我写了下面的代码,以便在飞机上获得斯坦福龙的影子。但我没有得到它。我已经通过对象和平面启用阴影来接收阴影。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>
请帮助我找出我做错了什么。我对JavaScript也比较陌生。 我想在上面的信息中添加的另一件事是它只适用于firefox而不是chrome。 提前致谢。