threejs(5)-详解灯光与阴影

news2024/7/4 4:22:53

一、Gsap动画库基本使用与原理

npm 地址:https://snyk.io/advisor/npm-package/gsap

在这里插入图片描述

import * as THREE from "three";
// 导入轨道控制器
import { OrbitControls } from "three/examples/jsm/controls/OrbitControls";
// 导入动画库
import gsap from "gsap";

// console.log(THREE);

// 目标:掌握gsap设置各种动画效果

// 1、创建场景
const scene = new THREE.Scene();

// 2、创建相机
const camera = new THREE.PerspectiveCamera(
  75,
  window.innerWidth / window.innerHeight,
  0.1,
  1000
);

// 设置相机位置
camera.position.set(0, 0, 10);
scene.add(camera);

// 添加物体
// 创建几何体
const cubeGeometry = new THREE.BoxGeometry(1, 1, 1);
const cubeMaterial = new THREE.MeshBasicMaterial({ color: 0xffff00 });
// 根据几何体和材质创建物体
const cube = new THREE.Mesh(cubeGeometry, cubeMaterial);

// 修改物体的位置
// cube.position.set(5, 0, 0);
// cube.position.x = 3;
// 缩放
// cube.scale.set(3, 2, 1);
// cube.scale.x = 5;
// 旋转
cube.rotation.set(Math.PI / 4, 0, 0, "XZY");

// 将几何体添加到场景中
scene.add(cube);

console.log(cube);

// 初始化渲染器
const renderer = new THREE.WebGLRenderer();
// 设置渲染的尺寸大小
renderer.setSize(window.innerWidth, window.innerHeight);
// console.log(renderer);
// 将webgl渲染的canvas内容添加到body
document.body.appendChild(renderer.domElement);

// // 使用渲染器,通过相机将场景渲染进来
// renderer.render(scene, camera);

// 创建轨道控制器
const controls = new OrbitControls(camera, renderer.domElement);

// 添加坐标轴辅助器
const axesHelper = new THREE.AxesHelper(5);
scene.add(axesHelper);
// 设置时钟
const clock = new THREE.Clock();

// 设置动画
var animate1 = gsap.to(cube.position, {
  x: 5,
  duration: 5,
  ease: "power1.inOut",
  //   设置重复的次数,无限次循环-1
  repeat: -1,
  //   往返运动
  yoyo: true,
  //   delay,延迟2秒运动
  delay: 2,
  onComplete: () => {
    console.log("动画完成");
  },
  onStart: () => {
    console.log("动画开始");
  },
});
gsap.to(cube.rotation, { x: 2 * Math.PI, duration: 5, ease: "power1.inOut" });

window.addEventListener("dblclick", () => {
  //   console.log(animate1);
  if (animate1.isActive()) {
    //   暂停
    animate1.pause();
  } else {
    //   恢复
    animate1.resume();
  }
});

function render() {
  renderer.render(scene, camera);
  //   渲染下一帧的时候就会调用render函数
  requestAnimationFrame(render);
}

render();

二、Gsap控制动画属性与方法

import * as THREE from "three";
// 导入轨道控制器
import { OrbitControls } from "three/examples/jsm/controls/OrbitControls";
// 导入动画库
import gsap from "gsap";

// console.log(THREE);

// 目标:监听页面尺寸变化,修改渲染画面

// 1、创建场景
const scene = new THREE.Scene();

// 2、创建相机
const camera = new THREE.PerspectiveCamera(
  75,
  window.innerWidth / window.innerHeight,
  0.1,
  1000
);

// 设置相机位置
camera.position.set(0, 0, 10);
scene.add(camera);

// 添加物体
// 创建几何体
const cubeGeometry = new THREE.BoxGeometry(1, 1, 1);
const cubeMaterial = new THREE.MeshBasicMaterial({ color: 0xffff00 });
// 根据几何体和材质创建物体
const cube = new THREE.Mesh(cubeGeometry, cubeMaterial);

// 修改物体的位置
// cube.position.set(5, 0, 0);
// cube.position.x = 3;
// 缩放
// cube.scale.set(3, 2, 1);
// cube.scale.x = 5;
// 旋转
cube.rotation.set(Math.PI / 4, 0, 0, "XZY");

// 将几何体添加到场景中
scene.add(cube);

console.log(cube);

// 初始化渲染器
const renderer = new THREE.WebGLRenderer();
// 设置渲染的尺寸大小
renderer.setSize(window.innerWidth, window.innerHeight);
// console.log(renderer);
// 将webgl渲染的canvas内容添加到body
document.body.appendChild(renderer.domElement);

// // 使用渲染器,通过相机将场景渲染进来
// renderer.render(scene, camera);

// 创建轨道控制器
const controls = new OrbitControls(camera, renderer.domElement);
// 设置控制器阻尼,让控制器更有真实效果,必须在动画循环里调用.update()。
controls.enableDamping = true;

// 添加坐标轴辅助器
const axesHelper = new THREE.AxesHelper(5);
scene.add(axesHelper);
// 设置时钟
const clock = new THREE.Clock();

