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Javascript 即使启用了阴影,也没有阴影_Javascript_Three.js - Fatal编程技术网

Javascript 即使启用了阴影,也没有阴影

Javascript 即使启用了阴影,也没有阴影,javascript,three.js,Javascript,Three.js,我已经编写了下面的代码来获取飞机上斯坦福龙的影子。但我不明白。我已经启用了对象和平面的阴影来接收阴影。我的代码是: <!DOCTYPE html> <html lang="en"> <head> <meta charset="utf-8"> <meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale

我已经编写了下面的代码来获取飞机上斯坦福龙的影子。但我不明白。我已经启用了对象和平面的阴影来接收阴影。我的代码是:

<!DOCTYPE html>
<html lang="en">
    <head>
        <meta charset="utf-8">
        <meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0">
        <style>
            body {
                font-family: Monospace;
                background-color: #000;
                color: #fff;
                margin: 0px;
                overflow: hidden;
            }
            #info {
                color: #fff;
                position: absolute;
                top: 10px;
                width: 100%;
                text-align: center;
                z-index: 100;
                display:block;
            }
            #info a, .button { color: #f00; font-weight: bold; text-decoration: underline; cursor: pointer }
        </style>
    </head>

    <body>

        <script src="http://mrdoob.github.com/three.js/build/three.min.js"></script>

    <script src="http://mrdoob.github.com/three.js/examples/js/shaders/CopyShader.js"></script>
    <script src="http://mrdoob.github.com/three.js/examples/js/shaders/SSAOShader.js"></script>
    <script type="text/javascript" src="http://mrdoob.github.com/three.js/examples/js/shaders/ConvolutionShader.js"></script>
    <script type="text/javascript" src="http://mrdoob.github.com/three.js/examples/js/shaders/FXAAShader.js"></script>

    <script src="http://mrdoob.github.com/three.js/examples/js/postprocessing/EffectComposer.js"></script>
    <script src="http://mrdoob.github.com/three.js/examples/js/postprocessing/RenderPass.js"></script>
    <script src="http://mrdoob.github.com/three.js/examples/js/postprocessing/MaskPass.js"></script>
    <script src="http://mrdoob.github.com/three.js/examples/js/postprocessing/ShaderPass.js"></script>
        <script src="http://mrdoob.github.com/three.js/examples/js/loaders/DDSLoader.js"></script>
        <script src="http://mrdoob.github.com/three.js/examples/js/loaders/MTLLoader.js"></script>
        <script src="http://mrdoob.github.com/three.js/examples/js/loaders/OBJMTLLoader.js"></script>
        <script type="text/javascript" src="http://mrdoob.github.com/three.js/examples/js/postprocessing/BloomPass.js"></script>

        <script src="http://mrdoob.github.com/three.js/examples/js/Detector.js"></script>
        <script src="http://mrdoob.github.com/three.js/examples/js/libs/stats.min.js"></script>

        <script>

            if ( window.innerWidth === 0 ) { window.innerWidth = parent.innerWidth; window.innerHeight = parent.innerHeight; }

            var camera, scene, renderer;
            var group;
            var depthMaterial, depthTarget, composer;
            var object;
            init();
            animate();



            function init() {
                renderer = new THREE.WebGLRenderer();
                renderer.setSize( window.innerWidth, window.innerHeight );
                renderer.setClearColor(new THREE.Color(0x000000,0.1));
                renderer.shadowMapType = THREE.PCFSoftShadowMap;
                renderer.shadowMapEnabled = true;   
                renderer.shadowMapSoft = true;
                document.body.appendChild( renderer.domElement );

                camera = new THREE.PerspectiveCamera( 45, window.innerWidth / window.innerHeight, 1, 2000 );
                //camera.position.x = 100;
                camera.position.y = 100;
                camera.position.z = 100;
                // scene

