three模拟的真实3D环境,一个非常炫酷的功能便是对光源的操控,之前教学一中已经简单的描述了多种光源,这次咱们就详细的讲下一些最常见的光源:
AmbientLight
该灯光在全局范围内平等地照亮场景中的所有对象。
该灯光不能用于投射阴影,因为它没有方向。
AmbientLight( color : Integer, intensity : Float )
color - (可选)颜色的RGB分量的数值。默认值为0xffffff。
intensity - (可选)灯光强度/强度的数值。默认值为1。
DirectionalLight
向特定方向发射的光。这种光的行为就像它是无限遥远的,并且从它产生的光线都是平行的。这方面的常见用例是模拟日光;太阳离得足够远,它的位置可以被认为是无限的,所有来自它的光线都是平行的。
DirectionalLight( color : Integer, intensity : Float )
color - (可选)灯光的十六进制颜色。默认值为0xffffff(白色)。
intensity - (可选)灯光强度/强度的数值。默认值为1。
PointLight
从一个点向所有方向发射的光。这方面的一个常见用例是复制裸灯泡发出的光。
PointLight( color : Integer, intensity : Float, distance : Number, decay : Float )
color - (可选)灯光的十六进制颜色。默认值为0xffffff(白色)
intensity - (可选)灯光强度/强度的数值。默认值为1.
distance - 光线的最大范围。默认值为0(无限制)
decay - 灯光沿着灯光的距离变暗的量。默认值为2.
HemisphereLight
位于场景正上方的光源,颜色从天空颜色渐变为地面颜色。此灯光不能用于投射阴影。
HemisphereLight( skyColor : Integer, groundColor : Integer, intensity : Float )
skyColor - (可选)天空的十六进制颜色。默认为0xffffff。
groundColor - (可选)地球的十六进制颜色。默认为0xffffff。
intensity - 可选)光的强度/强度的数值。默认为1。
SpotLight
这种光从一个方向的单个点发射,沿着一个圆锥体,该圆锥体的大小随着光的传播而增加。类似车灯的效果,可以做射灯、车灯等
SpotLight( color : Integer, intensity : Float, distance : Float, angle : Radians, penumbra : Float, decay : Float )
color -(可选)灯光的十六进制颜色。默认值为0xffffff(白色)。
intensity -(可选)灯光强度/强度的数值。默认值为1。
distance - 灯光的最大范围。默认值为0(无限制)。
angle - 光从其方向散射的最大角度,其上限为Math。π/2。
penumbra - 由于半影而衰减的聚光灯圆锥体的百分比。取值介于0和1之间。默认值为零。
decay - 光线沿着光线的距离变暗的量。
看了定义后,我们先看下本次案例的效果图
这个案例中涉及到了以上所有光源效果,其中DirectionalLight和HemisphereLight是注释掉了的,为的是突出PointLight 和 SpotLight的效果,在代码中会发现AmbientLight的灯光强度我也特意变暗了。
案例中首次使用了GUI操作器和物体阴影效果。
GUI主要作用:
1、获取一个对象和该对象上的属性名,并根据属性的类型自动生成一个界面组件来操作该属性。
2、使用它后,我们可以通过界面组件来控制场景中的物体,提高调试效率。
看代码:
<!DOCTYPE html>
<html lang="en">
<head><meta charset="UTF-8"><title>Title</title><style>body {width: 100%;height: 100%;}* {margin: 0;padding: 0;}.label {font-size: 20px;color: #000;font-weight: 700;}</style>
</head>
<body>
<div id="container"></div>
<script type="importmap">{"imports": {"three": "../three-155/build/three.module.js","three/addons/": "../three-155/examples/jsm/"}}
</script>
<script type="module">
import * as THREE from 'three';
import Stats from 'three/addons/libs/stats.module.js';
import {OrbitControls} from 'three/addons/controls/OrbitControls.js';
import {GPUStatsPanel} from 'three/addons/utils/GPUStatsPanel.js';
import {CSS2DRenderer, CSS2DObject} from 'three/addons/renderers/CSS2DRenderer.js';
import {PLYLoader} from 'three/addons/loaders/PLYLoader.js';
import {GUI} from 'three/addons/libs/lil-gui.module.min.js';let stats, labelRenderer, gpuPanel, curve, lightHelper, textures;
let camera, scene, renderer, target, controls, lights, spotLight;
const group = new THREE.Group();
let progress = 0; // 物体运动时在运动路径的初始位置,范围0~1
const velocity = 0.0005; // 影响运动速率的一个值,范围0~1,需要和渲染频率结合计算才能得到真正的速率
let widthImg = 200;
let heightImg = 200;
let time = 0;
init();
initHelp();
initLight();
axesHelperWord();
animate();
// 添加平面
addPlane();lights = initPointLight(20, 1);
initSpotLight();
addModel();
addGUI();function initPointLight(lightNum, lightR) {let vector = new THREE.Vector3();let geometry = new THREE.SphereGeometry(lightR, 15, 15);let lights = [];for (let i = 0; i < lightNum; i++) {let pointLight = new THREE.PointLight(0xff0000, 150, 30, 2);vector.set(Math.random(), Math.random(), Math.random()).normalize();pointLight.color.setRGB(vector.x, vector.y, vector.z);scene.add(pointLight);lights.push(pointLight);let material = new THREE.MeshBasicMaterial({color: pointLight.color});let emitter = new THREE.Mesh(geometry, material);pointLight.add(emitter);}return lights;
