<!DOCTYPE html> <html> <head> <title></title>
<script src="https://cdn.bootcss.com/three.js/r67/three.js"></script>
<script src="https://cdn.bootcss.com/stats.js/r10/Stats.min.js"></script>
<script type="text/javascript" src="https://cdn.bootcss.com/dat-gui/0.7.3/dat.gui.js"></script>
<style> body { margin: 0; overflow: hidden; } </style> </head> <body> <div id="Stats-output"> </div> <div id="WebGL-output"> </div> <script type="text/javascript"> // 初始化 function init() { var stopMovingLight = false; var stats = initStats(); // 创建一个场景 var scene = new THREE.Scene(); // 创建一个照相机 var camera = new THREE.PerspectiveCamera(45, window.innerWidth / window.innerHeight, 0.1, 1000); // 创建一个渲染器 var renderer = new THREE.WebGLRenderer(); renderer.setClearColor(new THREE.Color(0xEEEEEE, 1.0)); renderer.setSize(window.innerWidth, window.innerHeight); renderer.shadowMapEnabled = true; renderer.shadowMapType = THREE.PCFShadowMap; // 创建一个地板 var planeGeometry = new THREE.PlaneGeometry(60, 20, 1, 1); var planeMaterial = new THREE.MeshLambertMaterial({color: 0xffffff}); var plane = new THREE.Mesh(planeGeometry, planeMaterial); plane.receiveShadow = true; // 给地板一个坐标 plane.rotation.x = -0.5 * Math.PI; plane.position.x = 15; plane.position.y = 0; plane.position.z = 0; // 给场景添加一个地板 scene.add(plane); // 创建一个形状 var cubeGeometry = new THREE.BoxGeometry(4, 4, 4); var cubeMaterial = new THREE.MeshLambertMaterial({color: 0xff3333}); var cube = new THREE.Mesh(cubeGeometry, cubeMaterial); cube.castShadow = true; // 给这个正方体坐标 cube.position.x = -4; cube.position.y = 3; cube.position.z = 0; // 把正方体添加到场景中去 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); // 正方体坐标位置 sphere.position.x = 20; sphere.position.y = 0; sphere.position.z = 2; sphere.castShadow = true; // 把正方体添加到场景中 scene.add(sphere); // 创建位置和朝向 camera.position.x = -35; camera.position.y = 30; camera.position.z = 25; camera.lookAt(new THREE.Vector3(10, 0, 0)); // 添加自然光 var ambiColor = "#1c1c1c"; var ambientLight = new THREE.AmbientLight(ambiColor); scene.add(ambientLight); // 添加聚光灯 var spotLight0 = new THREE.SpotLight(0xcccccc); spotLight0.position.set(-40, 30, -10); spotLight0.lookAt(plane); scene.add(spotLight0); var target = new THREE.Object3D(); target.position = new THREE.Vector3(5, 0, 0); //添加聚光灯 var pointColor = "#ffffff"; var spotLight = new THREE.SpotLight(pointColor); spotLight.position.set(-40, 60, -10); spotLight.castShadow = true; spotLight.shadowCameraNear = 2; spotLight.shadowCameraFar = 200; spotLight.shadowCameraFov = 30; spotLight.target = plane; spotLight.distance = 0; //光的距离 spotLight.angle = 0.4; //光的强度 scene.add(spotLight); // 添加一个小的圆形 点光源 var sphereLight = new THREE.SphereGeometry(0.2); var sphereLightMaterial = new THREE.MeshBasicMaterial({color: 0xac6c25}); var sphereLightMesh = new THREE.Mesh(sphereLight, sphereLightMaterial); sphereLightMesh.castShadow = true; sphereLightMesh.position = new THREE.Vector3(3, 20, 3); scene.add(sphereLightMesh); // 把渲染元素放到DOM元素里面去 document.getElementById("WebGL-output").appendChild(renderer.domElement); // call the render function var step = 0; // used to determine the switch point for the light animation var invert = 1; var phase = 0; var controls = new function () { this.rotationSpeed = 0.03; this.bouncingSpeed = 0.03; this.ambientColor = ambiColor; this.pointColor = pointColor; this.intensity = 1; //影子大小 this.distance = 0; this.exponent = 30; this.angle = 0.1; this.debug = false; //是否调试 this.castShadow = true; this.onlyShadow = false; this.target = "Plane"; this.stopMovingLight = false; }; var gui = new dat.GUI(); gui.addColor(controls, 'ambientColor').onChange(function (e) { ambientLight.color = new THREE.Color(e); }); gui.addColor(controls, 'pointColor').onChange(function (e) { spotLight.color = new THREE.Color(e); }); gui.add(controls, 'angle', 0, Math.PI * 2).onChange(function (e) { spotLight.angle = e; }); gui.add(controls, 'intensity', 0, 5).onChange(function (e) { spotLight.intensity = e; }); gui.add(controls, 'distance', 0, 200).onChange(function (e) { spotLight.distance = e; }); gui.add(controls, 'exponent', 0, 100).onChange(function (e) { spotLight.exponent = e; }); gui.add(controls, 'debug').onChange(function (e) { spotLight.shadowCameraVisible = e; }); gui.add(controls, 'castShadow').onChange(function (e) { spotLight.castShadow = e; }); gui.add(controls, 'onlyShadow').onChange(function (e) { spotLight.onlyShadow = e; }); gui.add(controls, 'target', ['Plane', 'Sphere', 'Cube']).onChange(function (e) { console.log(e); switch (e) { case "Plane": spotLight.target = plane; break; case "Sphere": spotLight.target = sphere; break; case "Cube": spotLight.target = cube; break; } }); gui.add(controls, 'stopMovingLight').onChange(function (e) { stopMovingLight = e; }); render(); function render() { stats.update(); // 旋转正方体 cube.rotation.x += controls.rotationSpeed; cube.rotation.y += controls.rotationSpeed; cube.rotation.z += controls.rotationSpeed; // 控制球体的移动 step += controls.bouncingSpeed; sphere.position.x = 20 + ( 10 * (Math.cos(step))); sphere.position.y = 2 + ( 10 * Math.abs(Math.sin(step))); // 移动光点 if (!stopMovingLight) { if (phase > 2 * Math.PI) { invert = invert * -1; phase -= 2 * Math.PI; } else { phase += controls.rotationSpeed; } sphereLightMesh.position.z = +(7 * (Math.sin(phase))); sphereLightMesh.position.x = +(14 * (Math.cos(phase))); sphereLightMesh.position.y = 10; if (invert < 0) { var pivot = 14; sphereLightMesh.position.x = (invert * (sphereLightMesh.position.x - pivot)) + pivot; } spotLight.position.copy(sphereLightMesh.position); } requestAnimationFrame(render); renderer.render(scene, camera); } function initStats() { var stats = new Stats(); stats.setMode(0); // 0: fps, 1: ms stats.domElement.style.position = 'absolute'; stats.domElement.style.left = '0px'; stats.domElement.style.top = '0px'; document.getElementById("Stats-output").appendChild(stats.domElement); return stats; } } window.onload = init; </script> </body> </html>