// 设置动画
var animate1 = gsap.to(cube.position, {
  x: 5,
  duration: 5,
  ease: "power1.inOut",
  //   设置重复的次数,无限次循环-1
  repeat: -1,
  //   往返运动
  yoyo: true,
  //   delay,延迟2秒运动
  delay: 2,
  onComplete: () => {
    console.log("动画完成");
  },
  onStart: () => {
    console.log("动画开始");
  },
});
gsap.to(cube.rotation, { x: 2 * Math.PI, duration: 5, ease: "power1.inOut" });

window.addEventListener("dblclick", () => {
  //   console.log(animate1);
  if (animate1.isActive()) {
    //   暂停
    animate1.pause();
  } else {
    //   恢复
    animate1.resume();
  }
});

function render() {
  controls.update();
  renderer.render(scene, camera);
  //   渲染下一帧的时候就会调用render函数
  requestAnimationFrame(render);
}

render();

// 监听画面变化,更新渲染画面
window.addEventListener("resize", () => {
  //   console.log("画面变化了");
  // 更新摄像头
  camera.aspect = window.innerWidth / window.innerHeight;
  //   更新摄像机的投影矩阵
  camera.updateProjectionMatrix();

  //   更新渲染器
  renderer.setSize(window.innerWidth, window.innerHeight);
  //   设置渲染器的像素比
  renderer.setPixelRatio(window.devicePixelRatio);
});

三、灯光与阴影详解

在这里插入图片描述

// 导入threejs
import * as THREE from "three";
// 导入轨道控制器
import { OrbitControls } from "three/examples/jsm/controls/OrbitControls.js";
// 导入lil.gui
import { GUI } from "three/examples/jsm/libs/lil-gui.module.min.js";
// 导入hdr加载器
import { RGBELoader } from "three/examples/jsm/loaders/RGBELoader.js";
// 导入gltf加载器
import { GLTFLoader } from "three/examples/jsm/loaders/GLTFLoader.js";
// 导入draco解码器
import { DRACOLoader } from "three/examples/jsm/loaders/DRACOLoader.js";
import { TransformControls } from "three/addons/controls/TransformControls.js";

// 创建场景
const scene = new THREE.Scene();

// 创建相机
const camera = new THREE.PerspectiveCamera(
  45, // 视角
  window.innerWidth / window.innerHeight, // 宽高比
  0.1, // 近平面
  1000 // 远平面
);

// 创建渲染器
const renderer = new THREE.WebGLRenderer({
  antialias: true, // 开启抗锯齿
});
// 设置渲染器允许投射阴影
renderer.shadowMap.enabled = true;
renderer.setSize(window.innerWidth, window.innerHeight);
renderer.outputColorSpace = THREE.SRGBColorSpace;
renderer.toneMapping = THREE.ACESFilmicToneMapping;
renderer.toneMappingExposure = 1;
document.body.appendChild(renderer.domElement);

// 设置相机位置
camera.position.z = 15;
camera.position.y = 2.4;
camera.position.x = 0.4;
camera.lookAt(0, 0, 0);

// 添加世界坐标辅助器
const axesHelper = new THREE.AxesHelper(5);
scene.add(axesHelper);

// 添加轨道控制器
const controls = new OrbitControls(camera, renderer.domElement);
// 设置带阻尼的惯性
controls.enableDamping = true;
// 设置阻尼系数
controls.dampingFactor = 0.05;
// 设置旋转速度
// controls.autoRotate = true;
controls.addEventListener("change", () => {
  renderer.render(scene, camera);
});

// 渲染函数
function animate() {
  controls.update();
  requestAnimationFrame(animate);
  // 渲染
  renderer.render(scene, camera);
}
animate();

// 监听窗口变化
window.addEventListener("resize", () => {
  // 重置渲染器宽高比
  renderer.setSize(window.innerWidth, window.innerHeight);
  // 重置相机宽高比
  camera.aspect = window.innerWidth / window.innerHeight;
  // 更新相机投影矩阵
  camera.updateProjectionMatrix();
});

// 创建GUI
const gui = new GUI();

// rgbeLoader 加载hdr贴图
let rgbeLoader = new RGBELoader();
rgbeLoader.load("./texture/Video_Copilot-Back Light_0007_4k.hdr", (envMap) => {
  // 设置球形贴图
  envMap.mapping = THREE.EquirectangularReflectionMapping;
  // envMap.mapping = THREE.EquirectangularRefractionMapping;
  // 设置环境贴图
  scene.background = envMap;
  // 设置环境贴图
  // scene.environment = envMap;
});
const geometry = new THREE.TorusKnotGeometry(1, 0.3, 100, 16);
const material1 = new THREE.MeshPhysicalMaterial({
  color: 0xccccff,
});
const torusKnot = new THREE.Mesh(geometry, material1);
torusKnot.position.set(4, 0, 0);
scene.add(torusKnot);

let sphereGeometry = new THREE.SphereGeometry(1, 32, 32);
const material2 = new THREE.MeshPhysicalMaterial({
  color: 0xffffff,
});
const sphere = new THREE.Mesh(sphereGeometry, material2);
sphere.castShadow = true;
sphere.receiveShadow = true;
scene.add(sphere);

let boxGeometry = new THREE.BoxGeometry(1, 1, 1);
const material3 = new THREE.MeshPhysicalMaterial({
  color: 0xffcccc,
});
const box = new THREE.Mesh(boxGeometry, material3);
box.position.set(-4, 0, 0);
scene.add(box);

// 创建平面
let planeGeometry = new THREE.PlaneGeometry(24, 24, 1, 1);
let planeMaterial = new THREE.MeshPhysicalMaterial({
  color: 0x999999,
});
let planeMesh = new THREE.Mesh(planeGeometry, planeMaterial);
planeMesh.rotation.x = -Math.PI / 2;
planeMesh.position.set(0, -1, 0);
scene.add(planeMesh);
// 设置接收阴影
planeMesh.receiveShadow = true;
planeMesh.castShadow = true;

