36 Three.js高级材质THREE.MeshLambertMaterial

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简介

  • 这种材质可以用来创建暗淡的并不光亮的表面。
  • 无光泽表面的材质,无镜面高光。
  • 这可以很好地模拟一些表面(如未经处理的木材或石头),但不能用镜面高光(如上漆木材)模拟光泽表面。
  • 该材质非常易用,而且会对场景中的光源产生反应。
  • 可以配置的前面的提高的属性:color、opacity、shading、blending、depthTest、depthWrite、wireframe、wireframeLinewidth、wireframeLinecap、wireframeLineJoin、vertexColors和fog。

相关属性

名称 描述 ambient(环境色) 这是材质的环境色。它跟上一章讲过的环境光源一起使用。这个颜色会与环境光提供的颜色相乘。默认值为白色。 emissive(发射的) 这是该材质的发射的颜色。它其实并不像一个光源,只是一种纯粹的、不受其它光照影响的颜色。默认值为黑色 wrapAround 如果这个属性设置为true,则启动半lambert光照技术。有了它,光下降得更微妙。如果网格有粗糙、黑暗的地区,启用此属性阴影将变得柔和并且分不更加均匀 wrapRGB 当wrapAround属性设置为true时,可以使用THREE.Vector3来控制光下降得速度

简单使用

直接实例化一个THREE.MeshLambertMaterial的对象

var cubeMaterial = new THREE.MeshLambertMaterial({color: 0x00ffff});//实例化一个蓝色的材质

然后将材质给模型使用

//立方体        var cubeGeometry = new THREE.CubeGeometry(10,10,10);        var cube = new THREE.Mesh(cubeGeometry, cubeMaterial);

案例

这里写图片描述
此场景中创建了两个模型,都是使用的THREE.MeshLambertMaterial材质,详细代码:

