<!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>