// 添加环境光
let ambientLight = new THREE.AmbientLight(0xffffff, 0.1);
scene.add(ambientLight);

// 添加平行光
let directionalLight = new THREE.DirectionalLight(0xffffff, 0.6);
directionalLight.position.set(10, 10, 0);
// 默认平行光的目标是原点
directionalLight.target.position.set(0, 0, 0);
scene.add(directionalLight);

// 设置光投射阴影
directionalLight.castShadow = true;

// 添加平行光辅助器
let directionalLightHelper = new THREE.DirectionalLightHelper(directionalLight);
scene.add(directionalLightHelper);

gui.add(sphere.position, "z", -10, 10).name("z");

console.log(directionalLight);
directionalLight.shadow.camera.left = -10;
directionalLight.shadow.camera.right = 10;
directionalLight.shadow.camera.top = 10;
directionalLight.shadow.camera.bottom = -10;
directionalLight.shadow.camera.near = 0.5;
directionalLight.shadow.camera.far = 50;
// 设置阴影的纹理大小
directionalLight.shadow.mapSize.width = 2048;
directionalLight.shadow.mapSize.height = 2048;

四、直线光与阴影详细设置

在这里插入图片描述

// 导入threejs
import * as THREE from "three";
// 导入轨道控制器
import { OrbitControls } from "three/examples/jsm/controls/OrbitControls.js";
// 导入lil.gui
import { GUI } from "three/examples/jsm/libs/lil-gui.module.min.js";
// 导入hdr加载器
import { RGBELoader } from "three/examples/jsm/loaders/RGBELoader.js";
// 导入gltf加载器
import { GLTFLoader } from "three/examples/jsm/loaders/GLTFLoader.js";
// 导入draco解码器
import { DRACOLoader } from "three/examples/jsm/loaders/DRACOLoader.js";
import { TransformControls } from "three/addons/controls/TransformControls.js";

// 创建场景
const scene = new THREE.Scene();

// 创建相机
const camera = new THREE.PerspectiveCamera(
  45, // 视角
  window.innerWidth / window.innerHeight, // 宽高比
  0.1, // 近平面
  1000 // 远平面
);

// 创建渲染器
const renderer = new THREE.WebGLRenderer({
  antialias: true, // 开启抗锯齿
});
// 设置渲染器允许投射阴影
renderer.shadowMap.enabled = true;
renderer.setSize(window.innerWidth, window.innerHeight);
renderer.outputColorSpace = THREE.SRGBColorSpace;
renderer.toneMapping = THREE.ACESFilmicToneMapping;
renderer.toneMappingExposure = 1;
document.body.appendChild(renderer.domElement);

// 设置相机位置
camera.position.z = 15;
camera.position.y = 2.4;
camera.position.x = 0.4;
camera.lookAt(0, 0, 0);

// 添加世界坐标辅助器
const axesHelper = new THREE.AxesHelper(5);
scene.add(axesHelper);

// 添加轨道控制器
const controls = new OrbitControls(camera, renderer.domElement);
// 设置带阻尼的惯性
controls.enableDamping = true;
// 设置阻尼系数
controls.dampingFactor = 0.05;
// 设置旋转速度
// controls.autoRotate = true;
controls.addEventListener("change", () => {
  renderer.render(scene, camera);
});

// 渲染函数
function animate() {
  controls.update();
  requestAnimationFrame(animate);
  // 渲染
  renderer.render(scene, camera);
}
animate();

// 监听窗口变化
window.addEventListener("resize", () => {
  // 重置渲染器宽高比
  renderer.setSize(window.innerWidth, window.innerHeight);
  // 重置相机宽高比
  camera.aspect = window.innerWidth / window.innerHeight;
  // 更新相机投影矩阵
  camera.updateProjectionMatrix();
});

// 创建GUI
const gui = new GUI();

// rgbeLoader 加载hdr贴图
let rgbeLoader = new RGBELoader();
rgbeLoader.load("./texture/Video_Copilot-Back Light_0007_4k.hdr", (envMap) => {
  // 设置球形贴图
  envMap.mapping = THREE.EquirectangularReflectionMapping;
  // envMap.mapping = THREE.EquirectangularRefractionMapping;
  // 设置环境贴图
  scene.background = envMap;
  // 设置环境贴图
  // scene.environment = envMap;
});
const geometry = new THREE.TorusKnotGeometry(1, 0.3, 100, 16);
const material1 = new THREE.MeshPhysicalMaterial({
  color: 0xccccff,
});
const torusKnot = new THREE.Mesh(geometry, material1);
torusKnot.position.set(4, 0, 0);
scene.add(torusKnot);

let sphereGeometry = new THREE.SphereGeometry(1, 32, 32);
const material2 = new THREE.MeshPhysicalMaterial({
  color: 0xffffff,
});
const sphere = new THREE.Mesh(sphereGeometry, material2);
sphere.castShadow = true;
sphere.receiveShadow = true;
scene.add(sphere);

let boxGeometry = new THREE.BoxGeometry(1, 1, 1);
const material3 = new THREE.MeshPhysicalMaterial({
  color: 0xffcccc,
});
const box = new THREE.Mesh(boxGeometry, material3);
box.position.set(-4, 0, 0);
scene.add(box);

