").onChange(function (e) {
            spotLight.color.set(e);
        });
        datGui.add(gui, "intensity", 0, 5).name("光线强度").onChange(function (e) {
            spotLight.intensity = e;
        });
        datGui.add(gui, "distance", 0, 300).name("照射范围").onChange(function (e) {
            spotLight.distance = e;
        });
        datGui.add(gui, "angle", 0, Math.PI / 2).name("照射角度").onChange(function (e) {
            spotLight.angle = e;
        });
        datGui.add(gui, "penumbra", 0, 1).name("交界过渡").onChange(function (e) {
            spotLight.penumbra = e;
        });
        datGui.add(gui, "decay", 0, 5).name("衰减度").onChange(function (e) {
            spotLight.decay = e;
        });
        datGui.add(gui, "visible").name("显示光").onChange(function (e) {
            spotLight.visible = e;
        });
        datGui.add(gui, "castShadow").name("显示阴影").onChange(function (e) {
            spotLight.castShadow = e;
        });
        datGui.add(gui, "debug").name("开启光照辅助").onChange(function (e) {
            debug.visible = e;
        });

        datGui.add(gui, "x", -50, 50).name("X坐标位置").onChange(changePosition);
        datGui.add(gui, "y", 0, 200).name("Y坐标位置").onChange(changePosition);
        datGui.add(gui, "z", -50, 50).name("Z坐标位置").onChange(changePosition);

        //修改球体位置的方法,平行光的target就是球
        function changePosition() {
            spotLight.position.set(gui.x, gui.y, gui.z);
        }

        datGui.add(gui, "targetX", -20, 20).name("焦点X坐标位置").onChange(changeSpherePosition);
        datGui.add(gui, "targetY", 0, 20).name("焦点Y坐标位置").onChange(changeSpherePosition);
        datGui.add(gui, "targetZ", -20, 20).name("焦点Z坐标位置").onChange(changeSpherePosition);

        //修改球体位置的方法,平行光的target就是球
        function changeSpherePosition() {
            sphere.position.set(gui.targetX, gui.targetY, gui.targetZ);
        }
    }

    function initLight() {
        ambientLight = new THREE.AmbientLight("#111111");
        scene.add(ambientLight);

        spotLight = new THREE.SpotLight("#ffffff");
        spotLight.position.set(40, 80, 10);
        spotLight.angle = Math.PI / 4;
        spotLight.distance = 400;

        //告诉平行光需要开启阴影投射
        spotLight.castShadow = true;

        scene.add(spotLight);

        //添加灯光辅助
        debug = new THREE.CameraHelper(spotLight.shadow.camera);
        debug.name = "debug";
        scene.add(debug);

        spotLightHelper = new THREE.SpotLightHelper(spotLight);
        scene.add(spotLightHelper);
    }

    function initModel() {

        //球体
        var sphereGeometry = new THREE.SphereGeometry(5, 24, 16);
        var sphereMaterial = new THREE.MeshPhongMaterial({color: 0xff00ff});

        sphere = new THREE.Mesh(sphereGeometry, sphereMaterial);

        sphere.castShadow = true; //开启阴影

        spotLight.target = sphere;

        scene.add(sphere);

        //立方体
        var cubeGeometry = new THREE.CubeGeometry(10, 10, 10);

        var cubeMaterial = new THREE.MeshLambertMaterial({color: 0x00ffff});

        cube = new THREE.Mesh(cubeGeometry, cubeMaterial);
        cube.position.x = 30;
        cube.position.z = -5;

        cube.castShadow = true; //开启阴影

        scene.add(cube);

        //底部平面
        var planeGeometry = new THREE.PlaneGeometry(100, 100);
        var planeMaterial = new THREE.MeshStandardMaterial({color: 0xaaaaaa});

        plane = new THREE.Mesh(planeGeometry, planeMaterial);
        plane.rotation.x = -0.5 * Math.PI;
        plane.position.y = -5;

        plane.receiveShadow = true; //可以接收阴影

        scene.add(plane);

    }

    function initStats() {
        stats = new Stats();
        document.body.appendChild(stats.dom);
    }

    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();
        renderer.setSize(window.innerWidth, window.innerHeight);

    }

    function animate() {
        //更新控制器
        render();

        //更新性能插件
        stats.update();

        //更新光照辅助
        debug.update();
        spotLightHelper.update();

        requestAnimationFrame(animate);
    }

    function draw() {
        initGui();
        initRender();
        initScene();
        initCamera();
        initLight();
        initModel();
        initStats();

        animate();
        window.onresize = onWindowResize;
    }
</script>
</html>
评论
添加红包

请填写红包祝福语或标题

红包个数最小为10个

红包金额最低5元

当前余额3.43前往充值 >
需支付:10.00
成就一亿技术人!
领取后你会自动成为博主和红包主的粉丝 规则
hope_wisdom
发出的红包
实付
使用余额支付
点击重新获取
扫码支付
钱包余额 0

抵扣说明:

1.余额是钱包充值的虚拟货币,按照1:1的比例进行支付金额的抵扣。
2.余额无法直接购买下载,可以购买VIP、付费专栏及课程。

余额充值