Three.js - 为什么这些项目的阴影看起来像这样?
Three.js - Why is the shadow of these items looking like this?
我正在了解 three.js。
我做了一个例子来练习,但是物品的阴影看起来不对或陌生。
应该是这样的(这张图是旧教程):
代码是这样的:
<script src="https://ajax.googleapis.com/ajax/libs/jquery/2.1.1/jquery.min.js"></script>
<script src="https://cdnjs.cloudflare.com/ajax/libs/three.js/89/three.js"></script>
<div id="WebGL-salida">
</div>
<script type="text/javascript">
$(function() {
var scene = new THREE.Scene();
var camera = new THREE.PerspectiveCamera(45, window.innerWidth / window.innerHeight, 0.1, 1000);
var renderer = new THREE.WebGLRenderer();
var color = new THREE.Color("rgb(200, 250, 250)");
renderer.setClearColor(new THREE.Color(color));
renderer.setSize(window.innerWidth, window.innerHeight);
renderer.shadowMap.enabled = true;
renderer.shadowMap.type = THREE.PCFSoftShadowMap; // default THREE.PCFShadowMap
var ejesAyuda = new THREE.AxesHelper(20); //son los ejes de ayuda creo
scene.add(ejesAyuda);
var planeGeometry = new THREE.PlaneGeometry(60, 20);
var planeMaterial = new THREE.MeshLambertMaterial({
color: 0xcccccc
});
var plane = new THREE.Mesh(planeGeometry, planeMaterial);
plane.receiveShadow = true;
plane.rotation.x = -0.5 * Math.PI; // -90º
plane.position.x = 15;
plane.position.y = 0;
plane.position.z = 0;
scene.add(plane);
var cubeGeometry = new THREE.CubeGeometry(4, 4, 4);
var cubeMaterial = new THREE.MeshLambertMaterial({
color: 0xff0000
});
var cube = new THREE.Mesh(cubeGeometry, cubeMaterial);
cube.castShadow = true; //con esto le indicamos que queremos que emita sombra
cube.position.x = -4;
cube.position.y = 3;
cube.position.z = 0;
scene.add(cube);
var sphereGeometry = new THREE.SphereGeometry(4, 20, 20);
var sphereMaterial = new THREE.MeshLambertMaterial({
color: 0x7777ff
});
var sphere = new THREE.Mesh(sphereGeometry, sphereMaterial);
sphere.castShadow = true; //con esto le indicamos que queremos que emita sombra
sphere.position.x = 20;
sphere.position.y = 4;
sphere.position.z = 2;
scene.add(sphere);
camera.position.x = -30;
camera.position.y = 40;
camera.position.z = 30;
camera.lookAt(scene.position);
var spotLight = new THREE.SpotLight(0xffffff, 0.8);
spotLight.position.set(-40, 60, -10);
spotLight.castShadow = true;
scene.add(spotLight);
$("#WebGL-salida").append(renderer.domElement);
renderer.render(scene, camera);
});
</script>
而且,如果你知道一个好的初学者 three.js 教程或课程(我不在乎它是否免费),请告诉我,因为我有点迷失在这个和作为网络开发人员,我对这个 webGL 世界很感兴趣:)
您可以通过增加阴影贴图的大小来提高阴影的质量(参见 SpotLight
):
var spotLight = new THREE.SpotLight(0xffffff, 0.8);
spotLight.position.set(-40, 60, -10);
spotLight.castShadow = true;
spotLight.shadow.mapSize.width = 2048;
spotLight.shadow.mapSize.height = 2048;
可以通过限制光斑的光锥角进一步提高质量:
spotLight.angle = Math.PI / 8.0;
注意,这会导致阴影贴图的分辨率增加,阴影贴图映射到的区域减少。
查看代码片段:
var renderer, camera, scene, controls;
var init = function (){
scene = new THREE.Scene();
camera = new THREE.PerspectiveCamera (45, window.innerWidth/window.innerHeight, 0.1, 1000);
renderer = new THREE.WebGLRenderer();
controls = new THREE.OrbitControls( camera, renderer.domElement );
var color = new THREE.Color("rgb(200, 250, 250)");
renderer.setClearColor(new THREE.Color(color));
renderer.setSize(window.innerWidth, window.innerHeight);
renderer.shadowMap.enabled = true;
renderer.shadowMap.type = THREE.PCFSoftShadowMap; // default THREE.PCFShadowMap
var ejesAyuda = new THREE.AxesHelper(20); //son los ejes de ayuda creo
scene.add(ejesAyuda);
var planeGeometry = new THREE.PlaneGeometry(60, 20);
var planeMaterial = new THREE.MeshLambertMaterial({color: 0xcccccc});
var plane = new THREE.Mesh(planeGeometry, planeMaterial);
plane.receiveShadow = true;
