15 Three.js实现阴影效果

Posted 暮志未晚Webgl

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案例查看地址:http://www.wjceo.com/blog/threejs/2018-02-12/17.html


作为webgl的插件,three.js肯定没有原生webgl那样,添加一个阴影这么费劲。所以,经过博主一小时的研究(笨人不聪明,已经是极限速度了)。终于将阴影效果做了出来,并且还发现一些容易犯错的地方。先上张图避避邪:


实现这个效果其实很简单,只需要设置几个属性就可以实现当前的效果。而上面的材质问题我将放到下一节:

(1)首先需要告诉渲染器我需要阴影,你给我生成阴影:

renderer.shadowMap.enabled = true;
(2)然后告诉灯光,我需要阴影:

 light.castShadow = true;
(3)告诉模型哪些需要投射阴影:

//告诉球需要投射阴影
        sphere.castShadow = true;
//告诉立方体需要投射阴影
        cube.castShadow = true;
(4)最后告诉最底下的平面长方形你要接受阴影:

plane.receiveShadow = true;
上面四步只要设置好了,就可以实现阴影的效果了。


注意事项:你的模型的材质一定要选择对灯光有反应的材质,要不然不会出现效果,博主就是因为这个问题导致好长时间没有整出来阴影。


案例全部代码:

<!DOCTYPE html>
<html lang="en">
<head>
    <meta charset="UTF-8">
    <title>Title</title>
    <style type="text/css">
        html, body 
            margin: 0;
            height: 100%;
        

        canvas 
            display: block;
        

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

</body>
<script src="build/three.js"></script>
<script src="examples/js/controls/TrackballControls.js"></script>
<script src="examples/js/libs/stats.min.js"></script>
<script>
    var renderer;
    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);
    

    var camera;
    function initCamera() 
        camera = new THREE.PerspectiveCamera(45, window.innerWidth/window.innerHeight, 0.1, 1000);
        camera.position.set(0, 40, 100);
        camera.lookAt(new THREE.Vector3(0,0,0));
    

    var scene;
    function initScene() 
        scene = new THREE.Scene();
    

    var light;
    function initLight() 
        scene.add(new THREE.AmbientLight(0x444444));

        light = new THREE.SpotLight(0xffffff);
        light.position.set(60,30,0);

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

        scene.add(light);
    

    function initModel() 
        //上面的球
        var sphereGeometry = new THREE.SphereGeometry(5,20,20);
        var sphereMaterial = new THREE.MeshStandardMaterial(color:0x7777ff);

        var sphere = new THREE.Mesh(sphereGeometry, sphereMaterial);
        sphere.position.y = 5;

        //告诉球需要投射阴影
        sphere.castShadow = true;

        scene.add(sphere);

        //辅助工具
        var helper = new THREE.AxisHelper(10);
        scene.add(helper);

        //立方体
        var cubeGeometry = new THREE.CubeGeometry(10,10,8);
        var cubeMaterial = new THREE.MeshLambertMaterial(color:0x00ffff);

        var cube = new THREE.Mesh(cubeGeometry, cubeMaterial);
        cube.position.x = 25;
        cube.position.y = 5;
        cube.position.z = -5;

        //告诉立方体需要投射阴影
        cube.castShadow = true;

        scene.add(cube);

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

        var plane = new THREE.Mesh(planeGeometry, planeMaterial);
        plane.rotation.x = - 0.5 * Math.PI;
        plane.position.y = -0;

        //告诉底部平面需要接收阴影
        plane.receiveShadow = true;

        scene.add(plane);

    

    //初始化性能插件
    var stats;
    function initStats() 
        stats = new Stats();
        document.body.appendChild(stats.dom);
    

    //用户交互插件 鼠标左键按住旋转,右键按住平移,滚轮缩放
    var controls;
    function initControls() 
        controls = new THREE.TrackballControls( camera );
        //旋转速度
        controls.rotateSpeed = 5;
        //变焦速度
        controls.zoomSpeed = 3;
        //平移速度
        controls.panSpeed = 0.8;
        //是否不变焦
        controls.noZoom = false;
        //是否不平移
        controls.noPan = false;
        //是否开启移动惯性
        controls.staticMoving = false;
        //动态阻尼系数 就是灵敏度
        controls.dynamicDampingFactor = 0.3;
        //未知,占时先保留
        //controls.keys = [ 65, 83, 68 ];
        controls.addEventListener( 'change', render );
    

    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();
        controls.handleResize();
        render();
        renderer.setSize( window.innerWidth, window.innerHeight );

    

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

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

        controls.update();

        requestAnimationFrame(animate);
    

    function draw() 
        initRender();
        initScene();
        initCamera();
        initLight();
        initModel();
        initControls();
        initStats();

        animate();
        window.onresize = onWindowResize;
    
</script>
</html>






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