效果图
light.html
<!DOCTYPE html> <html lang="zh"> <head> <meta charset="UTF-8"> <title>平行光案例</title> <style type="text/css"> html, body { margin: 0; height: 100%; } canvas { display: block; } </style> </head> <body onl oad="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, directionalLight; var debug, 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 = { ambientLight: "#111111", //环境光源 directionalLight: "#ffffff", //点光源 intensity: 1, //灯光强度 visible: true, //是否可见 castShadow: true, //是否开启阴影 debug: true, //开启关闭光照辅助 targetX: 0, //朝向x轴坐标 targetY: 0, //朝向y轴坐标 targetZ: 0, //朝向z轴坐标 near: 20, //阴影渲染的最近距离 far: 100, //阴影渲染的最远距离 left: -50, //阴影的最左边距离 right: 50, //阴影的最右边距离 top: 50, //阴影的最上边距离 bottom: -50, //阴影的最下边距离 }; 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, "directionalLight").name("平行光颜色").onChange(function (e) { directionalLight.color.set(e); }); datGui.add(gui, "intensity", 0, 5).name("光线强度").onChange(function (e) { directionalLight.intensity = e; }); datGui.add(gui, "visible").name("显示平行光").onChange(function (e) { directionalLight.visible = e; }); datGui.add(gui, "castShadow").name("显示阴影").onChange(function (e) { directionalLight.castShadow = e; }); datGui.add(gui, "debug").name("开启光照辅助").onChange(function (e) { debug.visible = e; }); 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); } var camera = datGui.addFolder("阴影设置"); camera.add(gui, "near", 0, 50).name("最近距离").onChange(updateShadow); camera.add(gui, "far", 50, 100).name("最近距离").onChange(updateShadow); camera.add(gui, "left", -200, 0).name("最左距离").onChange(updateShadow); camera.add(gui, "right", 0, 200).name("最右距离").onChange(updateShadow); camera.add(gui, "top", 0, 200).name("最上距离").onChange(updateShadow); camera.add(gui, "bottom", -200, 0).name("最下距离").onChange(updateShadow); function updateShadow() { directionalLight.shadow.camera.near = gui.near; //产生阴影的最近距离 directionalLight.shadow.camera.far = gui.far; //产生阴影的最远距离 directionalLight.shadow.camera.left = gui.left; //产生阴影距离位置的最左边位置 directionalLight.shadow.camera.right = gui.right; //最右边 directionalLight.shadow.camera.top = gui.top; //最上边 directionalLight.shadow.camera.bottom = gui.bottom; //最下面 directionalLight.shadow.camera.updateProjectionMatrix(); } } function initLight() { // 环境光 ambientLight = new THREE.AmbientLight("#111111"); scene.add(ambientLight); // 类似太阳光 directionalLight = new THREE.DirectionalLight("#ffffff"); directionalLight.position.set(40, 60, 10); directionalLight.shadow.camera.near = gui.near; //产生阴影的最近距离 directionalLight.shadow.camera.far = gui.far; //产生阴影的最远距离 directionalLight.shadow.camera.left = -50; //产生阴影距离位置的最左边位置 directionalLight.shadow.camera.right = 50; //最右边 directionalLight.shadow.camera.top = 50; //最上边 directionalLight.shadow.camera.bottom = -50; //最下面 //这两个值决定生成阴影密度 默认512 directionalLight.shadow.mapSize.height = 1024; directionalLight.shadow.mapSize.width = 1024; //告诉平行光需要开启阴影投射 directionalLight.castShadow = true; scene.add(directionalLight); //添加灯光辅助 debug = new THREE.CameraHelper(directionalLight.shadow.camera); debug.name = "debug"; scene.add(debug); } 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 directionalLight.target = sphere; //平行光的焦点到球 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(); //更新光照辅助 if (debug) { debug.update(); } requestAnimationFrame(animate); } function draw() { initGui(); initRender(); initScene(); initCamera(); initLight(); initModel(); initStats(); animate(); window.onresize = onWindowResize; } </script> </html>