                scene = new THREE.Scene();
                var planeGeometry = new THREE.PlaneGeometry(150,150);
                var planeMaterial =    new THREE.MeshLambertMaterial({color: 0xaaaaaa});
                var plane = new THREE.Mesh(planeGeometry,planeMaterial);
                plane.receiveShadow  = true;
                plane.rotation.x=-0.5*Math.PI;
                plane.position.x=0;
                plane.position.y=0;
                plane.position.z=0;
                 // add the plane to the scene
                scene.add(plane);
                var ambient = new THREE.AmbientLight( 0xffffff );
                scene.add( ambient );

                var directionalLight = new THREE.DirectionalLight( 0xffeedd );
                directionalLight.position.set( 0, 0, 1 ).normalize();
                scene.add( directionalLight );

                var spotLight = new THREE.SpotLight( 0xffffff );
                spotLight.position.set( -80, 60, -10 );
                spotLight.shadowMapWidth =2048;
                spotLight.shadowMapHeight = 2048;
                spotLight.castShadow = true;
                spotLight.shadowMapEnabled = true;
                scene.add( spotLight );
                //Camera




                // model

                var onProgress = function ( xhr ) {
                    if ( xhr.lengthComputable ) {
                        var percentComplete = xhr.loaded / xhr.total * 100;
                        console.log( Math.round(percentComplete, 2) + '% downloaded' );
                    }
                };

                var onError = function ( xhr ) {
                };


                THREE.Loader.Handlers.add( /\.dds$/i, new THREE.DDSLoader() );

                var loader = new THREE.OBJMTLLoader();
                loader.load( 'dragon.obj', 'dragon.mtl', function ( object ) {

                    object.position.y = 0;
                    object.position.x = 0;
                    object.position.z = 10;
                    object.castShadow=true;
                    object.receiveShadow= true;
                    object.scale.set(4,4,4); 
                    scene.add( object );

                }, onProgress, onError );

                //

                var depthShader = THREE.ShaderLib[ "normal" ];
                var depthUniforms = THREE.UniformsUtils.clone( depthShader.uniforms );


                depthMaterial = new THREE.ShaderMaterial( { fragmentShader: depthShader.fragmentShader, vertexShader: depthShader.vertexShader, uniforms: depthUniforms } );
                depthMaterial.blending = THREE.NoBlending;
                // postprocessing

                composer = new THREE.EffectComposer( renderer );
                composer.addPass( new THREE.RenderPass( scene, camera ));

                depthTarget = new THREE.WebGLRenderTarget( window.innerWidth, window.innerHeight, { minFilter: THREE.NearestFilter, magFilter: THREE.NearestFilter, format: THREE.RGBAFormat } );

                var effect = new THREE.ShaderPass( THREE.SSAOShader );
                effect.uniforms[ 'tDepth' ].value = depthTarget;
                effect.uniforms[ 'size' ].value.set(  window.innerWidth, window.innerHeight );
                effect.uniforms[ 'cameraNear' ].value = camera.near;
                effect.uniforms[ 'cameraFar' ].value = camera.far;
                effect.uniforms[ 'aoClamp' ].value = 0.9;
                effect.uniforms[ 'onlyAO' ].value=0;
                effect.renderToScreen = true;
                composer.addPass( effect );


                camera.lookAt( scene.position );

            }
            function animate() {

                requestAnimationFrame( animate );


                scene.overrideMaterial = depthMaterial;
                renderer.render( scene, camera, depthTarget );

                scene.overrideMaterial = null;
                composer.render();


