three.js阴影

<!DOCTYPE html>

<html>

<head>
    <title>Example 01.03 - Materials and light</title>
    <script type="text/javascript" src="../libs/three.js"></script>
    <script type="text/javascript" src="../libs/jquery-1.9.0.js"></script>
    <script type="text/javascript" src="../libs/stats.js"></script>
    <script type="text/javascript" src="../libs/dat.gui.js"></script>
    <style>
        body{
            /* set margin to 0 and overflow to hidden, to go fullscreen */
            margin: 0;
            overflow: hidden;
        }
    </style>
</head>
<body>

<!-- Div which will hold the Output -->
<div id="WebGL-output">
</div>

<!-- Javascript code that runs our Three.js examples -->
<script type="text/javascript">

    // once everything is loaded, we run our Three.js stuff.
    $(function () {

        // create a scene, that will hold all our elements such as objects, cameras and lights.
        var scene = new THREE.Scene();

        // create a camera, which defines where we're looking at.
        var camera = new THREE.PerspectiveCamera(45, window.innerWidth / window.innerHeight, 0.1, 1000);

        // create a render and set the size
        var renderer = new THREE.WebGLRenderer();

        renderer.setClearColorHex(0xEEEEEE, 1.0);
        renderer.setSize(window.innerWidth, window.innerHeight);
        renderer.shadowMapEnabled = true;//告诉渲染器我们想要阴影。设置shadowMapEnabled(允许阴影映射)的值为true

        // create the ground plane
        var planeGeometry = new THREE.PlaneGeometry(60,20);
        var planeMaterial =    new THREE.MeshLambertMaterial({color: 0xffffff});//改为受光影响的材质MeshLambertMaterialI
        var plane = new THREE.Mesh(planeGeometry,planeMaterial);
        plane.receiveShadow  = true;//要得到阴影,对这些对象的相应属性设置为true

        // rotate and position the plane
        plane.rotation.x=-0.5*Math.PI;
        plane.position.x=15
        plane.position.y=0
        plane.position.z=0

        // add the plane to the scene
        scene.add(plane);

        // create a cube
        var cubeGeometry = new THREE.CubeGeometry(4,4,4);
        var cubeMaterial = new THREE.MeshLambertMaterial({color: 0xff0000});
        var cube = new THREE.Mesh(cubeGeometry, cubeMaterial);
        cube.castShadow = true;//将方块的阴影投射到地面上

        // position the cube
        cube.position.x=-4;
        cube.position.y=3;
        cube.position.z=0;

        // add the cube to the scene
        scene.add(cube);

        var sphereGeometry = new THREE.SphereGeometry(4,20,20);
        var sphereMaterial = new THREE.MeshLambertMaterial({color: 0x7777ff});
        var sphere = new THREE.Mesh(sphereGeometry,sphereMaterial);

        // position the sphere
        sphere.position.x=20;
        sphere.position.y=4;
        sphere.position.z=2;
        sphere.castShadow=true;//将球体的阴影投射到地面上

        // add the sphere to the scene
        scene.add(sphere);

        // position and point the camera to the center of the scene
        camera.position.x = -30;
        camera.position.y = 40;
        camera.position.z = 30;
        camera.lookAt(scene.position);

        // add spotlight for the shadows 通过spotlight()函数创建光源
        var spotLight = new THREE.SpotLight( 0xffffff );
        spotLight.position.set( -40, 60, -10 );//SpotLight()方法从它的位置(spotLight.position.set( -40, 60, -10 ))照亮我们的场景
        spotLight.castShadow = true;//要定义哪些光源会产生阴影。使用的SpotLight()可以产生影子。设置正确的属性,阴影最终就会被渲染出来。
        scene.add( spotLight );

        // add the output of the renderer to the html element
        $("#WebGL-output").append(renderer.domElement);

        // call the render function
        renderer.render(scene, camera);
    });



</script>
</body>
</html>

原文地址:https://www.cnblogs.com/Yimi/p/6020409.html