是时候开始我们致力于WebGL的新系列文章。这是我们的第一节课,我们主要做些的基本功能:创建一个场景,相机,渲染器,控制器(OrbitControls)。我们也将创建简单的定向光,加上一些对象(不同的几何形状)的阴影。为了使事情更快,我们决定采取一个最流行的WebGL框架——three.js
。为什么使用three.js? 事实上,它是开源的JavaScript框架,它也是增长最迅速的和讨论很热烈的引擎 。在这里,已经准备了很多会用到的东西,从基本的点和向量,到做准备工作的场景、着色器,甚至立体效果。
HTML
我们可以省略这一步,但是,通常,我们在每一节课都会做。这是我们这节课的HTML结构:
<!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> // 我们待会要写的内容
</body>
</html>
在这段代码中,我们引入了所有今天要用到的库。
Javascript
我希望你已经见过我们的demo和想象组成它的基本元素,我们将一步一步解释每个部分的创建。
主体
我们的场景看起来像这样:
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 建应用的常用结构。几乎所有的东西都将在init
方法里创建。
场景创建、相机和渲染
它们是我们场景的主要元素,接下来的代码将创建一个空场景,包含一个前景相机和可用的阴影映射渲染:
// 创建主要场景
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);
我们将相机把相机放在45度角,设为全屏幕大小,WebGLRenderer设为白色,再把我们的场景添加到HTML文档中,而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。
OrbitControls 和 Stats
为了能够在某种程度上控制相机的 —— three.js 给我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
将有助于我们看到场景的统计(FPS)。
// 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 );
因此,我们准备好了四个元素。
光和场地的创作
光是一个场景中的重要元素,在我们的第一个教程,我们将创建最简单的定向光线,因为我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);
当我们创建灯光时,用了两个参数 castShadow 和 shadowCameraVisible。这将使我们能够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,我们增加了一个球形物体——为你准备的,以便直观地知道我们的定向光源在什么位置。我们用一个平面作为地面去接收阴影——我们设置的receiveShadow
参数为true
。
颜色
我们将在场景中添加额外的对象。我用一个方法来生成不同颜色的部件。这个方法将从颜色列表中随机返回一个预定义的颜色。
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)];
}
CircleGeometry 、 CubeGeometry、CylinderGeometry 和 ExtrudeGeometry
几何对象是用必要的数据(点、顶点、面等)来描述三维模型。我们将创建平面的圆、立方体和圆柱体。Extrude Geometry是用来制作从路径凸出的形状。我们要做个凸出的三角形:
// 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,我们可以创建一个在这个几何的基础上的网格。
IcosahedronGeometry 、 OctahedronGeometry 、 RingGeometry 和 ShapeGeometry
接下来我们将创建四个元素: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);
SphereGeometry 、 TetrahedronGeometry 、 TorusGeometry、 TorusKnotGeometry 和 TubeGeometry
最后,我们创建一个球体、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 允许我们通过一组点建立一个圆柱形物体。
光的平滑运动
为了顺利地将光,我们只需要在update
方法里添加以下代码:
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~