<!DOCTYPE html>
<html lang="en">
<head>
<meta charset="UTF-8">
<meta http-equiv="X-UA-Compatible" content="IE=edge">
<meta name="viewport" content="width=device-width, initial-scale=1.0">
<title>Document</title>
<script src="../demo1/libs/three.js"></script>
<script src="../demo1/libs/controls/OrbitControls.js"></script>
<style>
body {
/* 边距设置为0,设置溢出隐藏,完整的使用整个页面 */
margin: 0;
overflow: hidden;
}
</style>
</head>
<body>
<!-- 将在div里面输出画面 -->
<div id="webgl-output"></div>
<script>
function init() {
// 创建场景
var scene = new THREE.Scene();
// 设置摄像机
var camera = new THREE.PerspectiveCamera(45, window.innerWidth / window.innerHeight, 0.1, 2000)
// 创建渲染器
var renderer = new THREE.WebGLRenderer();
// 设置渲染器的初始颜色
renderer.setClearColor(new THREE.Color(0xeeeeee));
// 设置输出canvas画面的大小
renderer.setSize(window.innerWidth, window.innerHeight)
// 设置渲染物体阴影
renderer.shadowMap.enabled = true;
// 显示三维坐标系
var axes = new THREE.AxesHelper(20)
// 添加坐标系到场景中
scene.add(axes);
// 创建地面的几何体
var planeGeometry = new THREE.PlaneGeometry(60, 20);
// 给地面物体上色
var planeMaterial = new THREE.MeshStandardMaterial({ color: 0xcccccc });
// 创建地面
var plane = new THREE.Mesh(planeGeometry, planeMaterial)
// 物体移动位置
// plane.rotation.x = -0.5 * Math.PI;
// plane.position.x = 15;
plane.rotation.x = -0.5 * Math.PI;
plane.position.x = 0;
plane.position.y = 0;
plane.position.z = 0;
plane.castShadow = true;
// 接收阴影
plane.receiveShadow = true;
// 将地面添加到场景中
scene.add(plane);
// 添加立方体
var cubeGeometry = new THREE.BoxGeometry(4, 4, 4);
var cubeMaterial = new THREE.MeshLambertMaterial({ color: 0xff0000 })
var cube = new THREE.Mesh(cubeGeometry, cubeMaterial);
cube.position.x = 0;
cube.position.y = 4;
cube.position.z = 2;
// 对象是否渲染到阴影贴图当中
cube.castShadow = true;
scene.add(cube)
// 球体
var sphereGeometry = new THREE.SphereGeometry(4, 20, 20);
var spherMaterial = new THREE.MeshLambertMaterial({ color: 0xff0000 })
var sphere = new THREE.Mesh(sphereGeometry, spherMaterial)
sphere.position.x = 10;
sphere.position.y = 4;
sphere.position.z = 0;
// 对象是否渲染到阴影贴图当中
sphere.castShadow = true;
scene.add(sphere)
// 创建聚光灯
var spotLight = new THREE.SpotLight(0xFFFFFF);
spotLight.position.set(130, 130, -130);
spotLight.castShadow = true;
spotLight.angle = Math.PI / 4;
spotLight.shadow.penumbra = 0.05
spotLight.shadow.mapSize.width = 1024;
spotLight.shadow.mapSize.innerHeight = 1024;
// 添加聚光灯
scene.add(spotLight)
// 定位相机,并且指向场景中心
camera.position.x = 30;
camera.position.y = 30;
camera.position.z = 30;
camera.lookAt(scene.position)
// 将渲染器输出添加html元素中
document.getElementById('webgl-output').appendChild(renderer.domElement);
renderer.render(scene, camera)
// 创建controls对象;
var controls = new THREE.OrbitControls(camera, renderer.domElement)
// 监听控制器的鼠标事件,执行渲染内容
controls.addEventListener('change', () => {
renderer.render(scene, camera)
})
//定制渲染函数
let T0 = new Date() //设置时间差
function render(){
let T1 = new Date()
let t = T1 -T0 //获取时间间隔
T0 = T1
renderer.render(scene,camera)
//旋转立方体,每次绕y轴旋转0.01弧度,每一秒渲染0.001弧度
cube.rotateY(0.001*t)
window.requestAnimationFrame(render) //避免掉帧,就是一帧接一帧,逐帧,预备加载下一帧
}
//setInterval(render,16) 电脑1s渲染60帧,1ms = 16帧
//一般为了性能考虑,不建议使用setInterval函数,会出现掉帧
//使用请求动画帧函数
window.requestAnimationFrame(render)
}
window.onload = init
</script>
</body>
</html>
网友评论