// 创建平面
let planeGeometry = new THREE.PlaneGeometry(24, 24, 1, 1);
let planeMaterial = new THREE.MeshPhysicalMaterial({
  color: 0x999999,
});
let planeMesh = new THREE.Mesh(planeGeometry, planeMaterial);
planeMesh.rotation.x = -Math.PI / 2;
planeMesh.position.set(0, -1, 0);
scene.add(planeMesh);
// 设置接收阴影
planeMesh.receiveShadow = true;
planeMesh.castShadow = true;

// 添加环境光
let ambientLight = new THREE.AmbientLight(0xffffff, 0.1);
scene.add(ambientLight);

// 添加平行光
let directionalLight = new THREE.DirectionalLight(0xffffff, 0.6);
directionalLight.position.set(10, 10, 0);
// 默认平行光的目标是原点
directionalLight.target.position.set(0, 0, 0);
scene.add(directionalLight);

// 设置光投射阴影
directionalLight.castShadow = true;

// 添加平行光辅助器
let directionalLightHelper = new THREE.DirectionalLightHelper(directionalLight);
scene.add(directionalLightHelper);

gui.add(sphere.position, "z", -10, 10).name("z");

console.log(directionalLight);
directionalLight.shadow.camera.left = -10;
directionalLight.shadow.camera.right = 10;
directionalLight.shadow.camera.top = 10;
directionalLight.shadow.camera.bottom = -10;
directionalLight.shadow.camera.near = 0.5;
directionalLight.shadow.camera.far = 50;
// 设置阴影的纹理大小 数值越大越清晰 但是越耗性能
directionalLight.shadow.mapSize.width = 2048;
directionalLight.shadow.mapSize.height = 2048;

五、聚光灯各属性详解

// 添加聚光灯
let spotLight = new THREE.SpotLight(0xffffff, 2);
spotLight.position.set(0, 10, 0);
spotLight.target.position.set(0, 0, 0); // 朝向
spotLight.castShadow = true; // 投射阴影

spotLight.angle = Math.PI / 8; // 角度
spotLight.distance = 100; // 距离
spotLight.penumbra = 0.5; // 衰减
spotLight.decay = 2; // 衰减快慢
scene.add(spotLight);

在这里插入图片描述

// 导入threejs
import * as THREE from "three";
// 导入轨道控制器
import { OrbitControls } from "three/examples/jsm/controls/OrbitControls.js";
// 导入lil.gui
import { GUI } from "three/examples/jsm/libs/lil-gui.module.min.js";
// 导入hdr加载器
import { RGBELoader } from "three/examples/jsm/loaders/RGBELoader.js";
// 导入gltf加载器
import { GLTFLoader } from "three/examples/jsm/loaders/GLTFLoader.js";
// 导入draco解码器
import { DRACOLoader } from "three/examples/jsm/loaders/DRACOLoader.js";
import { TransformControls } from "three/addons/controls/TransformControls.js";

// 创建场景
const scene = new THREE.Scene();

// 创建相机
const camera = new THREE.PerspectiveCamera(
  45, // 视角
  window.innerWidth / window.innerHeight, // 宽高比
  0.1, // 近平面
  1000 // 远平面
);

// 创建渲染器
const renderer = new THREE.WebGLRenderer({
  antialias: true, // 开启抗锯齿
});
// 设置渲染器允许投射阴影
renderer.shadowMap.enabled = true;
renderer.setSize(window.innerWidth, window.innerHeight);
renderer.outputColorSpace = THREE.SRGBColorSpace;
renderer.toneMapping = THREE.ACESFilmicToneMapping;
renderer.toneMappingExposure = 1;
document.body.appendChild(renderer.domElement);

// 设置相机位置
camera.position.z = 15;
camera.position.y = 2.4;
camera.position.x = 0.4;
camera.lookAt(0, 0, 0);

// 添加世界坐标辅助器
const axesHelper = new THREE.AxesHelper(5);
scene.add(axesHelper);

// 添加轨道控制器
const controls = new OrbitControls(camera, renderer.domElement);
// 设置带阻尼的惯性
controls.enableDamping = true;
// 设置阻尼系数
controls.dampingFactor = 0.05;
// 设置旋转速度
// controls.autoRotate = true;
controls.addEventListener("change", () => {
  renderer.render(scene, camera);
});

// 渲染函数
function animate() {
  controls.update();
  requestAnimationFrame(animate);
  // 渲染
  renderer.render(scene, camera);
}
animate();

// 监听窗口变化
window.addEventListener("resize", () => {
  // 重置渲染器宽高比
  renderer.setSize(window.innerWidth, window.innerHeight);
  // 重置相机宽高比
  camera.aspect = window.innerWidth / window.innerHeight;
  // 更新相机投影矩阵
  camera.updateProjectionMatrix();
});

// 创建GUI
const gui = new GUI();

// rgbeLoader 加载hdr贴图
let rgbeLoader = new RGBELoader();
rgbeLoader.load("./texture/Video_Copilot-Back Light_0007_4k.hdr", (envMap) => {
  // 设置球形贴图
  envMap.mapping = THREE.EquirectangularReflectionMapping;
  // envMap.mapping = THREE.EquirectangularRefractionMapping;
  // 设置环境贴图
  scene.background = envMap;
  // 设置环境贴图
  // scene.environment = envMap;
});
const geometry = new THREE.TorusKnotGeometry(1, 0.3, 100, 16);
const material1 = new THREE.MeshPhysicalMaterial({
  color: 0xccccff,
});
const torusKnot = new THREE.Mesh(geometry, material1);
torusKnot.position.set(4, 0, 0);
scene.add(torusKnot);

let sphereGeometry = new THREE.SphereGeometry(1, 32, 32);
const material2 = new THREE.MeshPhysicalMaterial({
  color: 0xffffff,
});
const sphere = new THREE.Mesh(sphereGeometry, material2);
sphere.castShadow = true;
sphere.receiveShadow = true;
scene.add(sphere);

let boxGeometry = new THREE.BoxGeometry(1, 1, 1);
const material3 = new THREE.MeshPhysicalMaterial({
  color: 0xffcccc,
});
const box = new THREE.Mesh(boxGeometry, material3);
box.position.set(-4, 0, 0);
scene.add(box);

