Javascript 即使启用了阴影,也没有阴影
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: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
<!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