是时候开始咱们致力于WebGL的新系列文章。这是咱们的第一节课,咱们主要作些的基本功能:建立一个场景,相机,渲染器,控制器(OrbitControls)。咱们也将建立简单的定向光,加上一些对象(不一样的几何形状)的阴影。为了使事情更快,咱们决定采起一个最流行的WebGL框架——three.js
。为何使用three.js? 事实上,它是开源的JavaScript框架,它也是增加最迅速的和讨论很热烈的引擎 。在这里,已经准备了不少会用到的东西,从基本的点和向量,到作准备工做的场景、着色器,甚至立体效果。css
Live Demohtml
咱们能够省略这一步,可是,一般,咱们在每一节课都会作。这是咱们这节课的HTML结构:web
<!DOCTYPE html> <html lang="en" > <head> <meta charset="utf-8" /> <meta name="author" content="Script Tutorials" /> <title>WebGL With Three.js - Lesson 1 | Script Tutorials</title> <meta name="viewport" content="width=device-width, initial-scale=1.0, maximum-scale=1.0, user-scalable=no"> <link href="css/main.css" rel="stylesheet" type="text/css" /> //本地样式表 </head> <body> <script src="http://cdnjs.cloudflare.com/ajax/libs/three.js/r69/three.min.js"></script> <script src="http://www.script-tutorials.com/demos/382/js/three.min.js"></script> <script src="http://www.script-tutorials.com/demos/382/js/OrbitControls.js"></script> <script src="http://www.script-tutorials.com/demos/382/js/stats.min.js"></script> <script src="js/script.js"></script> // 咱们待会要写的内容 </body> </html>
在这段代码中,咱们引入了全部今天要用到的库。ajax
我但愿你已经见过咱们的demo和想象组成它的基本元素,咱们将一步一步解释每一个部分的建立。segmentfault
咱们的场景看起来像这样:浏览器
var lesson1 = { scene: null, camera: null, renderer: null, container: null, controls: null, clock: null, stats: null, init: function() { // 初始化 } }; // 使场景动画化 function animate() { requestAnimationFrame(animate); render(); update(); } // 更新控制器状态 function update() { lesson1.controls.update(lesson1.clock.getDelta()); lesson1.stats.update(); } // 渲染场景 function render() { if (lesson1.renderer) { lesson1.renderer.render(lesson1.scene, lesson1.camera); } } // 在页面加载时初始化 lesson 对象 function initializeLesson() { lesson1.init(); animate(); } if (window.addEventListener) window.addEventListener('load', initializeLesson, false); else if (window.attachEvent) window.attachEvent('onload', initializeLesson); else window.onload = initializeLesson;
这是用 three.js 建应用的经常使用结构。几乎全部的东西都将在init
方法里建立。app
它们是咱们场景的主要元素,接下来的代码将建立一个空场景,包含一个前景相机和可用的阴影映射渲染:框架
// 建立主要场景 this.scene = new THREE.Scene(); var SCREEN_WIDTH = window.innerWidth, SCREEN_HEIGHT = window.innerHeight; // 准备相机 var VIEW_ANGLE = 45, ASPECT = SCREEN_WIDTH / SCREEN_HEIGHT, NEAR = 1, FAR = 10000; this.camera = new THREE.PerspectiveCamera( VIEW_ANGLE, ASPECT, NEAR, FAR); this.scene.add(this.camera); this.camera.position.set(-1000, 1000, 0); this.camera.lookAt(new THREE.Vector3(0,0,0)); // 准备渲染 this.renderer = new THREE.WebGLRenderer({antialias:true, alpha: false}); this.renderer.setSize(SCREEN_WIDTH, SCREEN_HEIGHT); this.renderer.setClearColor(0xffffff); this.renderer.shadowMapEnabled = true; this.renderer.shadowMapSoft = true; // 准备容器 this.container = document.createElement('div'); document.body.appendChild(this.container); this.container.appendChild(this.renderer.domElement); // 事件 THREEx.WindowResize(this.renderer, this.camera);
咱们将相机把相机放在45度角,设为全屏幕大小,WebGLRenderer设为白色,再把咱们的场景添加到HTML文档中,并且在浏览器窗口大小变化时,用THREEx.WindowResize 来控制渲染和相机的变化。less
为了可以在某种程度上控制相机的 —— three.js 给咱们提供了现成的控件。其中之一是 OrbitControls,它能在场景中绕其轴线旋转。一个小插件stats.min.js
将有助于咱们看到场景的统计(FPS)。dom
// 准备控制器 (OrbitControls) this.controls = new THREE.OrbitControls(this.camera, this.renderer.domElement); this.controls.target = new THREE.Vector3(0, 0, 0); // 准备计时器 this.clock = new THREE.Clock(); // 准备统计 this.stats = new Stats(); this.stats.domElement.style.position = 'absolute'; this.stats.domElement.style.bottom = '0px'; this.stats.domElement.style.zIndex = 10; this.container.appendChild( this.stats.domElement );
