24-THREE.JS 镜面高光材质
<!DOCTYPE html> <html> <head>
<title>Example 04.07 - Mesh Phong material</title>
<script src="https://cdn.bootcss.com/three.js/r67/three.js"></script>
<script src="https://cdn.bootcss.com/stats.js/r10/Stats.min.js"></script>
<script type="text/javascript" src="https://cdn.bootcss.com/dat-gui/0.7.3/dat.gui.js"></script>
<script type="text/javascript" src="../libs/CanvasRenderer.js"></script>
<script type="text/javascript" src="../libs/Projector.js"></script> <style>
body {
margin: 0;
overflow: hidden;
}
</style>
</head>
<body> <div id="Stats-output">
</div>
<div id="WebGL-output">
</div>
<script type="text/javascript"> // 初始化
function init() { var stats = initStats(); // 场景
var scene = new THREE.Scene(); // 创建一个相机
var camera = new THREE.PerspectiveCamera(45, window.innerWidth / window.innerHeight, 0.1, 1000); // 创建一个渲染器
var renderer;
var webGLRenderer = new THREE.WebGLRenderer();
webGLRenderer.setClearColor(new THREE.Color(0xEEEEEE, 1.0));
webGLRenderer.setSize(window.innerWidth, window.innerHeight);
webGLRenderer.shadowMapEnabled = true; var canvasRenderer = new THREE.CanvasRenderer();
canvasRenderer.setSize(window.innerWidth, window.innerHeight);
renderer = webGLRenderer; var groundGeom = new THREE.PlaneGeometry(100, 100, 4, 4);
var groundMesh = new THREE.Mesh(groundGeom, new THREE.MeshBasicMaterial({color: 0x555555}));
groundMesh.rotation.x = -Math.PI / 2;
groundMesh.position.y = -20;
scene.add(groundMesh); var sphereGeometry = new THREE.SphereGeometry(14, 20, 20);
var cubeGeometry = new THREE.BoxGeometry(15, 15, 15);
var planeGeometry = new THREE.PlaneGeometry(14, 14, 4, 4); var meshMaterial = new THREE.MeshPhongMaterial({color: 0x7777ff});
var sphere = new THREE.Mesh(sphereGeometry, meshMaterial);
var cube = new THREE.Mesh(cubeGeometry, meshMaterial);
var plane = new THREE.Mesh(planeGeometry, meshMaterial); sphere.position.x = 0;
sphere.position.y = 3;
sphere.position.z = 2; cube.position = sphere.position;
plane.position = sphere.position; // 把正方体添加到场景中去
scene.add(cube); // 设置相机的坐标
camera.position.x = -20;
camera.position.y = 30;
camera.position.z = 40;
camera.lookAt(new THREE.Vector3(10, 0, 0)); // add subtle ambient lighting
// var ambientLight = new THREE.AmbientLight(0x0c0c0c);
// scene.add(ambientLight); // 添加聚光灯
var spotLight = new THREE.SpotLight(0xffffff);
spotLight.position.set(-0, 30, 60);
spotLight.castShadow = true;
spotLight.intensity = 0.6;
scene.add(spotLight); // 把渲染后的结果放到DOM元素中去
document.getElementById("WebGL-output").appendChild(renderer.domElement); var step = 0; var controls = new function () {
this.rotationSpeed = 0.02;
this.bouncingSpeed = 0.03; this.opacity = meshMaterial.opacity;
this.transparent = meshMaterial.transparent;
this.overdraw = meshMaterial.overdraw;
this.visible = meshMaterial.visible;
this.emissive = meshMaterial.emissive.getHex();
this.ambient = meshMaterial.ambient.getHex();
this.specular = meshMaterial.specular.getHex();
this.shininess = meshMaterial.shininess;
this.side = "front"; this.color = meshMaterial.color.getStyle(); this.metal = false;
this.wrapAround = false;
this.wrapR = 1;
this.wrapG = 1;
this.wrapB = 1; this.selectedMesh = "cube"; }; var gui = new dat.GUI(); var spGui = gui.addFolder("Mesh");