// 创建平面
let planeGeometry = new THREE.PlaneGeometry(24, 24, 1, 1);
let planeMaterial = new THREE.MeshPhysicalMaterial({
  color: 0x999999,
});
let planeMesh = new THREE.Mesh(planeGeometry, planeMaterial);
planeMesh.rotation.x = -Math.PI / 2;
planeMesh.position.set(0, -2, 0);
scene.add(planeMesh);
// 设置接收阴影
planeMesh.receiveShadow = true;
planeMesh.castShadow = true;

// 添加环境光
let ambientLight = new THREE.AmbientLight(0xffffff, 0.1);
scene.add(ambientLight);

// 添加平行光
// let directionalLight = new THREE.DirectionalLight(0xffffff, 0.6);
// directionalLight.position.set(0, 10, 0);
// // 默认平行光的目标是原点
// directionalLight.target.position.set(0, 0, 0);
// scene.add(directionalLight);

// // 设置光投射阴影
// directionalLight.castShadow = true;

// // 添加平行光辅助器
// let directionalLightHelper = new THREE.DirectionalLightHelper(directionalLight);
// scene.add(directionalLightHelper);

// gui.add(sphere.position, "z", -10, 10).name("z");

// console.log(directionalLight);
// directionalLight.shadow.camera.left = -10;
// directionalLight.shadow.camera.right = 10;
// directionalLight.shadow.camera.top = 10;
// directionalLight.shadow.camera.bottom = -10;
// directionalLight.shadow.camera.near = 0.5;
// directionalLight.shadow.camera.far = 50;
// // 设置阴影的纹理大小
// directionalLight.shadow.mapSize.width = 2048;
// directionalLight.shadow.mapSize.height = 2048;

// 添加聚光灯
let spotLight = new THREE.SpotLight(0xffffff, 2);
spotLight.position.set(0, 10, 0);
spotLight.target.position.set(0, 0, 0); // 朝向
spotLight.castShadow = true; // 投射阴影

spotLight.angle = Math.PI / 8; // 角度
spotLight.distance = 100; // 距离
spotLight.penumbra = 0.5; // 衰减
spotLight.decay = 2; // 衰减快慢
scene.add(spotLight);

// 添加聚光灯辅助器
let spotLightHelper = new THREE.SpotLightHelper(spotLight);
scene.add(spotLightHelper);

console.log(spotLight);

spotLight.shadow.mapSize.width = 2048;
spotLight.shadow.mapSize.height = 2048;

六、点光源各属性详解

在这里插入图片描述

// 导入threejs
import * as THREE from "three";
// 导入轨道控制器
import { OrbitControls } from "three/examples/jsm/controls/OrbitControls.js";
// 导入lil.gui
import { GUI } from "three/examples/jsm/libs/lil-gui.module.min.js";
// 导入hdr加载器
import { RGBELoader } from "three/examples/jsm/loaders/RGBELoader.js";
// 导入gltf加载器
import { GLTFLoader } from "three/examples/jsm/loaders/GLTFLoader.js";
// 导入draco解码器
import { DRACOLoader } from "three/examples/jsm/loaders/DRACOLoader.js";
import { TransformControls } from "three/addons/controls/TransformControls.js";

// 创建场景
const scene = new THREE.Scene();

// 创建相机
const camera = new THREE.PerspectiveCamera(
  45, // 视角
  window.innerWidth / window.innerHeight, // 宽高比
  0.1, // 近平面
  1000 // 远平面
);

// 创建渲染器
const renderer = new THREE.WebGLRenderer({
  antialias: true, // 开启抗锯齿
});
// 设置渲染器允许投射阴影
renderer.shadowMap.enabled = true;

renderer.setSize(window.innerWidth, window.innerHeight);
renderer.outputColorSpace = THREE.SRGBColorSpace;
renderer.toneMapping = THREE.ACESFilmicToneMapping;
renderer.toneMappingExposure = 1;
document.body.appendChild(renderer.domElement);

// 设置相机位置
camera.position.z = 15;
camera.position.y = 2.4;
camera.position.x = 0.4;
camera.lookAt(0, 0, 0);

// 添加世界坐标辅助器
const axesHelper = new THREE.AxesHelper(5);
scene.add(axesHelper);

// 添加轨道控制器
const controls = new OrbitControls(camera, renderer.domElement);
// 设置带阻尼的惯性
controls.enableDamping = true;
// 设置阻尼系数
controls.dampingFactor = 0.05;
// 设置旋转速度
// controls.autoRotate = true;
controls.addEventListener("change", () => {
  renderer.render(scene, camera);
});

// 渲染函数
function animate() {
  controls.update();
  requestAnimationFrame(animate);
  // 渲染
  renderer.render(scene, camera);
}
animate();

// 监听窗口变化
window.addEventListener("resize", () => {
  // 重置渲染器宽高比
  renderer.setSize(window.innerWidth, window.innerHeight);
  // 重置相机宽高比
  camera.aspect = window.innerWidth / window.innerHeight;
  // 更新相机投影矩阵
  camera.updateProjectionMatrix();
});

