点光

作者: Codifier | 来源:发表于2019-11-11 16:24 被阅读0次
    <!DOCTYPE html>
    <html lang="en">
    <head>
        <meta charset="UTF-8">
        <title>Point 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();
    
            // add a plane
            let planeGeometry = new THREE.PlaneGeometry(60, 60, 1, 1);
            let planeMaterial = new THREE.MeshLambertMaterial({
                color: 0xffffff
            });
            let plane = new THREE.Mesh(planeGeometry, planeMaterial);
            plane.receiveShadow = true;
            plane.rotation.x = -0.5 * Math.PI;
            scene.add(plane);
    
            // add a sphere
            let sphereGeometry = new THREE.SphereGeometry(4, 20, 20);
            let sphereMatrial = new THREE.MeshLambertMaterial({
                color : 0x7777ff
            });
            let sphere = new THREE.Mesh(sphereGeometry, sphereMatrial);
            sphere.position.set(0, 4, 2);
            sphere.castShadow = true;
            scene.add(sphere);
    
            // add point light
            /**
             * PointLight( color : Integer, intensity : Float, distance : Number, decay : Float )
             * color - (optional) hexadecimal color of the light. Default is 0xffffff (white).
             * intensity - (optional) numeric value of the light's strength/intensity. Default is 1.
             * distance - Maximum range of the light. Default is 0 (no limit).
             * decay - The amount the light dims along the distance of the light. Default is 1.
             * @type {PointLight}
             */
            let pointLight = new THREE.PointLight("#ccffcc");
            pointLight.decay = 0.1;
            pointLight.castShadow = true;
            pointLight.distance = 100;
            pointLight.intensity = 1;
            pointLight.position.set(0, 20, 2);
            scene.add(pointLight);
    
            // add point light helper
            let helper = new THREE.PointLightHelper(pointLight);
            scene.add(helper);
    
    
            // attributes which can be modified in GUI
            const controls = {
                "pointColor" : pointLight.color.getStyle(),
                "intensity" : pointLight.intensity,
                "distance" : pointLight.distance,
                "decay" : pointLight.decay,
                "castShadow" : true
            };
            // init GUI
            initGUI();
    
            renderScene();
    
            function initGUI(){
                let gui = new dat.GUI();
    
                gui.addColor(controls, 'pointColor').onChange(function (e) {
                    pointLight.color = new THREE.Color(e);
                });
    
                gui.add(controls, 'intensity', 0, 5).onChange(function (e) {
                    pointLight.intensity = e;
                });
    
                gui.add(controls, 'distance', 0, 200).onChange(function (e) {
                    pointLight.distance = e;
                });
    
                gui.add(controls, 'decay', 0, 1, 0.05).onChange(function (e) {
                    pointLight.decay = e;
                });
    
                gui.add(controls, 'castShadow').onChange(function (e) {
                    pointLight.castShadow = 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:


    相关文章

      网友评论

          本文标题:点光

          本文链接:https://www.haomeiwen.com/subject/tsitictx.html