            }

        </script>

    </body>
</html>

身体{
字体系列:Monospace;
背景色:#000;
颜色:#fff;
边际:0px;
溢出:隐藏;
}
#信息{
颜色:#fff;
位置:绝对位置;
顶部:10px;
宽度:100%;
文本对齐:居中;
z指数:100;
显示:块;
}
#信息a、.按钮{颜色:#f00;字体大小:粗体;文本装饰:下划线;光标:指针}
如果(window.innerWidth==0){window.innerWidth=parent.innerWidth;window.innerHeight=parent.innerHeight;}
摄像机、场景、渲染器;
var组;
变量depthMaterial、depthTarget、composer;
var对象;
init();
制作动画();
函数init(){
renderer=new THREE.WebGLRenderer();
renderer.setSize(window.innerWidth、window.innerHeight);
setClearColor(新的三种颜色(0x000000,0.1));
renderer.shadowMapType=THREE.PCFSoftShadowMap;
renderer.shadowMapEnabled=true;
renderer.shadowMapSoft=true;
document.body.appendChild(renderer.doElement);
摄像头=新的三个透视摄像头(45,window.innerWidth/window.innerHeight,12000);
//摄像机位置x=100;
摄像机位置y=100;
摄像机位置z=100;
//场面
场景=新的三个。场景();
var planeGeometry=新的三个平面几何体(150150);
var planeMaterial=new THREE.MeshLambertMaterial({color:0xaaaaaa});
var plane=新的三个网格(平面几何体、平面材质);
plane.receiveShadow=true;
plane.rotation.x=-0.5*Math.PI;
平面位置x=0;
平面位置y=0;
平面位置z=0;
//将平面添加到场景中
场景。添加(平面);
var环境光=新的三个环境光(0xffffff);
场景。添加(环境光);
var方向灯=新的三个方向灯(0xffeedd);
directionalLight.position.set(0,0,1).normalize();
场景。添加(方向光);
var spotLight=新的三个聚光灯(0xffffff);
聚光灯位置设置(-80,60,-10);
spotLight.shadowMapWidth=2048;
spotLight.shadowmapeight=2048;
spotLight.castShadow=true;
spotLight.shadowMapEnabled=true;
场景。添加(聚光灯);
//摄像机
//模型
var onProgress=函数(xhr){
if(xhr.Length可计算){
var percentComplete=xhr.loaded/xhr.total*100;
log(Math.round(完成百分比,2)+'%download');
}
};
var onError=函数(xhr){
};
添加(/\.dds$/i,新的三个.DDSLoader());
var loader=new THREE.OBJMTLLoader();
loader.load('dragon.obj','dragon.mtl',函数(对象){
object.position.y=0;
object.position.x=0;
object.position.z=10;
object.castShadow=true;
object.receiveShadow=true;
object.scale.set(4,4,4);
场景。添加(对象);
},onProgress,onError);
//
var depthShader=THREE.ShaderLib[“normal”];
var depthUniforms=THREE.UniformsUtils.clone(depthShader.uniforms);
depthMaterial=新的三个.ShaderMaterial({fragmentShader:depthShader.fragmentShader,vertexShader:depthShader.vertexShader,制服:depthUniforms});
depthMaterial.blending=3.blending;
//后处理
composer=新的3.EffectComposer(渲染器);
addPass(新的3.RenderPass(场景、摄影机));
depthTarget=new THREE.WebGLRenderTarget(window.innerWidth,window.innerHeight,{minFilter:THREE.NearestFilter,magFilter:THREE.NearestFilter,format:THREE.RGBAFormat});
var效应=新的三个ShaderPass(三个SSAOShader);
效果.制服['tDepth'].value=depthTarget;
effect.uniforms['size'].value.set(window.innerWidth,window.innerHeight);
效果.制服['cameraNear'].value=camera.near;
效果.制服['cameraFar'].value=camera.far;
效果.制服['aoClamp'].值=0.9;
效果.制服['onlyAO'].value=0;
effect.renderToScreen=true;
作曲家:阿德帕斯(特效);
摄像机。注视(场景。位置);
}
函数animate(){
请求动画帧(动画);
scene.overrideMaterial=深度材质;
渲染器。渲染(场景、摄影机、深度目标);
scene.overrideMatary=null;
composer.render();
}
请帮我找出我做错了什么。我相对来说不太好