egret-docs-master/Engine3D/Egret3DLights/point/README.md

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2024-06-19 13:32:32 +08:00
点光源
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* 演示准备
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创建一个演示场景:
class Main {
protected _egret3DCanvas: egret3d.Egret3DCanvas;
protected view1: egret3d.View3D;
protected cameraCtl: egret3d.LookAtController;
public constructor() {
///创建3DCanvas
this._egret3DCanvas = new egret3d.Egret3DCanvas();
this._egret3DCanvas.x = 0;
this._egret3DCanvas.y = 0;
this._egret3DCanvas.width = window.innerWidth;
this._egret3DCanvas.height = window.innerHeight;
this._egret3DCanvas.start();
///创建View3D
this.view1 = new egret3d.View3D(0, 0, window.innerWidth, window.innerHeight);
this.view1.camera3D.lookAt(new egret3d.Vector3D(0, 100, -100), new egret3d.Vector3D(0, 0, 0));
this.view1.backColor = 0xff888888;
this._egret3DCanvas.addView3D(this.view1);
///创建相机控制器
this.cameraCtl = new egret3d.LookAtController(this.view1.camera3D, new egret3d.Object3D());
this.cameraCtl.distance = 150;
this.cameraCtl.rotationX = 60;
///启动3DCanvas注册每帧更新事件
this._egret3DCanvas.start();
this._egret3DCanvas.addEventListener(egret3d.Event3D.ENTER_FRAME, this.update, this);
///创建立方体,放置于场景内(0,0,0)位置
var mat_cube: egret3d.TextureMaterial = new egret3d.TextureMaterial();
var geometery_Cube: egret3d.CubeGeometry = new egret3d.CubeGeometry();
var cube = new egret3d.Mesh(geometery_Cube, mat_cube);
this.view1.addChild3D(cube);
///创建面片,放置于场景内(0,0,0)位置
var mat_Plane: egret3d.TextureMaterial = new egret3d.TextureMaterial();
var geometery_Plane: egret3d.PlaneGeometry = new egret3d.PlaneGeometry();
var plane = new egret3d.Mesh(geometery_Plane, mat_Plane);
this.view1.addChild3D(plane);
}
public update(e: egret3d.Event3D) {
///更新控制器
this.cameraCtl.update();
}
}
![](Img_1.png)
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1什么是点光源
点光源是理想化为质点点光源。点光源是抽象化了的物理概念,点光源在现实中也是不存在的,指的是从一个点向周围空间均匀发光的光源,类似蜡烛的光照效果。
2点光源的模型如图
![](Img_5.jpg)
3) 给演示场景添加一个点光源:
///创建一个灯光组,该灯光组将管理场景内的灯光资源
var lights: egret3d.LightGroup = new egret3d.LightGroup();
///创建一个点光源
var pointLight: egret3d.PointLight = new egret3d.PointLight();
///设置点光源高度为100
pointLight.y = 100;
///灯光漫反射颜色是红色,默认为白色
pointLight.diffuse = 0xff0000;
///写入组
lights.addLight(pointLight);
///设置灯效组。
cube.material.lightGroup = lights;
plane.material.lightGroup = lights;
![](Img_6.png)
还可以修改点光源的半径,如下所示:
///创建一个灯光组,该灯光组将管理场景内的灯光资源
var lights: egret3d.LightGroup = new egret3d.LightGroup();
///创建一个点光源
var pointLight: egret3d.PointLight = new egret3d.PointLight();
///设置点光源高度为100
pointLight.y = 100;
///灯光漫反射颜色是红色,默认为白色
pointLight.diffuse = 0xff0000;
///设置点光源半径默认点光源半径为100这里我们扩大一倍。
pointLight.radius = 200;
///写入组
lights.addLight(pointLight);
///设置灯效组。
cube.material.lightGroup = lights;
plane.material.lightGroup = lights;
![](Img_7.png)
还可以修改点光源的衰减度,如下所示:
///创建一个灯光组,该灯光组将管理场景内的灯光资源
var lights: egret3d.LightGroup = new egret3d.LightGroup();
///创建一个点光源
var pointLight: egret3d.PointLight = new egret3d.PointLight();
///设置点光源高度为100
pointLight.y = 100;
///灯光漫反射颜色是红色,默认为白色
pointLight.diffuse = 0xff0000;
///设置点光源半径默认点光源半径为100这里我们扩大2倍。
pointLight.radius = 300
///设置点光源衰减值默认值0.01这里设置为0.5。
pointLight.cutoff = 0.5;
///写入组
lights.addLight(pointLight);
///设置灯效组。
cube.material.lightGroup = lights;
plane.material.lightGroup = lights;
![](Img_8.png)
还可以修改灯光的背光颜色,如下所示:
///创建一个灯光组,该灯光组将管理场景内的灯光资源
var lights: egret3d.LightGroup = new egret3d.LightGroup();
///创建一个点光源
var pointLight: egret3d.PointLight = new egret3d.PointLight();
///设置点光源高度为100
pointLight.y = 100;
///灯光漫反射颜色是红色,默认为白色
pointLight.diffuse = 0xff0000;
///灯光背光颜色是灰色,默认为黑色
pointLight.ambient = 0x505050;
///设置点光源半径默认点光源半径为100这里我们扩大2倍。
pointLight.radius = 300
///设置点光源衰减值默认值0.01这里设置为0.5。
pointLight.cutoff = 0.5;
///写入组
lights.addLight(pointLight);
///设置灯效组。
cube.material.lightGroup = lights;
plane.material.lightGroup = lights;
![](Img_9.png)