我正在尝试使用 Babylonjs 正确处理阴影。没有任何喜悦:p
这是我发现的阴影资源
但我在“元素上的元素”阴影上找不到任何东西。:(
这是我的尝试:我的资料大致基于Babylonjs wiki:17-Shadows
我有 2 个灯和 3 个对象,我在球体后面有一个阴影,但随后我在球体的正面也得到了一个伪影。
► 实时代码:jsfiddle.net/codemeasandwich/z64Ba
感谢您的帮助,因为我已经为此苦苦挣扎了一段时间。
function createSceneTuto(engine) {
var scene = new BABYLON.Scene(engine);
//freeCamera is a FPS like camera where you control the camera with the cursors keys and the mouse
//touchCamera is a camera controlled with touch events (it requireshand.jsto work)
//arcRotateCamera is a camera that rotates around a given pivot. It can be controlled with the mouse or touch events (and it also requires hand.js to work)
// ArcRotateCamera >> Camera turning around a 3D point (here Vector zero)
// Parameters : name, alpha, beta, radius, target, scene
var camera = new BABYLON.ArcRotateCamera("Camera", 0, 0, 90, BABYLON.Vector3.Zero(), scene);
camera.setPosition(new BABYLON.Vector3(30, 30, 30));
// pointLight (like the sun for instance) which emits lights in every direction from a specific position
// directionalLight which emits lights from the infinite towards a specific direction
var light = new BABYLON.DirectionalLight("Dir0", new BABYLON.Vector3( -1,0, 0), scene);
var light0 = new BABYLON.PointLight("Omni0", new BABYLON.Vector3(1, 10, 100), scene);
light0.diffuse = new BABYLON.Color3( 0,1, 0);
light0.specular = new BABYLON.Color3(1, 1, 1);
var box = BABYLON.Mesh.CreateBox("Box", 3, scene);
var torus = BABYLON.Mesh.CreateTorus("torus", 5, 1, 20, scene);
// var plan = BABYLON.Mesh.CreatePlane("Plane", 50.0, scene);
// plan.position.z = -40
var sphere = BABYLON.Mesh.CreateSphere("Sphere", 15, 20, scene);
// Shadows
var shadowGenerator = new BABYLON.ShadowGenerator(1024, light);
var shadowGenerator0 = new BABYLON.ShadowGenerator(1024, light0);
shadowGenerator.getShadowMap().renderList.push(box);
shadowGenerator.getShadowMap().renderList.push(torus);
shadowGenerator.getShadowMap().renderList.push(sphere);
shadowGenerator0.getShadowMap().renderList.push(box);
shadowGenerator0.getShadowMap().renderList.push(torus);
shadowGenerator0.getShadowMap().renderList.push(sphere);
box.receiveShadows = true;
torus.receiveShadows = true;
sphere.receiveShadows = true;
var alphaTorus = 0, alphaBox =0;
scene.registerBeforeRender(function () {
torus.rotation.x += 0.02;
torus.position = new BABYLON.Vector3(Math.cos(alphaTorus) * 15, 0, Math.sin(alphaTorus) * 15);
alphaTorus += 0.003;
box.position = new BABYLON.Vector3(Math.cos(alphaBox) * 15, 0, Math.sin(alphaBox) * 15);
alphaBox += 0.01;
});
return scene;
}
►以上灯为定向灯
var light = new BABYLON.DirectionalLight("Dir0", new BABYLON.Vector3( -1,0, 0), scene);
light.position = new BABYLON.Vector3(0, 0, 20);
light.intensity = 0.5;
var light0 = new BABYLON.DirectionalLight("Omni0", new BABYLON.Vector3(0,0,-1), scene);
light0.position = new BABYLON.Vector3(25, 0, 0);
light.intensity = 0.5;