15-THREE.JS 半球光

<!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 stats = initStats();

        // 创建一个场景
        var scene = new THREE.Scene();
        scene.fog = new THREE.Fog(0xaaaaaa, 0.010, 200);

        // 创建一个相机
        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(0xaaaaff, 1.0));
        renderer.setSize(window.innerWidth, window.innerHeight);
        renderer.shadowMapEnabled = true;


        // 创建草坪
        var textureGrass = THREE.ImageUtils.loadTexture("../assets/textures/ground/grasslight-big.jpg");
        textureGrass.wrapS = THREE.RepeatWrapping; //表示边缘被夹到纹理单元(texels)的外边界
        textureGrass.wrapT = THREE.RepeatWrapping; //表示边缘被夹到纹理单元(texels)的外边界
        textureGrass.repeat.set(4, 4);


		//
        var planeGeometry = new THREE.PlaneGeometry(1000, 200, 20, 20);
        var planeMaterial = new THREE.MeshLambertMaterial({map: textureGrass});
//      //地面材料
        var plane = new THREE.Mesh(planeGeometry, planeMaterial);
        plane.receiveShadow = true;

        // 旋转这个地面
        plane.rotation.x = -0.5 * Math.PI;
        plane.position.x = 15;
        plane.position.y = 0;
        plane.position.z = 0;

        // 把地面添加到场景中去
        scene.add(plane);

        // 创建一个正方体
        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, 25, 25);
        var sphereMaterial = new THREE.MeshLambertMaterial({color: 0x7777ff});
        var sphere = new THREE.Mesh(sphereGeometry, sphereMaterial);

        // 球体坐标
        sphere.position.x = 10;
        sphere.position.y = 5;
        sphere.position.z = 10;
        sphere.castShadow = true;

        // 把球体添加到场景中去
        scene.add(sphere);

        // 相机坐标 和 参考点
        camera.position.x = -20;
        camera.position.y = 15;
        camera.position.z = 45;
//        camera.position.x = -120;
//        camera.position.y = 165;
//        camera.position.z = 145;
        camera.lookAt(new THREE.Vector3(10, 0, 0));


        // 添加聚光灯
        var spotLight0 = new THREE.SpotLight(0xcccccc);
        spotLight0.position.set(-40, 60, -10);
        spotLight0.lookAt(plane);
        scene.add(spotLight0);


        var target = new THREE.Object3D();
        target.position = new THREE.Vector3(5, 0, 0);

		//添加半球光
        var hemiLight = new THREE.HemisphereLight(0x0000ff, 0x00ff00, 0.6);
        hemiLight.position.set(0, 500, 0);
        scene.add(hemiLight);


        var pointColor = "#ffffff";
//    var dirLight = new THREE.SpotLight( pointColor);
        var dirLight = new THREE.DirectionalLight(pointColor);
        dirLight.position.set(30, 10, -50);
        dirLight.castShadow = true;
//        dirLight.shadowCameraNear = 0.1;
//        dirLight.shadowCameraFar = 100;
//        dirLight.shadowCameraFov = 50;
        dirLight.target = plane;
        dirLight.shadowCameraNear = 0.1;
        dirLight.shadowCameraFar = 200;
        dirLight.shadowCameraLeft = -50;
        dirLight.shadowCameraRight = 50;
        dirLight.shadowCameraTop = 50;
        dirLight.shadowCameraBottom = -50;
        dirLight.shadowMapWidth = 2048;
        dirLight.shadowMapHeight = 2048;


        scene.add(dirLight);


        //将渲染后的效果放到DOM元素中去
        document.getElementById("WebGL-output").appendChild(renderer.domElement);

        
        var step = 0;

        
        var invert = 1;
        var phase = 0;

        var controls = new function () {
            this.rotationSpeed = 0.03;
            this.bouncingSpeed = 0.03;

            this.hemisphere = true;
            this.color = 0x00ff00;
            this.skyColor = 0x0000ff;
            this.intensity = 0.6;

        };

        var gui = new dat.GUI();

        gui.add(controls, 'hemisphere').onChange(function (e) {

            if (!e) {
                hemiLight.intensity = 0;
            } else {
                hemiLight.intensity = controls.intensity;
            }
        });
        gui.addColor(controls, 'color').onChange(function (e) {
            hemiLight.groundColor = new THREE.Color(e);
        });
        gui.addColor(controls, 'skyColor').onChange(function (e) {
            hemiLight.color = new THREE.Color(e);
        });
        gui.add(controls, 'intensity', 0, 5).onChange(function (e) {
            hemiLight.intensity = e;
        });

        render();

        function render() {
            stats.update();
            // 转动正方体
            cube.rotation.x += controls.rotationSpeed;
            cube.rotation.y += controls.rotationSpeed;
            cube.rotation.z += controls.rotationSpeed;

            // 滚动球体
            step += controls.bouncingSpeed;
            sphere.position.x = 20 + ( 10 * (Math.cos(step)));
            sphere.position.y = 2 + ( 10 * Math.abs(Math.sin(step)));

            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>

  

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转载自www.cnblogs.com/shuaihan/p/9878717.html
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