所以,咱们准备好了四个元素。
光是一个场景中的重要元素,在咱们的第一个教程,咱们将建立最简单的定向光线,由于咱们要添加基本的阴影:
// 添加定向光线 var dLight = new THREE.DirectionalLight(0xffffff); dLight.position.set(1, 1000, 1); dLight.castShadow = true; dLight.shadowCameraVisible = true; dLight.shadowDarkness = 0.2; dLight.shadowMapWidth = dLight.shadowMapHeight = 1000; this.scene.add(dLight); // 添加粒子光线 particleLight = new THREE.Mesh( new THREE.SphereGeometry(10, 10, 10), new THREE.MeshBasicMaterial({ color: 0x44ff44 })); particleLight.position = dLight.position; this.scene.add(particleLight); // 添加简单的场地 var groundGeometry = new THREE.PlaneGeometry(1000, 1000, 1, 1); ground = new THREE.Mesh(groundGeometry, new THREE.MeshLambertMaterial({ color: this.getRandColor() })); ground.position.y = 0; ground.rotation.x = - Math.PI / 2; ground.receiveShadow = true; this.scene.add(ground);
当咱们建立灯光时,用了两个参数 castShadow 和 shadowCameraVisible。这将使咱们可以直观地看到光在哪里,理解构造的过程(和边界)的阴影。
你也可能会注意到,在添加光后,咱们增长了一个球形物体——为你准备的,以便直观地知道咱们的定向光源在什么位置。咱们用一个平面做为地面去接收阴影——咱们设置的receiveShadow
参数为true
。
咱们将在场景中添加额外的对象。我用一个方法来生成不一样颜色的部件。这个方法将从颜色列表中随机返回一个预约义的颜色。
var colors = [ 0xFF62B0, 0x9A03FE, 0x62D0FF, 0x48FB0D, 0xDFA800, 0xC27E3A, 0x990099, 0x9669FE, 0x23819C, 0x01F33E, 0xB6BA18, 0xFF800D, 0xB96F6F, 0x4A9586 ]; getRandColor: function() { return colors[Math.floor(Math.random() * colors.length)]; }
几何对象是用必要的数据(点、顶点、面等)来描述三维模型。咱们将建立平面的圆、立方体和圆柱体。Extrude Geometry是用来制做从路径凸出的形状。咱们要作个凸出的三角形:
// 添加圆形 var circle = new THREE.Mesh(new THREE.CircleGeometry(70, 50), new THREE.MeshLambertMaterial({ color: this.getRandColor() })); circle.rotation.x = - Math.PI / 2; circle.rotation.y = - Math.PI / 3; circle.rotation.z = Math.PI / 3; circle.position.x = -300; circle.position.y = 150; circle.position.z = -300; circle.castShadow = circle.receiveShadow = true; this.scene.add(circle); // 添加方块 var cube = new THREE.Mesh(new THREE.CubeGeometry(100, 100, 100), new THREE.MeshLambertMaterial({ color: this.getRandColor() })); cube.rotation.x = cube.rotation.z = Math.PI * 0.1; cube.position.x = -300; cube.position.y = 150; cube.position.z = -100; cube.castShadow = cube.receiveShadow = true; this.scene.add(cube); // 添加圆柱 var cube = new THREE.Mesh(new THREE.CylinderGeometry(60, 80, 90, 32), new THREE.MeshLambertMaterial({ color: this.getRandColor() })); cube.rotation.x = cube.rotation.z = Math.PI * 0.1; cube.position.x = -300; cube.position.y = 150; cube.position.z = 100; cube.castShadow = cube.receiveShadow = true; this.scene.add(cube); // 添加不规则的物体 var extrudeSettings = { amount: 10, steps: 10, bevelSegments: 10, bevelSize: 10, bevelThickness: 10 }; var triangleShape = new THREE.Shape(); triangleShape.moveTo( 0, -50 ); triangleShape.lineTo( -50, 50 ); triangleShape.lineTo( 50, 50 ); triangleShape.lineTo( 0, -50 ); var extrude = new THREE.Mesh(new THREE.ExtrudeGeometry(triangleShape, extrudeSettings), new THREE.MeshLambertMaterial({ color: this.getRandColor() })); extrude.rotation.y = Math.PI / 2; extrude.position.x = -300; extrude.position.y = 150; extrude.position.z = 300; extrude.castShadow = extrude.receiveShadow = true; this.scene.add(extrude);
几何体建好后,咱们能够建立一个在这个几何的基础上的网格。
接下来咱们将建立四个元素:二十面体、八面体、环,和用shapegeometry对象自定义的路径(形状):
// 二十面体
