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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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官方提供的实例如下 ! ~5 R! x4 `& s, O/ }& b' r
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1。 首先在Scene里面激活 渲染 ShadowMap
) |4 I' I9 g" L- W" h  j( R//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.PCFShadowMap4 M8 t. X8 a* `% u% u

! M! G) K7 q2 e2。 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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6 s0 \+ o0 g/ t/ G- _7 j//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. Q  b5 M- Y) E0 ?- t) T5 P$ K
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3. 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 );' ~# G$ _% q2 i1 L) J6 s6 p" [: E

! l( H3 x+ A9 h3 I4. 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 );7 N$ y9 w0 ^# k) C6 y/ J4 y1 L

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5 V9 t3 t5 y, o$ X效果如下!6 Q, k! H  k( c7 J4 k: V$ A: ]

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5 ]; w1 d# D" u Xnip2020-02-05_14-24-56.jpg
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