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[前端框架] Threejs 增加阴影的方法

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发表于 2020-2-5 14:27:14 | 显示全部楼层 |阅读模式

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1。 首先在Scene里面激活 渲染 ShadowMap# H$ G- c1 P3 v" p
//Create a WebGLRenderer and turn on shadows in the renderervar renderer = new THREE.WebGLRenderer();renderer.shadowMap.enabled = true;renderer.shadowMap.type = THREE.PCFSoftShadowMap; // default THREE.PCFShadowMap
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' Q/ j" c$ v! u/ D2。 创建平行光,并可以投射Shadow//Create a DirectionalLight and turn on shadows for the lightvar light = new THREE.DirectionalLight( 0xffffff, 1, 100 );light.position.set( 0, 1, 0 );                         //default; light shining from toplight.castShadow = true;            // default falsescene.add( light );
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//Set up shadow properties for the lightlight.shadow.mapSize.width = 512;  // defaultlight.shadow.mapSize.height = 512; // defaultlight.shadow.camera.near = 0.5;    // defaultlight.shadow.camera.far = 500;     // default
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1 ~+ V8 i. Z& u: v6 C* ~) O3 C) ~, G3. 创建接受shadow的物体 //Create a sphere that cast shadows (but does not receive them)var sphereGeometry = new THREE.SphereBufferGeometry( 5, 32, 32 );var sphereMaterial = new THREE.MeshStandardMaterial( { color: 0xff0000 } );var sphere = new THREE.Mesh( sphereGeometry, sphereMaterial );sphere.castShadow = true; //default is falsesphere.receiveShadow = false; //defaultscene.add( sphere );3 H1 H+ G6 b% Q$ F8 z! r0 h

* J  j$ q% x' R8 Y+ o& P4. 创建获取投影的平面 //Create a plane that receives shadows (but does not cast them)var planeGeometry = new THREE.PlaneBufferGeometry( 20, 20, 32, 32 );var planeMaterial = new THREE.MeshStandardMaterial( { color: 0x00ff00 } )var plane = new THREE.Mesh( planeGeometry, planeMaterial );plane.receiveShadow = true;scene.add( plane );//Create a helper for the shadow camera (optional)var helper = new THREE.CameraHelper( light.shadow.camera );scene.add( helper );4 d  W, |; ^6 o  _7 S
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效果如下!& _$ J) a2 W& o$ F. L3 j% E7 L

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Xnip2020-02-05_14-24-56.jpg   c  z+ R" t6 s/ v+ J# k* {! l( T
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