// 创建GUI
const gui = new GUI();

// rgbeLoader 加载hdr贴图
let rgbeLoader = new RGBELoader();
rgbeLoader.load("./texture/Video_Copilot-Back Light_0007_4k.hdr", (envMap) => {
  // 设置球形贴图
  envMap.mapping = THREE.EquirectangularReflectionMapping;
  // envMap.mapping = THREE.EquirectangularRefractionMapping;
  // 设置环境贴图
  scene.background = envMap;
  // 设置环境贴图
  // scene.environment = envMap;
});
const geometry = new THREE.TorusKnotGeometry(1, 0.3, 100, 16);
const material1 = new THREE.MeshPhysicalMaterial({
  color: 0xccccff,
});
const torusKnot = new THREE.Mesh(geometry, material1);
torusKnot.position.set(4, 0, 0);
scene.add(torusKnot);

let sphereGeometry = new THREE.SphereGeometry(1, 32, 32);
const material2 = new THREE.MeshPhysicalMaterial({
  color: 0xffffff,
});
const sphere = new THREE.Mesh(sphereGeometry, material2);
sphere.castShadow = true;
sphere.receiveShadow = true;
scene.add(sphere);

let boxGeometry = new THREE.BoxGeometry(1, 1, 1);
const material3 = new THREE.MeshPhysicalMaterial({
  color: 0xffcccc,
});
const box = new THREE.Mesh(boxGeometry, material3);
box.position.set(-4, 0, 0);
scene.add(box);

// 创建平面
let planeGeometry = new THREE.PlaneGeometry(24, 24, 1, 1);
let planeMaterial = new THREE.MeshPhysicalMaterial({
  color: 0x999999,
});
let planeMesh = new THREE.Mesh(planeGeometry, planeMaterial);
planeMesh.rotation.x = -Math.PI / 2;
planeMesh.position.set(0, -2, 0);
scene.add(planeMesh);
// 设置接收阴影
planeMesh.receiveShadow = true;
planeMesh.castShadow = true;

// 添加环境光
let ambientLight = new THREE.AmbientLight(0xffffff, 0.1);
scene.add(ambientLight);


// 添加点光源
let pointLight = new THREE.PointLight(0xffffff, 1);
pointLight.position.set(0, 5, 0);
pointLight.castShadow = true; // 阴影
scene.add(pointLight);

pointLight.distance = 15;
pointLight.decay = 2; // 衰减快慢
pointLight.shadow.mapSize.width = 2048;
pointLight.shadow.mapSize.height = 2048;
// 添加点光源辅助器
let pointLightHelper = new THREE.PointLightHelper(pointLight);
scene.add(pointLightHelper);

七、点光源和聚光灯区别

点光源和聚光灯都是three.js中的灯光类型,它们之间的主要区别在于它们如何照亮场景。

  • 点光源是一种从一个点向所有方向发射光线的灯光类型。它会照亮场景中所有的物体,而不管它们的方向或者位置。点光源适用于模拟一个光源位置固定、向所有方向照射的情况,比如太阳或者灯泡。

  • 聚光灯是一种具有指向性的灯光类型,它会沿着一个特定的方向发射光线。聚光灯有一个锥形的光束,可以通过设置聚光灯的角度来调整光束的大小。聚光灯通常用于模拟手电筒或者车灯等具有指向性的光源。

总的来说,点光源适用于需要照亮整个场景的情况,而聚光灯适用于需要模拟具有指向性的光源的情况。

八、阴影作用透明度纹理与阴影常见问题

在这里插入图片描述

// 导入threejs
import * as THREE from "three";
// 导入轨道控制器
import { OrbitControls } from "three/examples/jsm/controls/OrbitControls.js";
// 导入lil.gui
import { GUI } from "three/examples/jsm/libs/lil-gui.module.min.js";
// 导入hdr加载器
import { RGBELoader } from "three/examples/jsm/loaders/RGBELoader.js";
// 创建场景
const scene = new THREE.Scene();

// 创建相机
const camera = new THREE.PerspectiveCamera(
  45, // 视角
  window.innerWidth / window.innerHeight, // 宽高比
  0.1, // 近平面
  1000 // 远平面
);

// 创建渲染器
const renderer = new THREE.WebGLRenderer({
  antialias: true, // 开启抗锯齿
});
// 设置渲染器允许投射阴影
renderer.shadowMap.enabled = true;
// renderer.useLegacyLights = false;
// renderer.physicallyCorrectLights = true;

renderer.setSize(window.innerWidth, window.innerHeight);
renderer.outputColorSpace = THREE.SRGBColorSpace;
renderer.toneMapping = THREE.ACESFilmicToneMapping;
renderer.toneMappingExposure = 1;
document.body.appendChild(renderer.domElement);

// 设置相机位置
camera.position.z = 15;
camera.position.y = 2.4;
camera.position.x = 0.4;
camera.lookAt(0, 0, 0);

// 添加世界坐标辅助器
const axesHelper = new THREE.AxesHelper(5);
scene.add(axesHelper);

// 添加轨道控制器
const controls = new OrbitControls(camera, renderer.domElement);
// 设置带阻尼的惯性
controls.enableDamping = true;
// 设置阻尼系数
controls.dampingFactor = 0.05;
// 设置旋转速度
// controls.autoRotate = true;
controls.addEventListener("change", () => {
  renderer.render(scene, camera);
});

