本文介绍了Three.js - 为什么这些项目的阴影看起来像这样?的处理方法,对大家解决问题具有一定的参考价值,需要的朋友们下面随着小编来一起学习吧!
问题描述
我正在学习three.js.
我举了一个例子来练习,但物品的阴影看起来不对或奇怪.
应该是这样的(这个图片是旧教程的):
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">
<script type="text/javascript">$(函数(){var scene = new THREE.Scene();var camera = new THREE.PerspectiveCamera(45, window.innerWidth/window.innerHeight, 0.1, 1000);var renderer = new THREE.WebGLRenderer();var color = new THREE.Color("rgb(200, 250, 250)");renderer.setClearColor(new THREE.Color(color));renderer.setSize(window.innerWidth, window.innerHeight);renderer.shadowMap.enabled = true;renderer.shadowMap.type = THREE.PCFSoftShadowMap;//默认 THREE.PCFShadowMapvar ejesAyuda = new THREE.AxesHelper(20);//son los ejes de ayuda creo场景添加(ejesAyuda);var planeGeometry = new THREE.PlaneGeometry(60, 20);var planeMaterial = new THREE.MeshLambertMaterial({颜色:0xcccccc});var plane = new THREE.Mesh(planeGeometry, planeMaterial);平面.receiveShadow = true;plane.rotation.x = -0.5 * Math.PI;//-90º平面.位置.x = 15;平面.位置.y = 0;平面.位置.z = 0;场景.添加(平面);var cubeGeometry = new THREE.CubeGeometry(4, 4, 4);var cubeMaterial = new THREE.MeshLambertMaterial({颜色:0xff0000});var cube = new THREE.Mesh(cubeGeometry, cubeMaterial);立方体.castShadow = true;//con esto le indicamos que queremos que emita sombra立方体.位置.x = -4;立方体.位置.y = 3;立方体.位置.z = 0;场景.添加(立方体);var sphereGeometry = new THREE.SphereGeometry(4, 20, 20);var sphereMaterial = new THREE.MeshLambertMaterial({颜色:0x7777ff});var sphere = new THREE.Mesh(sphereGeometry, sphereMaterial);sphere.castShadow = true;//con esto le indicamos que queremos que emita sombrasphere.position.x = 20;sphere.position.y = 4;sphere.position.z = 2;场景添加(球体);camera.position.x = -30;相机位置 y = 40;相机.位置.z = 30;相机.看(场景.位置);var spotLight = new THREE.SpotLight(0xffffff, 0.8);spotLight.position.set(-40, 60, -10);spotLight.castShadow = true;场景添加(聚光灯);$("#WebGL-salida").append(renderer.domElement);renderer.render(场景,相机);});</script>
如果你知道一个好的初学者three.js教程或课程(我不在乎它不是免费的),请告诉我,因为我有点迷失在这方面,就像网络开发人员一样对这个 webGL 世界很感兴趣 :)
解决方案
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;
通过限制光斑的光锥角可以进一步提高质量:
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 渲染器、相机、场景、控件;var init = 函数 (){场景 = 新的 THREE.Scene();camera = new THREE.PerspectiveCamera (45, window.innerWidth/window.innerHeight, 0.1, 1000);renderer = new THREE.WebGLRenderer();控件 = 新的 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;//默认 THREE.PCFShadowMapvar ejesAyuda = new THREE.AxesHelper(20);//son los ejes de ayuda creo场景添加(ejesAyuda);var planeGeometry = new THREE.PlaneGeometry(60, 20);var planeMaterial = new THREE.MeshLambertMaterial({color: 0xcccccc});var plane = new THREE.Mesh(planeGeometry, planeMaterial);平面.receiveShadow = true;plane.rotation.x = -0.5*Math.PI;//-90º平面.位置.x = 15;平面.位置.y = 0;平面.位置.z = 0;场景.添加(平面);var cubeGeometry = new THREE.CubeGeometry(4, 4, 4);var cubeMaterial = new THREE.MeshLambertMaterial({color: 0xff0000});var cube = new THREE.Mesh(cubeGeometry, cubeMaterial);立方体.castShadow = true;//con esto le indicamos que queremos que emita sombra立方体.位置.x= -4;立方体.位置.y = 3;立方体.位置.z = 0;场景.添加(立方体);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 sombrasphere.position.x = 20;sphere.position.y = 4;sphere.position.z = 2;场景添加(球体);camera.position.x = -30;相机位置 y = 40;相机.位置.z = 30;相机.看(场景.位置);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;场景添加(聚光灯);document.getElementById("WebGL-salida").append(renderer.domElement);调整大小();window.onresize = 调整大小;};函数动画(){requestAnimationFrame( 动画 );renderer.render(场景,相机);}函数调整大小(){renderer.setSize(window.innerWidth, window.innerHeight);camera.aspect = window.innerWidth/window.innerHeight;相机.updateProjectionMatrix();//controls.handleResize();}在里面();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">
I'm learning about three.js.
I make a example to practise but the shadow of the items is looking wrong or stranger.
Should be like this (this image is of a old tutorial):
And the code is this:
<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>
And please, if you know about a good beginner three.js tutorial or course (I don't care if it isn't free), tell me, because i'm a bit lost in this and like web developer i'm interested in this webGL world :)
解决方案
You can improve the quality of the shadow by increasing the size of the shadow map (See 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;
The quality can be increased further by restricting the light cone angle of the spot:
spotLight.angle = Math.PI / 8.0;
Note, this causes that the resolution of the shadow map is increased and the area, where the shadow map is mapped to is decreased.
See the code snippet:
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>
这篇关于Three.js - 为什么这些项目的阴影看起来像这样?的文章就介绍到这了,希望我们推荐的答案对大家有所帮助,也希望大家多多支持!