three.js 04-06 之 MeshLambertMaterial 材质
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关于 three.js 库中的基础材质类型基本上就已经介绍完了。本篇开始介绍 three.js 库中提供的高级材质。例如比较常用的 MeshPhongMaterial 和 MeshLambertMaterial 两种材质。以及另一种最通用,但却最难用的 ShaderMaterial 材质,通过它,你可以创建自己的着色程序、定义材质以及物体如何显示等。
我们先来看看 MeshLambertMaterial 这种用于暗淡、不光亮表面的材质。这种材质会对光源产生反应。这种材质除了前面提到的 color、opacity、transparent、flatShading、blending、depthTest、depthWrite、wirreframe、wireframeLinewidth、wireframeLinecap、wireframeLinejoin、vertexColors 及 fog 等属性外,还有两个比较特殊的 ambient 及 emissive 属性,具体参考如下表所示描述:
<!DOCTYPE html><html><head> <title>示例 04.06 - MeshLambertMaterial</title><script src="../build/three.js"></script><script src="../build/js/controls/OrbitControls.js"></script><script src="../build/js/libs/stats.min.js"></script><script src="../build/js/libs/dat.gui.min.js"></script><script src="../jquery/jquery-3.2.1.min.js"></script> <style> body { /* 设置 margin 为 0,并且 overflow 为 hidden,来完成页面样式 */ margin: 0; overflow: hidden; }/* 统计对象的样式 */#Stats-output {position: absolute;left: 0px;top: 0px;} </style></head><body><!-- 用于 WebGL 输出的 Div --><div id="webgl-output"></div><!-- 用于统计 FPS 输出的 Div --><div id="stats-output"></div><!-- 运行 Three.js 示例的 Javascript 代码 --><script type="text/javascript">var scene;var camera;var render;var webglRender;var canvasRender;var controls;var stats;var guiParams;var ground;var cube;var sphere;var plane;var activeMesh;var meshMaterial;var ambientLight;var spotLight;var cameraHelper; $(function() {stats = initStats();scene = new THREE.Scene();webglRender = new THREE.WebGLRenderer( {antialias: true, alpha: true} ); // antialias 抗锯齿webglRender.setSize(window.innerWidth, window.innerHeight);webglRender.setClearColor(0xeeeeee, 1.0);webglRender.shadowMap.enabled = true; // 允许阴影投射render = webglRender;camera = new THREE.PerspectiveCamera(45, window.innerWidth / window.innerHeight, 30, 1000); // 2147483647camera.position.set(-45.5, 68.2, 90.9);var target = new THREE.Vector3(0, 0 , 0);controls = new THREE.OrbitControls(camera, render.domElement);controls.target = target;camera.lookAt(target);$('#webgl-output')[0].appendChild(render.domElement);window.addEventListener('resize', onWindowResize, false);ambientLight = new THREE.AmbientLight(0x0c0c0c);scene.add(ambientLight);spotLight = new THREE.SpotLight(0xffffff); spotLight.position.set(-30, 60, 60); spotLight.castShadow = true; scene.add(spotLight);cameraHelper = new THREE.CameraHelper(spotLight.shadow.camera);scene.add(cameraHelper);// 加入一个平面var groundGeometry = new THREE.PlaneGeometry(100, 100, 4, 4);var groundMaterial = new THREE.MeshBasicMaterial({color: 0x777777});ground = new THREE.Mesh(groundGeometry, groundMaterial);ground.rotation.set(-0.5 * Math.PI, 0, 0); // 沿着 X轴旋转-90°scene.add(ground);// 定义 cube, sphere, plane var cubeGeometry = new THREE.BoxGeometry(15, 15, 15);var sphereGeometry = new THREE.SphereGeometry(14, 20, 20); var planeGeometry = new THREE.PlaneGeometry(14, 14, 4, 4);// 材质 meshMaterial = new THREE.MeshLambertMaterial({color: 0x7777ff, transparent: true, opacity: 0.5}); cube = new THREE.Mesh(cubeGeometry, meshMaterial); sphere = new THREE.Mesh(sphereGeometry, meshMaterial); plane = new THREE.Mesh(planeGeometry, meshMaterial);cube.castShadow = true;sphere.castShadow = true;plane.castShadow = true; cube.position.set(0, 12, 0); sphere.position.set(0, 14, 0); plane.position.set(0, 