图形化开发(五)036-Three.js之光照——实例4-户外光
实例4-户外光案例
效果图
hemisphereLight.html
<!DOCTYPE html>
<html lang="zh">
<head>
<meta charset="UTF-8">
<title>户外光案例</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, hemisphereLight;
var sphere, cube, plane;
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 = {
skyColor: "#00ffff", //环境光源
groundColor: "#ff0000", //点光源
intensity: 1, //灯光强度
visible: true, //显示户外光
};
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, "skyColor").name("天空颜色").onChange(function (e) {
hemisphereLight.color.set(e);
});
datGui.addColor(gui, "groundColor").name("地面颜色").onChange(function (e) {
hemisphereLight.groundColor.set(e);
});
datGui.add(gui, "intensity", 0, 5).name("光线强度").onChange(function (e) {
hemisphereLight.intensity = e;
});
datGui.add(gui, "visible").name("显示户外光").onChange(function (e) {
hemisphereLight.visible = e;
});
}
function initLight() {
var ambientLight = new THREE.AmbientLight("#111111");
scene.add(ambientLight);
//添加户外光源
hemisphereLight = new THREE.HemisphereLight(0x00ffff, 0xff0000, 1);
scene.add(hemisphereLight);
}
function initModel() {
//球体
var sphereGeometry = new THREE.SphereGeometry(15, 24, 16);
var sphereMaterial = new THREE.MeshPhongMaterial({color: 0xffffff});
sphere = new THREE.Mesh(sphereGeometry, sphereMaterial);
sphere.position.set(0, 50, 0);
sphere.castShadow = true; //开启阴影
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.MeshLambertMaterial({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();
requestAnimationFrame(animate);
}
function draw() {
initGui();
initRender();
initScene();
initCamera();
initLight();
initModel();
initStats();
animate();
window.onresize = onWindowResize;
}
</script>
</html>
Camera();
initLight();
initModel();
initStats();
animate();
window.onresize = onWindowResize;
}
```