半球光

作者: Codifier | 来源:发表于2019-11-11 16:57 被阅读0次
    <!DOCTYPE html>
    <html lang="en">
    <head>
        <meta charset="UTF-8">
        <title>Hemisphere Light</title>
        <script src="../../three-part/threejs/three.js"></script>
        <script src="../../three-part/utils/stats.min.js"></script>
        <script src="../../three-part/utils/dat.gui.min.js"></script>
        <script src="../controls/TrackballControls.js"></script>
        <script src="../util/util.js"></script>
        <style>
            body {
                margin: 0;
                overflow: hidden;
            }
        </style>
    </head>
    <body>
    <div id="container"></div>
    <script type="text/javascript">
        init();
        function init() {
            // show FPS
            let stats = initStats();
            // resize
            window.addEventListener('resize', onResize, false);
    
            let scene = new THREE.Scene();
            let camera = new THREE.PerspectiveCamera(45, window.innerWidth / window.innerHeight, 0.1, 1000);
            camera.position.x = -30;
            camera.position.y = 40;
            camera.position.z = 30;
            camera.lookAt(scene.position);
    
            let renderer = new THREE.WebGLRenderer();
            renderer.setClearColor(new THREE.Color(0x000000));
            renderer.setSize(window.innerWidth, window.innerHeight);
            renderer.shadowMap.enabled = true;
            document.getElementById("container").appendChild(renderer.domElement);
    
            // init trackball control
            let trackballControls = initTrackballControls(camera, renderer);
            let clock = new THREE.Clock();
    
            // create a plane
            // create texture
            let textureGrass = new THREE.TextureLoader().load("../assets/textures/ground/grasslight-big.jpg");
            textureGrass.wrapS = THREE.RepeatWrapping;
            textureGrass.wrapT = THREE.RepeatWrapping;
            textureGrass.repeat.set(10, 10);
    
            let planeGeometry = new THREE.PlaneGeometry(1000, 1000, 20, 20);
            let planeMaterial = new THREE.MeshLambertMaterial({
                map: textureGrass
            });
            let plane = new THREE.Mesh(planeGeometry, planeMaterial);
            plane.receiveShadow = true;
            plane.rotation.x = -0.5 * Math.PI;
            plane.position.x = 15;
            plane.position.y = 0;
            plane.position.z = 0;
            scene.add(plane);
    
            // add hemisphere light
            /**
             * HemisphereLight( skyColor : Integer, groundColor : Integer, intensity : Float )
             * skyColor - (optional) hexadecimal color of the sky. Default is 0xffffff.
             * groundColor - (optional) hexadecimal color of the ground. Default is 0xffffff.
             * intensity - (optional) numeric value of the light's strength/intensity. Default is 1.
             * @type {HemisphereLight}
             */
            let hemiLight = new THREE.HemisphereLight(0xffffff, 0x00ff00, 0.6);
            hemiLight.intensity = 1;
            hemiLight.position.set(0, 500, 0);
            scene.add(hemiLight);
    
            // create a cube
            let cubeGeometry = new THREE.BoxGeometry(4, 4, 4);
            let cubeMaterial = new THREE.MeshLambertMaterial({
                color: 0xff3333
            });
            let cube = new THREE.Mesh(cubeGeometry, cubeMaterial);
            cube.castShadow = true;
            cube.position.x = -4;
            cube.position.y = 3;
            cube.position.z = 0;
            scene.add(cube);
    
            // add a sphere
            let sphereGeometry = new THREE.SphereGeometry(4, 25, 25);
            let sphereMaterial = new THREE.MeshPhongMaterial({
                color: 0x7777ff
            });
            let sphere = new THREE.Mesh(sphereGeometry, sphereMaterial);
            sphere.position.x = 10;
            sphere.position.y = 5;
            sphere.position.z = 10;
            sphere.castShadow = true;
            scene.add(sphere);
    
            // attributes which can be modified in GUI
            const controls = {
                "skyColor" : hemiLight.color.getStyle(),
                "groundColor" : hemiLight.groundColor.getStyle(),
                "intensity" : hemiLight.intensity
            };
            // init GUI
            initGUI();
    
            renderScene();
    
            function initGUI(){
                let gui = new dat.GUI();
                gui.addColor(controls, 'skyColor').onChange(function (e) {
                    hemiLight.color = new THREE.Color(e);
                });
    
                gui.addColor(controls, 'groundColor').onChange(function (e) {
                    hemiLight.groundColor = new THREE.Color(e);
                });
    
                gui.add(controls, 'intensity', 0, 5).onChange(function (e) {
                    hemiLight.intensity = e;
                });
            }
    
            function onResize() {
                camera.aspect = window.innerWidth / window.innerHeight;
                camera.updateProjectionMatrix();
                renderer.setSize(window.innerWidth, window.innerHeight);
            }
    
            function renderScene(){
                trackballControls.update(clock.getDelta());
                stats.update();
                requestAnimationFrame(renderScene);
                renderer.render(scene, camera);
            }
        }
    </script>
    </body>
    </html>
    

    运行结果:


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          本文标题:半球光

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