plane.rotation.x = -0.5*Math.PI; // -90º
plane.position.x = 15;
plane.position.y = 0;
plane.position.z = 0;
scene.add(plane);
var cubeGeometry = new THREE.CubeGeometry( 4, 4, 4);
var cubeMaterial = new THREE.MeshLambertMaterial({color: 0xff0000});
var cube = new THREE.Mesh(cubeGeometry, cubeMaterial);
cube.castShadow = true; //con esto le indicamos que queremos que emita sombra
cube.position.x= -4;
cube.position.y = 3;
cube.position.z = 0;
scene.add(cube);
var sphereGeometry = new THREE.SphereGeometry (4, 20, 20);
var sphereMaterial = new THREE.MeshLambertMaterial({color: 0x7777ff});
var sphere = new THREE.Mesh (sphereGeometry, sphereMaterial);
sphere.castShadow = true; //con esto le indicamos que queremos que emita sombra
sphere.position.x = 20;
sphere.position.y = 4;
sphere.position.z = 2;
scene.add(sphere);
camera.position.x = -30;
camera.position.y = 40;
camera.position.z = 30;
camera.lookAt(scene.position);
var spotLight = new THREE.SpotLight(0xffffff, 0.8);
spotLight.position.set(-40, 60, -10);
spotLight.castShadow = true;
spotLight.angle = Math.PI / 8.0;
spotLight.shadow.mapSize.width = 2048;
spotLight.shadow.mapSize.height = 2048;
scene.add(spotLight);
document.getElementById("WebGL-salida").append(renderer.domElement);
resize();
window.onresize = resize;
};
function animate() {
requestAnimationFrame( animate );
renderer.render( scene, camera );
}
function resize() {
renderer.setSize(window.innerWidth, window.innerHeight);
camera.aspect = window.innerWidth / window.innerHeight;
camera.updateProjectionMatrix();
//controls.handleResize();
}
init();
animate();
<script src="https://threejs.org/build/three.min.js"></script>
<script src="https://threejs.org/examples/js/controls/OrbitControls.js"></script>
<div id="WebGL-salida">
</div>
您还可以增加段数。现在你有
var sphereGeometry = new THREE.SphereGeometry(4, 20, 20);
为了良好的渲染,这两个“20”略低。我一般用32, 32
我正在了解 three.js。
我做了一个例子来练习,但是物品的阴影看起来不对或陌生。
应该是这样的(这张图是旧教程):
代码是这样的:
<script src="https://ajax.googleapis.com/ajax/libs/jquery/2.1.1/jquery.min.js"></script>
<script src="https://cdnjs.cloudflare.com/ajax/libs/three.js/89/three.js"></script>
<div id="WebGL-salida">
</div>
<script type="text/javascript">
$(function() {
var scene = new THREE.Scene();
var camera = new THREE.PerspectiveCamera(45, window.innerWidth / window.innerHeight, 0.1, 1000);
var renderer = new THREE.WebGLRenderer();
var color = new THREE.Color("rgb(200, 250, 250)");
renderer.setClearColor(new THREE.Color(color));
renderer.setSize(window.innerWidth, window.innerHeight);
renderer.shadowMap.enabled = true;
renderer.shadowMap.type = THREE.PCFSoftShadowMap; // default THREE.PCFShadowMap
var ejesAyuda = new THREE.AxesHelper(20); //son los ejes de ayuda creo
scene.add(ejesAyuda);
var planeGeometry = new THREE.PlaneGeometry(60, 20);
var planeMaterial = new THREE.MeshLambertMaterial({
color: 0xcccccc
});
var plane = new THREE.Mesh(planeGeometry, planeMaterial);
plane.receiveShadow = true;
plane.rotation.x = -0.5 * Math.PI; // -90º
plane.position.x = 15;
plane.position.y = 0;
plane.position.z = 0;
scene.add(plane);
var cubeGeometry = new THREE.CubeGeometry(4, 4, 4);
var cubeMaterial = new THREE.MeshLambertMaterial({
color: 0xff0000
});
var cube = new THREE.Mesh(cubeGeometry, cubeMaterial);
cube.castShadow = true; //con esto le indicamos que queremos que emita sombra
cube.position.x = -4;
cube.position.y = 3;
cube.position.z = 0;
scene.add(cube);
var sphereGeometry = new THREE.SphereGeometry(4, 20, 20);
var sphereMaterial = new THREE.MeshLambertMaterial({
color: 0x7777ff
});
var sphere = new THREE.Mesh(sphereGeometry, sphereMaterial);