}function initSpotLight() {// 位于场景正上方的光源,颜色从天空颜色渐变为地面颜色。此灯光不能用于投射阴影。// const ambient = new THREE.HemisphereLight( 0xffffff, 0x8d8d8d, 0.15 );// scene.add( ambient );const loader = new THREE.TextureLoader().setPath('../js_three-0.108.0/examples/textures/');const filenames = ['disturb.jpg', 'colors.png', 'uv_grid_opengl.jpg'];textures = {none: null};for (let i = 0; i < filenames.length; i++) {const filename = filenames[i];const texture = loader.load(filename);texture.minFilter = THREE.LinearFilter;texture.magFilter = THREE.LinearFilter;texture.colorSpace = THREE.SRGBColorSpace;textures[filename] = texture;}const targetObject = new THREE.Object3D();targetObject.position.set(-50, 0, -50);scene.add(targetObject);spotLight = new THREE.SpotLight(0xffffff, 100);spotLight.position.set(-50, 50, -50);spotLight.target = targetObject;spotLight.angle = Math.PI / 4;spotLight.intensity = 10000;spotLight.penumbra = 1;spotLight.decay = 1.5;spotLight.distance = 300;spotLight.map = textures['uv_grid_opengl.jpg'];spotLight.castShadow = true;spotLight.shadow.mapSize.width = 1024;spotLight.shadow.mapSize.height = 1024;spotLight.shadow.camera.near = 1;spotLight.shadow.camera.far = 200;spotLight.shadow.focus = 1;scene.add(spotLight);lightHelper = new THREE.SpotLightHelper(spotLight);scene.add(lightHelper);
}function addModel() {new PLYLoader().load('../js_three-0.108.0/examples/models/ply/binary/Lucy100k.ply', function (geometry) {let scale = 0.02;geometry.scale(scale, scale, scale);geometry.computeVertexNormals();const material = new THREE.MeshLambertMaterial();const mesh = new THREE.Mesh(geometry, material);mesh.rotation.y = -Math.PI / 2;mesh.position.y = 12;mesh.position.x = -50;mesh.position.z = -50;mesh.castShadow = true;mesh.receiveShadow = true;scene.add(mesh);});
}function addGUI() {// GUIconst gui = new GUI();const params = {map: textures['disturb.jpg'],color: spotLight.color.getHex(),intensity: spotLight.intensity,distance: spotLight.distance,angle: spotLight.angle,penumbra: spotLight.penumbra,decay: spotLight.decay,focus: spotLight.shadow.focus,shadows: true};gui.add(params, 'map', textures).onChange(function (val) {spotLight.map = val;});gui.addColor(params, 'color').onChange(function (val) {spotLight.color.setHex(val);});gui.add(params, 'intensity', 0, 20000).onChange(function (val) {spotLight.intensity = val;});gui.add(params, 'distance', 50, 200).onChange(function (val) {spotLight.distance = val;});gui.add(params, 'angle', 0, Math.PI / 3).onChange(function (val) {spotLight.angle = val;});gui.add(params, 'penumbra', 0, 1).onChange(function (val) {spotLight.penumbra = val;});gui.add(params, 'decay', 1, 2).onChange(function (val) {spotLight.decay = val;});gui.add(params, 'focus', 0, 1).onChange(function (val) {spotLight.shadow.focus = val;});gui.add(params, 'shadows').onChange(function (val) {renderer.shadowMap.enabled = val;scene.traverse(function (child) {if (child.material) {child.material.needsUpdate = true;}});});gui.open();
}function addPlane() {// 创建一个平面 PlaneGeometry(width, height, widthSegments, heightSegments)const planeGeometry = new THREE.PlaneGeometry(widthImg, heightImg, 1, 1);// 创建 Lambert 材质:会对场景中的光源作出反应,但表现为暗淡,而不光亮。const planeMaterial = new THREE.MeshPhongMaterial({color: 0xb2d3e6,side: THREE.DoubleSide});const plane = new THREE.Mesh(planeGeometry, planeMaterial);// 以自身中心为旋转轴,绕 x 轴顺时针旋转 45 度plane.rotation.x = -0.5 * Math.PI;plane.position.set(0, -4, 0);plane.castShadow = true;plane.receiveShadow = true;scene.add(plane);