12, 0);/** 用来保存那些需要修改的变量 */guiParams = new function() {this.rotationSpeed = 0.02;this.opacity = meshMaterial.opacity;this.transparent = meshMaterial.transparent;this.visible = meshMaterial.visible;this.ambient = '#ff0000';this.emissive = '#c31111';this.side = 'front';this.color = '#7777ff';this.selectedMesh = 'cube';this.spotLight = true;this.addMesh = function(e) {scene.remove(activeMesh);switch (e) {case "cube":activeMesh = cube;break;case "sphere":activeMesh = sphere;break;case "plane":activeMesh = plane;break;}scene.add(activeMesh);};this.updateMaterial = function() {meshMaterial.opacity = this.opacity;meshMaterial.transparent = this.transparent;meshMaterial.visible = this.visible;meshMaterial.ambient = new THREE.Color(this.ambient);meshMaterial.emissive = new THREE.Color(this.emissive);meshMaterial.color = new THREE.Color(this.color);switch (this.side) {case "front":meshMaterial.side = THREE.FrontSide;break;case "back":meshMaterial.side = THREE.BackSide;break;case "double":meshMaterial.side = THREE.DoubleSide;break;}meshMaterial.needsUpdate = true;}}/** 定义 dat.GUI 对象,并绑定 guiParams 的几个属性 */var gui = new dat.GUI();var folder = gui.addFolder('Mesh');folder.open();folder.add(guiParams, 'opacity', 0.1, 1.0).onChange(function(e) {guiParams.updateMaterial();});folder.add(guiParams, 'transparent').onChange(function(e) {guiParams.updateMaterial();});folder.addColor(guiParams, 'ambient').onChange(function(e) {guiParams.updateMaterial();});folder.addColor(guiParams, 'emissive').onChange(function(e) {guiParams.updateMaterial();});folder.add(guiParams, 'visible').onChange(function(e) {guiParams.updateMaterial();});folder.add(guiParams, 'side', ['front', 'back', 'double']).onChange(function(e) {console.log(e); guiParams.updateMaterial();});folder.addColor(guiParams, 'color').onChange(function(e) {guiParams.updateMaterial();});folder.add(guiParams, 'selectedMesh', ['cube', 'sphere', 'plane']).onChange(function(e) {guiParams.addMesh(e);});gui.add(guiParams, 'spotLight').onChange(function(e) {scene.remove(spotLight);scene.remove(cameraHelper);if (e) {scene.add(spotLight);scene.add(cameraHelper);}});guiParams.updateMaterial();guiParams.addMesh(guiParams.selectedMesh);renderScene(); });/** 渲染场景 */function renderScene() {stats.update();rotateMesh(); // 旋转物体requestAnimationFrame(renderScene);render.render(scene, camera);}/** 初始化 stats 统计对象 */function initStats() {stats = new Stats();stats.setMode(0); // 0 为监测 FPS;1 为监测渲染时间$('#stats-output').append(stats.domElement);return stats;}/** 当浏览器窗口大小变化时触发 */function onWindowResize() {camera.aspect = window.innerWidth / window.innerHeight;camera.updateProjectionMatrix();render.setSize(window.innerWidth, window.innerHeight);}/** 旋转物体 */function rotateMesh() {scene.traverse(function(mesh) {if (mesh instanceof THREE.Mesh && mesh != ground) {//mesh.rotation.x += guiParams.rotationSpeed;mesh.rotation.y += guiParams.rotationSpeed;//mesh.rotation.z += guiParams.rotationSpeed;}});}</script></body></html>对于初学者来说,由于其中 ambient、emissive 及 color 三个属性在试验时不太好理解。基于此,结合本示例,特给出几种引导方法。一、对于 color 属性,可以尝试通过右上角菜单 spotLight 开关开启并关闭聚光灯,再通过调整 color 属性以观察改变 color 属性时的不同反应;二、在关掉 spotLight 的情况下,再去改变 color 属性几乎看不出任何效果。但此时调整 emissive 属性效果明显;三、在开启 spotLight 的情况下,再去改变 color 属性,可以看出对光源产生的反应明显。此时再去调整 emissive 属性效果也比较明显;四、无论哪种情况下,调整 ambient 属性,效果都不易察觉。
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