<!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:
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