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  • webGL 投影

    阴影需要什么? 

      1.只有支持阴影的灯光才可以
        pointLight,spotlight,directionallight

        点光源,聚光灯,平行光

      2.添加摄像机辅助器 THREE.CameraHelper
        var helper = new THREE.CameraHelper(directionalLight.shadow.camera);
        scene.add(helper);

      3.查看阴影摄像机的相关设置
        light.shadow.camera.left //此四项值为阴影投射方向,需要注意,正负值不确定,可以使用dat.gui.js,设置灯光等值,调试查看

        light.shadow.camera. right

        left为负,bottom为负,其他为正阴影投射在屏幕正前方

        right为负,bottom为负阴影投射到屏幕的后方

        light.shadow.camera.top

        light.shadow.camera.bottom

        light.shadow.camera.near //如果看不到阴影,远近截面设置不对,尝试远截面设置大一点

        light.shadow.camera.far

      4.最后一步需要确认几项设置

        renderer.shadowMap.enabled = true; // // 告诉渲染器需要阴影效果

        light.castShadow = true; // 灯光开启投影影射

        mesh.castShdow = true; // 几何图形生成投影

        plane.receiveShaow = true; // 平面接收阴影设置

    可以查看这里:

    https://www.hangge.com/blog/cache/detail_1812.html

    测试案例:

    <!DOCTYPE html>
    <html lang="en">
    
    <head>
      <meta charset="UTF-8">
      <title></title>
      <style type="text/css">
        html,
        body {
          margin: 0;
          height: 100%;
        }
    
        canvas {
          display: block;
        }
      </style>
    </head>
    
    <body>
    
    </body>
    <script src="https://johnson2heng.github.io/three.js-demo/lib/three.js"></script>
    <script>
      var width = window.innerWidth;
      var height = window.innerHeight;
      var scene = new THREE.Scene();
      var renderer;
      var camera;
      var mesh1;
      var mesh2;
      var mesh3;
      // 渲染器
      function renders() {
        renderer = new THREE.WebGLRenderer({ antialias: true });
        renderer.setSize(width, height);
        // 告诉渲染器需要阴影效果
        renderer.shadowMap.enabled = true;
        // 默认的没有设置的这个清晰 THREE.PCFShadowMap
        renderer.shadowMap.type = THREE.PCFSoftShadowMap;
        document.body.appendChild(renderer.domElement);
      }
      // 相机
      function cameras() {
        camera = new THREE.PerspectiveCamera(45, width / window.height, 0.1, 1000);
        camera.position.set(0, 40, 100);
        camera.lookAt(new THREE.Vector3(0, 0, 0));
      }
      // 灯光
      function light() {
        // 环境光
        var ambientLight = new THREE.AmbientLight("#111111");
        scene.add(ambientLight);
        // 平行光
        var directionalLight = new THREE.DirectionalLight("#ffffff");
        directionalLight.position.set(0, 40, 0); // 灯光位置 
        // 产生阴影设置
        directionalLight.shadow.camera.near = 20; //产生阴影的最近距离
        directionalLight.shadow.camera.far = 200; //产生阴影的最远距离
        directionalLight.shadow.camera.left = -50; //产生阴影距离位置的最左边位置
        directionalLight.shadow.camera.right = 50; //最右边
        directionalLight.shadow.camera.top = 50; //最上边
        directionalLight.shadow.camera.bottom = -50; //最下面
    
        //这两个值决定使用多少像素生成阴影 默认512
        directionalLight.shadow.mapSize.height = 1024;
        directionalLight.shadow.mapSize.width = 1024;
        //告诉平行光需要开启阴影投射
        directionalLight.castShadow = true;
        scene.add(directionalLight);
    
        var helper = new THREE.CameraHelper(directionalLight.shadow.camera);
        scene.add(helper);
      }
      // 几何体
      function geometry() {
        var geometry3 = new THREE.CylinderGeometry(5, 5, 10, 10);
        var material3 = new THREE.MeshLambertMaterial({ color: 0xffff00 });
        mesh1 = new THREE.Mesh(geometry3, material3); //网格模型对象Mesh
        mesh1.position.set(-20, 10, 10);//设置mesh3模型对象的xyz坐标为120,0,0
        mesh1.castShadow = true;
        scene.add(mesh1);
    
        //立方体
        var cubeGeometry = new THREE.CubeGeometry(10, 10, 10);
        var cubeMaterial = new THREE.MeshLambertMaterial({ color: 0x00ffff });
        mesh2 = new THREE.Mesh(cubeGeometry, cubeMaterial);
        mesh2.position.set(30, 15, 10);
        mesh2.castShadow = true;// 告诉立方体需要投射阴影
        scene.add(mesh2);
      }
      // 底部平面 
      function plan() {
        var planeGeometry = new THREE.PlaneGeometry(500, 500, 1, 1);
        // planeGeometry.vertices[0].uv = new THREE.Vector2(0, 0);
        // planeGeometry.vertices[1].uv = new THREE.Vector2(1, 0);
        // planeGeometry.vertices[2].uv = new THREE.Vector2(1, 1);
        // planeGeometry.vertices[3].uv = new THREE.Vector2(0, 1);
        // var texture = new THREE.TextureLoader().load("images/a.jpg");
        // 如果使用图片填充平面,需要启动web 服务器才可以
        var planeMaterial = new THREE.MeshLambertMaterial({
         // map: texture,
          color: 0xf1f1f1
        });
        var plane = new THREE.Mesh(planeGeometry, planeMaterial);
        plane.rotation.x = -0.5 * Math.PI;
        plane.position.y = -0.5 * Math.PI;
        //告诉底部平面需要接收阴影
        plane.receiveShadow = true;
        scene.add(plane);
      }
    
      function draw() {
        renderer.render(scene, camera);
        mesh1.rotation.x += 0.01;
        mesh1.rotation.y += 0.01;
    
        mesh2.rotation.x += 0.01;
        mesh2.rotation.y += 0.01;
        requestAnimationFrame(draw);
      }
      function main() {
        renders();
        cameras();
        light();
        geometry();
        plan();
        draw();
      }
      main();
    </script>
    
    </html>

     web 服务器可以使用 http-server  通过npm 全局安装 使用很方便

    http-server -c-1   命令行进入指定文件夹 启动服务

      

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  • 原文地址:https://www.cnblogs.com/bruce-gou/p/13041735.html
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