var icosahedron = new THREE.Mesh(new THREE.IcosahedronGeometry(70), new THREE.MeshLambertMaterial({ color: this.getRandColor() }));
icosahedron.position.x = -100;
icosahedron.position.y = 150;
icosahedron.position.z = -300;
icosahedron.castShadow = icosahedron.receiveShadow = true;
this.scene.add(icosahedron);
// 八面体 var octahedron = new THREE.Mesh(new THREE.OctahedronGeometry(70), new THREE.MeshLambertMaterial({ color: this.getRandColor() })); octahedron.position.x = -100; octahedron.position.y = 150; octahedron.position.z = -100; octahedron.castShadow = octahedron.receiveShadow = true; this.scene.add(octahedron); // 环 var ring = new THREE.Mesh(new THREE.RingGeometry(30, 70, 32), new THREE.MeshLambertMaterial({ color: this.getRandColor() })); ring.rotation.y = -Math.PI / 2; ring.position.x = -100; ring.position.y = 150; ring.position.z = 100; ring.castShadow = ring.receiveShadow = true; this.scene.add(ring); // 几何结构 var shapeG = new THREE.Mesh(new THREE.ShapeGeometry(triangleShape), new THREE.MeshLambertMaterial({ color: this.getRandColor() })); shapeG.rotation.y = -Math.PI / 2; shapeG.position.x = -100; shapeG.position.y = 150; shapeG.position.z = 300; shapeG.castShadow = shapeG.receiveShadow = true; this.scene.add(shapeG);
最后,咱们建立一个球体、四面体、圆环、圆环管:
// 球体 var sphere = new THREE.Mesh(new THREE.SphereGeometry(70, 32, 32), new THREE.MeshLambertMaterial({ color: this.getRandColor() })); sphere.rotation.y = -Math.PI / 2; sphere.position.x = 100; sphere.position.y = 150; sphere.position.z = -300; sphere.castShadow = sphere.receiveShadow = true; this.scene.add(sphere); // 四面体 var tetrahedron = new THREE.Mesh(new THREE.TetrahedronGeometry(70), new THREE.MeshLambertMaterial({ color: this.getRandColor() })); tetrahedron.position.x = 100; tetrahedron.position.y = 150; tetrahedron.position.z = -100; tetrahedron.castShadow = tetrahedron.receiveShadow = true; this.scene.add(tetrahedron); // 圆环 var torus = new THREE.Mesh(new THREE.TorusGeometry(70, 20, 16, 100), new THREE.MeshLambertMaterial({ color: this.getRandColor() })); torus.rotation.y = -Math.PI / 2; torus.position.x = 100; torus.position.y = 150; torus.position.z = 100; torus.castShadow = torus.receiveShadow = true; this.scene.add(torus); // 圆环管 var torusK = new THREE.Mesh(new THREE.TorusKnotGeometry(70, 20, 16, 100), new THREE.MeshLambertMaterial({ color: this.getRandColor() })); torusK.rotation.y = -Math.PI / 2; torusK.position.x = 100; torusK.position.y = 150; torusK.position.z = 300; torusK.castShadow = torusK.receiveShadow = true; this.scene.add(torusK); // 不规则的圆环结管 var points = []; for (var i = 0; i < 10; i++) { var randomX = -100 + Math.round(Math.random() * 200); var randomY = -100 + Math.round(Math.random() * 200); var randomZ = -100 + Math.round(Math.random() * 200); points.push(new THREE.Vector3(randomX, randomY, randomZ)); } var tube = new THREE.Mesh(new THREE.TubeGeometry(new THREE.SplineCurve3(points), 64, 20), new THREE.MeshLambertMaterial({ color: this.getRandColor() })); tube.rotation.y = -Math.PI / 2; tube.position.x = 0; tube.position.y = 500; tube.position.z = 0; tube.castShadow = tube.receiveShadow = true; this.scene.add(tube);
注意构造管过程,TubeGeometry 容许咱们经过一组点创建一个圆柱形物体。
为了顺利地将光,咱们只须要在update
方法里添加如下代码:
var timer = Date.now() * 0.000025; particleLight.position.x = Math.sin(timer * 5) * 300; particleLight.position.z = Math.cos(timer * 5) * 300;
未完待续~