我浏览了其他一些S.O.的问题,并遵循了所有的建议,但是我仍然不知道为什么我无法在这个非常基本的场景中渲染阴影。
http://jsfiddle.net/4Txgp/
[更新] 代码:
var SCREEN_WIDTH = window.innerWidth - 25;
var SCREEN_HEIGHT = window.innerHeight - 25;
var camera, scene;
var canvasRenderer, webglRenderer;
var container, mesh, geometry, plane;
var windowHalfX = window.innerWidth / 2;
var windowHalfY = window.innerHeight / 2;
init();
animate();
function init() {
container = document.createElement('div');
document.body.appendChild(container);
camera = new THREE.PerspectiveCamera(30, window.innerWidth / window.innerHeight, 1, 10000);
camera.position.x = 1200;
camera.position.y = 1000;
camera.lookAt({
x: 0,
y: 0,
z: 0
});
scene = new THREE.Scene();
var groundMaterial = new THREE.MeshLambertMaterial({
color: 0x6C6C6C
});
plane = new THREE.Mesh(new THREE.PlaneGeometry(10000, 10000, 100, 100), groundMaterial);
plane.rotation.x = -Math.PI / 2;
plane.receiveShadow = true;
scene.add(plane);
// LIGHTS
// scene.add(new THREE.AmbientLight(0x666666));
/*
var light;
light = new THREE.DirectionalLight(0xdfebff, 1.75);
light.position.set(600, 800, 100);
//light.position.multiplyScalar(1.3);
light.castShadow = true;
light.shadowCameraVisible = true;
light.shadowMapWidth = light.shadowMapHeight = 2048;
var d = 50;
light.shadowCameraLeft = -d;
light.shadowCameraRight = d;
light.shadowCameraTop = d;
light.shadowCameraBottom = -d;
light.shadowCameraFar = 500;
light.shadowDarkness = 0.5;
scene.add(light);
*/
var spotLight = new THREE.SpotLight( 0xffffff );
spotLight.position.set( 700, 1000, 100 );
spotLight.castShadow = true;
spotLight.shadowCameraVisible = true;
spotLight.shadowMapWidth = 2048;
spotLight.shadowMapHeight = 2048;
spotLight.shadowCameraNear = 100;
spotLight.shadowCameraFar = 2000;
spotLight.shadowCameraFov = 30;
scene.add( spotLight );
var boxgeometry = new THREE.CubeGeometry(100, 200, 100);
var boxmaterial = new THREE.MeshLambertMaterial({
color: 0x0aeedf
});
var cube = new THREE.Mesh(boxgeometry, boxmaterial);
cube.position.x = 0;
cube.position.y = 100;
cube.position.z = 0;
scene.add(cube);
// RENDERER
webglRenderer = new THREE.WebGLRenderer();
webglRenderer.setSize(SCREEN_WIDTH, SCREEN_HEIGHT);
//webglRenderer.domElement.style.position = "relative";
webglRenderer.shadowMapEnabled = true;
webglRenderer.shadowMapSoft = true;
container.appendChild(webglRenderer.domElement);
}
function animate() {
var timer = Date.now() * 0.0002;
camera.position.x = Math.cos(timer) * 1000;
camera.position.z = Math.sin(timer) * 1000;
requestAnimationFrame(animate);
render();
}
function render() {
camera.lookAt(scene.position);
webglRenderer.render(scene, camera);
}
我有一个场景,其中包含一个飞机、一个物体(立方体)、一个聚光灯(从http://threejs.org/docs/58/#Reference/Lights/SpotLight直接复制用于测试目的)和一个相机。它可以正常渲染,但是立方体没有在“地面”(飞机)上投射阴影,而且阴影看起来就像所有东西都是基础材质一样。我正在使用Phongs和Lamberts的组合。
我的定向光设置为castShadow = true;,我的平面设置为receiveShadow = true,并设置了阴影映射设置。渲染器本身启用了shadowMapEnabled = true。
我尝试了各种解决方案,我记得在之前的ThreeJS版本中,根据你想要做什么,会有外部库调用,但我也看到其他人在JSFiddle上只调用ThreeJS本身的示例,以及来自官方网站的示例,都能正常工作。
有关我是否忽略了一些简单而小的内容的任何提示/信息/建设性的评论?
cube.castShadow = true;
。 - user3141031