37 Three.js高级材质THREE.MeshPhongMaterial
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前言
快乐度过了愉快了国庆,感觉自己浪费了很多时间,但是却感觉很值。然后再看一下钱包,发现激发了很大的学习的热情。我的笔记会一直更新,也希望自己的笔记能够帮助更多的人。
简介
通过THREE.MeshPhongMaterial,可以创建一种光亮的材质。与MeshLambertMaterial中使用的Lambertian模型不同, 它可以模拟具有镜面高光的光泽表面(如上漆木材)。
相关属性
简单使用
首先实例化一个THREE.MeshPhongMaterial的实例化对象
var sphereMaterial = new THREE.MeshPhongMaterial({color:0xeeeeee});
然后赋值颜色给网格,并将模型添加到场景当中即可
var sphereGeometry = new THREE.SphereGeometry(10,30,30); var sphere = new THREE.Mesh(sphereGeometry,sphereMaterial); scene.add(sphere);
使用案例
图片截取的质量有问题,但是我们能清楚的看到和MeshLambertMaterial材质的区别,这种材质能够更明显的表现高亮材质的效果。
球体就有高光的亮点,平面模型上面都有高光发光位置。
<!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 = { }; 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) } var ambientLight,directionalLight; function initLight() { ambientLight = new THREE.AmbientLight("#111111"); scene.add(ambientLight); spotLight = new THREE.PointLight("#ffffff"); spotLight.position.set(15, 30, 10); //告诉平行光需要开启阴影投射 spotLight.castShadow = true; scene.add(spotLight); } 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.MeshPhongMaterial({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.MeshPhongMaterial({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.MeshPhongMaterial({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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