}function init() {camera = new THREE.PerspectiveCamera(70, window.innerWidth / window.innerHeight, 10, 2000);camera.up.set(0, 1, 0);camera.position.set(60, 40, 60);camera.lookAt(0, 0, 0);scene = new THREE.Scene();scene.background = new THREE.Color('#ccc');renderer = new THREE.WebGLRenderer({antialias: true});renderer.setPixelRatio(window.devicePixelRatio);renderer.setSize(window.innerWidth, window.innerHeight);document.getElementById('container').appendChild(renderer.domElement);renderer.shadowMap.enabled = true;renderer.shadowMap.type = THREE.PCFSoftShadowMap;renderer.toneMapping = THREE.ACESFilmicToneMapping;// 色调映射的曝光级别renderer.toneMappingExposure = 1;labelRenderer = new CSS2DRenderer();labelRenderer.setSize(window.innerWidth, window.innerHeight);labelRenderer.domElement.style.position = 'absolute';labelRenderer.domElement.style.top = '0px';labelRenderer.domElement.style.pointerEvents = 'none';document.getElementById('container').appendChild(labelRenderer.domElement);controls = new OrbitControls(camera, renderer.domElement);controls.mouseButtons = {LEFT: THREE.MOUSE.PAN,MIDDLE: THREE.MOUSE.DOLLY,RIGHT: THREE.MOUSE.ROTATE};controls.enablePan = true;// 设置最大最小视距controls.minDistance = 5;controls.maxDistance = 1200;window.addEventListener('resize', onWindowResize);stats = new Stats();stats.setMode(1); // 0: fps, 1: msdocument.body.appendChild(stats.dom);gpuPanel = new GPUStatsPanel(renderer.getContext());stats.addPanel(gpuPanel);stats.showPanel(0);scene.add(group);
}function initLight() {// const light = new THREE.DirectionalLight(new THREE.Color('rgb(253,253,253)'));// light.position.set(10, 10, 1);// light.intensity = 3; // 光线强度const AmbientLight = new THREE.AmbientLight(new THREE.Color('rgb(255, 255, 255)'), 0.3);// scene.add( light );scene.add(AmbientLight);
}function initHelp() {// const size = 100;// const divisions = 5;// const gridHelper = new THREE.GridHelper( size, divisions );// scene.add( gridHelper );// The X axis is red. The Y axis is green. The Z axis is blue.const axesHelper = new THREE.AxesHelper(100);scene.add(axesHelper);
}function axesHelperWord() {let xP = addWord('X轴');let yP = addWord('Y轴');let zP = addWord('Z轴');xP.position.set(50, 0, 0);yP.position.set(0, 50, 0);zP.position.set(0, 0, 50);
}function addWord(word) {let name = `<span>${word}</span>`;let moonDiv = document.createElement('div');moonDiv.className = 'label';// moonDiv.textContent = 'Moon';// moonDiv.style.marginTop = '-1em';moonDiv.innerHTML = name;const label = new CSS2DObject(moonDiv);group.add(label);return label;
}function onWindowResize() {camera.aspect = window.innerWidth / window.innerHeight;camera.updateProjectionMatrix();renderer.setSize(window.innerWidth, window.innerHeight);
}function animate() {requestAnimationFrame(animate);time += 0.05;if (lights) {let swordTime = time * 0.1;let dis = 60;for (let i = 0, il = lights.length; i < il; i++) {let light = lights[i];let x = Math.sin(swordTime + i * 7.0) * dis;let y = Math.cos(swordTime + i * 5.0) * dis;let z = Math.cos(swordTime + i * 3.0) * dis;light.position.set(x, y, z);}}if (lightHelper) {lightHelper.update();const time = performance.now() / 2000;spotLight.position.x = Math.cos(time) * 2 - 50;spotLight.position.z = Math.sin(time) * 2 - 50;}stats.update();controls.update();if (labelRenderer) {labelRenderer.render(scene, camera);}renderer.render(scene, camera);
}
</script>
</body>
</html>
关于shadow效果的设置我们需要特别注意:
1、我们需要首先在renderer中设置
2、需要阴影的物体需要设置
3、这一点是比较容易遗忘的,那就是物体通过光源产生的阴影 投射在哪,相应的物体也需要设置,这个点写这个案例时,我也忘了 折腾半天模型的投影看不到,突然想到我addPlane函数创建的平面没有设置,简直了,耗费了很长时间
当然案例中只是shadow的一种设置方式,后面会讲到别的方式。
案例中还有一个知识点,之所以我将人像模型放在边缘,也是为了这个。那就是spotLight光源默认指向中心点也就是 (0, 0, 0)点,这时我们还需要spotLight实现案例中的效果,必须改变spotLight的指向:
const targetObject = new THREE.Object3D();targetObject.position.set(-50, 0, -50);scene.add(targetObject);// 这样就可以了spotLight.target = targetObject;