// 渲染函数
function animate() {
  controls.update();
  requestAnimationFrame(animate);
  // 渲染
  renderer.render(scene, camera);
}
animate();

// 监听窗口变化
window.addEventListener("resize", () => {
  // 重置渲染器宽高比
  renderer.setSize(window.innerWidth, window.innerHeight);
  // 重置相机宽高比
  camera.aspect = window.innerWidth / window.innerHeight;
  // 更新相机投影矩阵
  camera.updateProjectionMatrix();
});

// 创建GUI
const gui = new GUI();

// rgbeLoader 加载hdr贴图
let rgbeLoader = new RGBELoader();
rgbeLoader.load("./texture/Video_Copilot-Back Light_0007_4k.hdr", (envMap) => {
  // 设置球形贴图
  envMap.mapping = THREE.EquirectangularReflectionMapping;
  // envMap.mapping = THREE.EquirectangularRefractionMapping;
  // 设置环境贴图
  scene.background = envMap;
  // 设置环境贴图
  // scene.environment = envMap;
});
const geometry = new THREE.TorusKnotGeometry(1, 0.3, 100, 16);
const material1 = new THREE.MeshPhysicalMaterial({
  color: 0xccccff,
});
const torusKnot = new THREE.Mesh(geometry, material1);
torusKnot.position.set(4, 0, 0);
scene.add(torusKnot);
torusKnot.receiveShadow = true;
torusKnot.castShadow = true;

let sphereGeometry = new THREE.SphereGeometry(1, 32, 32);
const material2 = new THREE.MeshPhysicalMaterial({
  color: 0xffffff,
});
const sphere = new THREE.Mesh(sphereGeometry, material2);
sphere.castShadow = true;
sphere.receiveShadow = true;
scene.add(sphere);

let boxGeometry = new THREE.BoxGeometry(1, 1, 1);
let alphaTexture = new THREE.TextureLoader().load("./texture/16.jpg");
const material3 = new THREE.MeshPhysicalMaterial({
  color: 0xffcccc,
  alphaMap: alphaTexture,
  transparent: true,
  side: THREE.DoubleSide,
  alphaTest: 0.5,
  shadowSide: THREE.BackSide,
});

const box = new THREE.Mesh(boxGeometry, material3);
box.position.set(-4, 0, 0);
scene.add(box);
box.receiveShadow = true;
box.castShadow = true;

// 创建平面
let planeGeometry = new THREE.PlaneGeometry(24, 24, 1, 1);
let planeMaterial = new THREE.MeshPhysicalMaterial({
  color: 0x999999,
});
let planeMesh = new THREE.Mesh(planeGeometry, planeMaterial);
planeMesh.rotation.x = -Math.PI / 2;
planeMesh.position.set(0, -2, 0);
scene.add(planeMesh);
// 设置接收阴影
planeMesh.receiveShadow = true;
planeMesh.castShadow = true;

// 添加环境光
let ambientLight = new THREE.AmbientLight(0xffffff, 0.1);
scene.add(ambientLight);

// 添加点光源
let pointLight = new THREE.PointLight(0xffffff, 1);
pointLight.position.set(0, 5, 0);
pointLight.castShadow = true;
scene.add(pointLight);

pointLight.distance = 15;
pointLight.decay = 2;
pointLight.shadow.mapSize.width = 2048;
pointLight.shadow.mapSize.height = 2048;
pointLight.shadow.bias = -0.01; // 偏移

// 添加点光源辅助器
let pointLightHelper = new THREE.PointLightHelper(pointLight);
scene.add(pointLightHelper);

九、大场景动态级联阴影设置

let csm = new CSM({ // 级联阴影
  maxFar: params.far, // 最远距离
  cascades: 4, // 等级
  // mode: params.mode,
  parent: scene,
  shadowMapSize: 1024,
  lightDirection: new THREE.Vector3( // 方向
    params.lightX,
    params.lightY,
    params.lightZ
  ).normalize(),
  camera: camera, // 相机
});

在这里插入图片描述

// 导入threejs
import * as THREE from "three";
// 导入轨道控制器
import { OrbitControls } from "three/examples/jsm/controls/OrbitControls.js";
// 导入lil.gui
import { GUI } from "three/examples/jsm/libs/lil-gui.module.min.js";
// 导入hdr加载器
import { RGBELoader } from "three/examples/jsm/loaders/RGBELoader.js";
import { CSM } from "three/addons/csm/CSM.js";

const params = {
  orthographic: false,
  fade: false,
  far: 1000,
  mode: "practical",
  lightX: -1,
  lightY: -1,
  lightZ: -1,
  margin: 100,
  lightFar: 1000,
  lightNear: 1,
  autoUpdateHelper: true,
  updateHelper: function () {
    csmHelper.update();
  },
};
// 创建场景
const scene = new THREE.Scene();

// 创建相机
const camera = new THREE.PerspectiveCamera(
  45, // 视角
  window.innerWidth / window.innerHeight, // 宽高比
  0.1, // 近平面
  1000 // 远平面
);

// 创建渲染器
const renderer = new THREE.WebGLRenderer({
  antialias: true, // 开启抗锯齿
});
// 设置渲染器允许投射阴影
renderer.shadowMap.enabled = true;
renderer.shadowMap.type = THREE.PCFSoftShadowMap;
renderer.setSize(window.innerWidth, window.innerHeight);
renderer.outputColorSpace = THREE.SRGBColorSpace;
renderer.toneMapping = THREE.ACESFilmicToneMapping;
renderer.toneMappingExposure = 1;
document.body.appendChild(renderer.domElement);