<!DOCTYPE html><html lang="en"><head>    <meta charset="UTF-8">    <title>Title</title>    <style type="text/css">        html, body {            margin: 0;            height: 100%;        }        canvas {            display: block;        }    </style></head><body onload="draw();"></body><script src="https://johnson2heng.github.io/three.js-demo/lib/three.js"></script><script src="https://johnson2heng.github.io/three.js-demo/lib/js/controls/OrbitControls.js"></script><script src="https://johnson2heng.github.io/three.js-demo/lib/js/libs/stats.min.js"></script><script src="https://johnson2heng.github.io/three.js-demo/lib/js/libs/dat.gui.min.js"></script><script>    var renderer;    function initRender() {        renderer = new THREE.WebGLRenderer({antialias: true});        renderer.setSize(window.innerWidth, window.innerHeight);        //告诉渲染器需要阴影效果        renderer.shadowMap.enabled = true;        renderer.shadowMap.type = THREE.PCFSoftShadowMap; // 默认的是,没有设置的这个清晰 THREE.PCFShadowMap        document.body.appendChild(renderer.domElement);    }    var camera;    function initCamera() {        camera = new THREE.PerspectiveCamera(45, window.innerWidth / window.innerHeight, 0.1, 1000);        camera.position.set(0, 40, 100);        camera.lookAt(new THREE.Vector3(0, 0, 0));    }    var scene;    function initScene() {        scene = new THREE.Scene();    }    //初始化dat.GUI简化试验流程    var gui;    function initGui() {        //声明一个保存需求修改的相关数据的对象        gui = {            directionalLight:"#ffffff", //点光源            directionalLightIntensity:1, //灯光强度            visible:true, //是否可见            castShadow:true,            exponent:30,            target:"plane",            debug:false,            groundColor:"#00ff00",            skyColor:"#0000ff",            hemiLightIntensity:0.3        };        var datGui = new dat.GUI();        //将设置属性添加到gui当中,gui.add(对象,属性,最小值,最大值)        datGui.addColor(gui,"skyColor").onChange(function (e) {            hemiLight.color = new THREE.Color(e);        });        datGui.addColor(gui,"groundColor").onChange(function (e) {            hemiLight.groundColor = new THREE.Color(e);        });        datGui.add(gui,"hemiLightIntensity",0,1).onChange(function (e) {            hemiLight.intensity = e;        });        datGui.addColor(gui,"directionalLight").onChange(function (e) {            directionalLight.color = new THREE.Color(e);        });        datGui.add(gui,"directionalLightIntensity",0,5).onChange(function (e) {            directionalLight.intensity = e;        });        datGui.add(gui,"visible").onChange(function (e) {            directionalLight.visible = e;        });        datGui.add(gui,"castShadow").onChange(function (e) {            directionalLight.castShadow = e;        });        datGui.add(gui,"debug").onChange(function (e) {            if(e){                var debug = new THREE.CameraHelper(directionalLight.shadow.camera);                debug.name = "debug";                scene.add(debug);            }            else{                var debug = scene.getObjectByName("debug");                scene.remove(debug);            }        });    }    var hemiLight,ambientLight,directionalLight;    function initLight() {        ambientLight = new THREE.AmbientLight("#111111");        scene.add(ambientLight);        directionalLight = new THREE.DirectionalLight("#ffffff");        directionalLight.position.set(-40, 60, -10);        directionalLight.shadow.camera.near = 20; //产生阴影的最近距离        directionalLight.shadow.camera.far = 200; //产生阴影的最远距离        directionalLight.shadow.camera.left = -50; //产生阴影距离位置的最左边位置        directionalLight.shadow.camera.right = 50; //最右边        directionalLight.shadow.camera.top = 50; //最上边        directionalLight.shadow.camera.bottom = -50; //最下面        //这两个值决定使用多少像素生成阴影 默认512        directionalLight.shadow.mapSize.height = 1024;        directionalLight.shadow.mapSize.width = 1024;        //告诉平行光需要开启阴影投射        directionalLight.castShadow = true;        scene.add(directionalLight);    }    var cube,plane;    function initModel() {        //辅助工具        var helper = new THREE.AxisHelper(10);        scene.add(helper);        //球体        var sphereGeometry = new THREE.SphereGeometry(10,30,30);        var sphereMaterial = new THREE.MeshLambertMaterial({color:0xeeeeee});        var sphere = new THREE.Mesh(sphereGeometry,sphereMaterial);        sphere.position.set(-20,20,0);        sphere.castShadow = true;        scene.add(sphere);        //立方体        var cubeGeometry = new THREE.CubeGeometry(10,10,10);        var cubeMaterial = new THREE.MeshLambertMaterial({color: 0x00ffff});        cube = new THREE.Mesh(cubeGeometry, cubeMaterial);        cube.position.x = 30;        cube.position.y = 5;        cube.position.z = -5;        //告诉立方体需要投射阴影        cube.castShadow = true;        scene.add(cube);        //底部平面        var planeGeometry = new THREE.PlaneGeometry(5000, 5000, 20, 20);        var planeMaterial = new THREE.MeshLambertMaterial({color: 0xaaaaaa});        plane = new THREE.Mesh(planeGeometry, planeMaterial);        plane.rotation.x = -0.5 * Math.PI;        plane.position.y = -0;        //告诉底部平面需要接收阴影        plane.receiveShadow = true;        scene.add(plane);    }    //初始化性能插件    var stats;    function initStats() {        stats = new Stats();        document.body.appendChild(stats.dom);    }    //用户交互插件 鼠标左键按住旋转,右键按住平移,滚轮缩放    var controls;    function initControls() {        controls = new THREE.OrbitControls(camera, renderer.domElement);        // 如果使用animate方法时,将此函数删除        //controls.addEventListener( 'change', render );        // 使动画循环使用时阻尼或自转 意思是否有惯性        controls.enableDamping = true;        //动态阻尼系数 就是鼠标拖拽旋转灵敏度        //controls.dampingFactor = 0.25;        //是否可以缩放        controls.enableZoom = true;        //是否自动旋转        controls.autoRotate = false;        //设置相机距离原点的最远距离        controls.minDistance = 50;        //设置相机距离原点的最远距离        controls.maxDistance = 200;        //是否开启右键拖拽        controls.enablePan = true;    }    function render() {        renderer.render(scene, camera);    }    //窗口变动触发的函数    function onWindowResize() {        camera.aspect = window.innerWidth / window.innerHeight;        camera.updateProjectionMatrix();        render();        renderer.setSize(window.innerWidth, window.innerHeight);    }    function animate() {        //更新控制器        render();        //更新性能插件        stats.update();        controls.update();        requestAnimationFrame(animate);    }    function draw() {        initGui();        initRender();        initScene();        initCamera();        initLight();        initModel();        initControls();        initStats();        animate();        window.onresize = onWindowResize;    }</script></html>
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