egret-docs-master/Engine3D/Egret3DLights/point
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README.md fist commit 2024-06-19 13:32:32 +08:00

README.md

点光源

  • 演示准备

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();
    }
}  


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

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;

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;

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;

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;