// 设置相机位置
camera.position.z = 15;
camera.position.y = 2.4;
camera.position.x = 0.4;
camera.lookAt(0, 0, 0);

// 添加世界坐标辅助器
const axesHelper = new THREE.AxesHelper(5);
scene.add(axesHelper);

// 添加轨道控制器
const controls = new OrbitControls(camera, renderer.domElement);
// 设置带阻尼的惯性
controls.enableDamping = true;
// 设置阻尼系数
controls.dampingFactor = 0.05;
// 设置旋转速度
// controls.autoRotate = true;
controls.addEventListener("change", () => {
  renderer.render(scene, camera);
});

// 添加平行光
let directionalLight = new THREE.DirectionalLight(0xffffff, 0.6);
directionalLight.position
  .set(params.lightX, params.lightY, params.lightZ)
  .normalize()
  .multiplyScalar(-200);
// 默认平行光的目标是原点
directionalLight.target.position.set(0, 0, 0);
scene.add(directionalLight);

// 设置光投射阴影
// directionalLight.castShadow = true;

// 添加平行光辅助器
let directionalLightHelper = new THREE.DirectionalLightHelper(directionalLight);
scene.add(directionalLightHelper);

// console.log(directionalLight);
// directionalLight.shadow.camera.left = -10;
// directionalLight.shadow.camera.right = 10;
// directionalLight.shadow.camera.top = 10;
// directionalLight.shadow.camera.bottom = -10;
// directionalLight.shadow.camera.near = 0.5;
// directionalLight.shadow.camera.far = 50;
// // 设置阴影的纹理大小
// directionalLight.shadow.mapSize.width = 2048;
// directionalLight.shadow.mapSize.height = 2048;

let cameraHelper = new THREE.CameraHelper(directionalLight.shadow.camera);
scene.add(cameraHelper);

let csm = new CSM({ // 级联阴影
  maxFar: params.far, // 最远距离
  cascades: 4, // 等级
  // mode: params.mode,
  parent: scene,
  shadowMapSize: 1024,
  lightDirection: new THREE.Vector3( // 方向
    params.lightX,
    params.lightY,
    params.lightZ
  ).normalize(),
  camera: camera, // 相机
});
csm.fade = true;
csm.updateFrustums();
// 渲染函数
function animate() {
  controls.update();
  camera.updateMatrixWorld();
  csm.update();
  requestAnimationFrame(animate);
  // 渲染
  renderer.render(scene, camera);
}
animate();

// 监听窗口变化
window.addEventListener("resize", () => {
  // 重置渲染器宽高比
  renderer.setSize(window.innerWidth, window.innerHeight);
  // 重置相机宽高比
  camera.aspect = window.innerWidth / window.innerHeight;
  // 更新相机投影矩阵
  camera.updateProjectionMatrix();
});

// 创建GUI
const gui = new GUI();

// rgbeLoader 加载hdr贴图
let rgbeLoader = new RGBELoader();
rgbeLoader.load("./texture/Video_Copilot-Back Light_0007_4k.hdr", (envMap) => {
  // 设置球形贴图
  envMap.mapping = THREE.EquirectangularReflectionMapping;
  // envMap.mapping = THREE.EquirectangularRefractionMapping;
  // 设置环境贴图
  scene.background = envMap;
  // 设置环境贴图
  // scene.environment = envMap;
});

const geometry = new THREE.TorusKnotGeometry(1, 0.3, 100, 16);
const material1 = new THREE.MeshPhysicalMaterial({
  color: 0xccccff,
});
csm.setupMaterial(material1);
const torusKnot = new THREE.Mesh(geometry, material1);
torusKnot.position.set(4, 0, 0);
scene.add(torusKnot);
torusKnot.receiveShadow = true;
torusKnot.castShadow = true;

let sphereGeometry = new THREE.SphereGeometry(1, 32, 32);
const material2 = new THREE.MeshPhysicalMaterial({
  color: 0xffffff,
});
csm.setupMaterial(material2);
const sphere = new THREE.Mesh(sphereGeometry, material2);
sphere.castShadow = true;
sphere.receiveShadow = true;
scene.add(sphere);

let boxGeometry = new THREE.BoxGeometry(1, 1, 1);
const material3 = new THREE.MeshPhysicalMaterial({
  color: 0xffcccc,
});
csm.setupMaterial(material3);
const box = new THREE.Mesh(boxGeometry, material3);
box.position.set(-4, 0, 0);
scene.add(box);
box.receiveShadow = true;
box.castShadow = true;

// 创建平面
let planeGeometry = new THREE.PlaneGeometry(24, 24, 1, 1);
let planeMaterial = new THREE.MeshPhysicalMaterial({
  color: 0x999999,
});
csm.setupMaterial(planeMaterial);
let planeMesh = new THREE.Mesh(planeGeometry, planeMaterial);
planeMesh.rotation.x = -Math.PI / 2;
planeMesh.position.set(0, -1, 0);
scene.add(planeMesh);
// 设置接收阴影
planeMesh.receiveShadow = true;
planeMesh.castShadow = true;

// 添加环境光
let ambientLight = new THREE.AmbientLight(0xffffff, 0.1);
scene.add(ambientLight);
gui.add(sphere.position, "z", -10, 10).name("z");
gui.add(csm, "fade").onChange((value) => {
  csm.fade = value;
  csm.updateFrustums();
});

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