Three.js - HemisphereLight
这是一种用于创建自然光的特殊光。如果你观察外面的光线,你会发现光线并非来自单一方向。地球反射部分阳光,大气散射其他部分。结果是来自多个方向的非常柔和的光线。在 Three.js 中,我们可以使用 THREE.HemisphereLight 创建类似的东西。
const light = new THREE.HemisphereLight(color, groundColor, intense)
第一个参数设置天空的颜色,第二个颜色设置从地板反射的颜色。最后一个参数是它的强度。
它经常与其他一些灯一起使用,可以投射阴影以获得最佳的户外照明效果。
示例
查看以下示例。
hemisphere.html
<!DOCTYPE html> <html lang="en"> <head> <meta charset="UTF-8" /> <meta http-equiv="X-UA-Compatible" content="ie=edge" /> <meta name="viewport" content="width=device-width, initial-scale=1.0" /> <title>Three.js - HemisphereLight</title> <style> * { margin: 0; padding: 0; box-sizing: border-box; font-family: -applesystem, BlinkMacSystemFont, 'Segoe UI', Roboto, Oxygen, Ubuntu, Cantarell, 'Open Sans', 'Helvetica Neue', sans-serif; } html, body { height: 100vh; width: 100vw; } #threejs-container { position: block; width: 100%; height: 100%; } </style> <script src="https://cdnjs.cloudflare.com/ajax/libs/three.js/r128/three.min.js"></script> <script src="https://cdnjs.cloudflare.com/ajax/libs/dat-gui/0.7.7/dat.gui.js"></script> </head> <body> <div id="container"></div> <script type="module"> // Adding hemisphere light in Three.js // It gives the lighting of physical world // GUI const gui = new dat.GUI() // 尺寸 let width = window.innerWidth let height = window.innerHeight // 场景 const scene = new THREE.Scene() scene.background = new THREE.Color(0x262626) // 相机 const camera = new THREE.PerspectiveCamera(60, width / height, 0.1, 1000) camera.position.set(0, 0, 10) const camFolder = gui.addFolder('Camera') camFolder.add(camera.position, 'z', 10, 80, 1) camFolder.open() // lights const ambientLight = new THREE.AmbientLight(0xffffff, 0.5) scene.add(ambientLight) const skyColor = 0xb1e1ff // light blue const groundColor = 0xb97a20 // brownish const light = new THREE.HemisphereLight(skyColor, groundColor) light.position.set(0, 5, 0) scene.add(light) const helper = new THREE.HemisphereLightHelper(light, 5) scene.add(helper) // 灯光控制 const lightColor = { color: light.color.getHex(), groundColor: light.groundColor.getHex() } const lightFolder = gui.addFolder('Light') lightFolder .addColor(lightColor, 'color') .name('Light Color')const hemisphereLightFolder = gui.addFolder('Hemisphere Light') hemisphereLightFolder .addColor(lightColor, 'groundColor') .name('ground Color') .onChange(() => { light.groundColor.set(lightColor.groundColor) }) hemisphereLightFolder.add(light.position, 'x', -100, 100, 0.01) hemisphereLightFolder.add(light.position, 'y', -100, 100, 0.01) hemisphereLightFolder.add(light.position, 'z', -100, 100, 0.01) hemisphereLightFolder.open() // cube console.log('cube') const geometry = new THREE.BoxGeometry(2, 2, 2) const material = new THREE.MeshStandardMaterial({ color: 0x87ceeb }) const materialFolder = gui.addFolder('Material') materialFolder.add(material, 'wireframe') materialFolder.open() const cube = new THREE.Mesh(geometry, material) cube.position.set(0, 0.5, 0) cube.castShadow = true cube.receiveShadow = true scene.add(cube) // 响应性 window.addEventListener('resize', () => { width = window.innerWidth height = window.innerHeight camera.aspect = width / height camera.updateProjectionMatrix() renderer.setSize(window.innerWidth, window.innerHeight) renderer.render(scene, camera) }) // 渲染器 const renderer = new THREE.WebGL1Renderer() renderer.setSize(window.innerWidth, window.innerHeight) renderer.shadowMap.enabled = true renderer.shadowMap.type = THREE.PCFSoftShadowMap renderer.setPixelRatio(Math.min(window.devicePixelRatio, 2)) // 动画 function animate() { requestAnimationFrame(animate) cube.rotation.x += 0.005 cube.rotation.y += 0.01 renderer.render(scene, camera) } // 渲染场景 const container = document.querySelector('#container') container.append(renderer.domElement) renderer.render(scene, camera) animate() </script> </body> </html>
输出
threejs_lights_and_shadows.html