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
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>