sphere.castShadow = true; //con esto le indicamos que queremos que emita sombra
sphere.position.x = 20;
sphere.position.y = 4;
sphere.position.z = 2;
scene.add(sphere);
camera.position.x = -30;
camera.position.y = 40;
camera.position.z = 30;
camera.lookAt(scene.position);
var spotLight = new THREE.SpotLight(0xffffff, 0.8);
spotLight.position.set(-40, 60, -10);
spotLight.castShadow = true;
scene.add(spotLight);
$("#WebGL-salida").append(renderer.domElement);
renderer.render(scene, camera);
});
</script>
而且,如果你知道一个好的初学者 three.js 教程或课程(我不在乎它是否免费),请告诉我,因为我有点迷失在这个和作为网络开发人员,我对这个 webGL 世界很感兴趣:)
您可以通过增加阴影贴图的大小来提高阴影的质量(参见 SpotLight
):
var spotLight = new THREE.SpotLight(0xffffff, 0.8);
spotLight.position.set(-40, 60, -10);
spotLight.castShadow = true;
spotLight.shadow.mapSize.width = 2048;
spotLight.shadow.mapSize.height = 2048;
可以通过限制光斑的光锥角进一步提高质量:
spotLight.angle = Math.PI / 8.0;
注意,这会导致阴影贴图的分辨率增加,阴影贴图映射到的区域减少。
查看代码片段:
var renderer, camera, scene, controls;
var init = function (){
scene = new THREE.Scene();
camera = new THREE.PerspectiveCamera (45, window.innerWidth/window.innerHeight, 0.1, 1000);
renderer = new THREE.WebGLRenderer();
controls = new THREE.OrbitControls( camera, renderer.domElement );
var color = new THREE.Color("rgb(200, 250, 250)");
renderer.setClearColor(new THREE.Color(color));
renderer.setSize(window.innerWidth, window.innerHeight);
renderer.shadowMap.enabled = true;
renderer.shadowMap.type = THREE.PCFSoftShadowMap; // default THREE.PCFShadowMap
var ejesAyuda = new THREE.AxesHelper(20); //son los ejes de ayuda creo
scene.add(ejesAyuda);
var planeGeometry = new THREE.PlaneGeometry(60, 20);
var planeMaterial = new THREE.MeshLambertMaterial({color: 0xcccccc});
var plane = new THREE.Mesh(planeGeometry, planeMaterial);
plane.receiveShadow = true;
plane.rotation.x = -0.5*Math.PI; // -90º
plane.position.x = 15;
plane.position.y = 0;
plane.position.z = 0;
scene.add(plane);
var cubeGeometry = new THREE.CubeGeometry( 4, 4, 4);
var cubeMaterial = new THREE.MeshLambertMaterial({color: 0xff0000});
var cube = new THREE.Mesh(cubeGeometry, cubeMaterial);
cube.castShadow = true; //con esto le indicamos que queremos que emita sombra
cube.position.x= -4;
cube.position.y = 3;
cube.position.z = 0;
scene.add(cube);
var sphereGeometry = new THREE.SphereGeometry (4, 20, 20);
var sphereMaterial = new THREE.MeshLambertMaterial({color: 0x7777ff});
var sphere = new THREE.Mesh (sphereGeometry, sphereMaterial);
sphere.castShadow = true; //con esto le indicamos que queremos que emita sombra
sphere.position.x = 20;
sphere.position.y = 4;
sphere.position.z = 2;
scene.add(sphere);
camera.position.x = -30;
camera.position.y = 40;
camera.position.z = 30;
camera.lookAt(scene.position);
var spotLight = new THREE.SpotLight(0xffffff, 0.8);
spotLight.position.set(-40, 60, -10);
spotLight.castShadow = true;
spotLight.angle = Math.PI / 8.0;
spotLight.shadow.mapSize.width = 2048;
spotLight.shadow.mapSize.height = 2048;
scene.add(spotLight);
document.getElementById("WebGL-salida").append(renderer.domElement);
resize();
window.onresize = resize;
};
function animate() {
requestAnimationFrame( animate );
renderer.render( scene, camera );
}
function resize() {
renderer.setSize(window.innerWidth, window.innerHeight);
camera.aspect = window.innerWidth / window.innerHeight;
camera.updateProjectionMatrix();
//controls.handleResize();
}
init();
animate();
<script src="https://threejs.org/build/three.min.js"></script>
<script src="https://threejs.org/examples/js/controls/OrbitControls.js"></script>
<div id="WebGL-salida">
</div>
您还可以增加段数。现在你有
var sphereGeometry = new THREE.SphereGeometry(4, 20, 20);
为了良好的渲染,这两个“20”略低。我一般用32, 32