spGui.add(controls, 'opacity', 0, 1).onChange(function (e) {
meshMaterial.opacity = e
});
spGui.add(controls, 'transparent').onChange(function (e) {
meshMaterial.transparent = e
});
spGui.add(controls, 'visible').onChange(function (e) {
meshMaterial.visible = e
});
spGui.addColor(controls, 'ambient').onChange(function (e) {
meshMaterial.ambient = new THREE.Color(e)
});
spGui.addColor(controls, 'emissive').onChange(function (e) {
meshMaterial.emissive = new THREE.Color(e)
});
spGui.addColor(controls, 'specular').onChange(function (e) {
meshMaterial.specular = new THREE.Color(e)
});
spGui.add(controls, 'shininess', 0, 200).onChange(function (e) {
meshMaterial.shininess = e
});
spGui.add(controls, 'side', ["front", "back", "double"]).onChange(function (e) {
console.log(e);
switch (e) {
case "front":
meshMaterial.side = THREE.FrontSide;
break;
case "back":
meshMaterial.side = THREE.BackSide;
break;
case "double":
meshMaterial.side = THREE.DoubleSide;
break;
}
meshMaterial.needsUpdate = true;
console.log(meshMaterial);
});
spGui.addColor(controls, 'color').onChange(function (e) {
meshMaterial.color.setStyle(e)
});
spGui.add(controls, 'selectedMesh', ["cube", "sphere", "plane"]).onChange(function (e) { scene.remove(plane);
scene.remove(cube);
scene.remove(sphere); switch (e) {
case "cube":
scene.add(cube);
break;
case "sphere":
scene.add(sphere);
break;
case "plane":
scene.add(plane);
break; } scene.add(e);
}); spGui.add(controls, 'metal').onChange(function (e) { meshMaterial.metal = e;
meshMaterial.needsUpdate = true;
}); spGui.add(controls, 'wrapAround').onChange(function (e) { meshMaterial.wrapAround = e;
meshMaterial.needsUpdate = true;
}); spGui.add(controls, 'wrapR', 0, 1).step(0.01).onChange(function (e) {
meshMaterial.wrapRGB.x = e;
}); spGui.add(controls, 'wrapG', 0, 1).step(0.01).onChange(function (e) {
meshMaterial.wrapRGB.y = e;
}); spGui.add(controls, 'wrapB', 0, 1).step(0.01).onChange(function (e) {
meshMaterial.wrapRGB.z = e; }); render(); function render() {
stats.update(); cube.rotation.y = step += 0.01;
plane.rotation.y = step;
sphere.rotation.y = step;
requestAnimationFrame(render);
renderer.render(scene, camera);
} function initStats() { var stats = new Stats(); stats.setMode(0); // 0: fps, 1: ms
stats.domElement.style.position = 'absolute';
stats.domElement.style.left = '0px';
stats.domElement.style.top = '0px'; document.getElementById("Stats-output").appendChild(stats.domElement); return stats;
}
}
window.onload = init;
</script>
</body>
</html>
24-THREE.JS 镜面高光材质的更多相关文章
- Vertex中实现每顶点光照的镜面高光效果
1,基础知识讲解 一个物体在自然界会收到三种光的影响,周围的环境光.漫反射和镜面反射.那么对于计算机要想模拟现实中的光照,就应该也会实现这三种基本光照->环境光.漫反射.镜面高光.对于这三种光照 ...
- three.js 着色器材质之glsl内置函数
郭先生发现在开始学习three.js着色器材质时,我们经常会无从下手,辛苦写下的着色器,也会因莫名的报错而手足无措.原因是着色器材质它涉及到另一种语言–GLSL,只有懂了这个语言,我们才能更好的写出着 ...
- 第24篇 js小知识和“坑”
前面说了说了js的相关知识,基本上除了语法外,把项目常用的知识做了一个梳理,现在说下js的其它方面的知识,这些知识不成体系,属于不理解对于一般开发没什么太多影响,但如果理解清楚,可以更好去开发. js ...
- 2019.4.24(js)
1. 取得正数和负数的绝对值 Math.abs(7.25) Math.abs(-7.25) 2.利用JS刷新页面方法 https://www.cnblogs.com/Chen-XiaoJun/p/62 ...
- 2017年12月24日 JS跟Jquery基础
js基础 alert();confirm(); 基础语法:与C#一致数据类型及类型转换var (string,decimal)parseInt()parseFloat();isNaN(); 运算符:数 ...
- 24.Node.js Stream(流)
转自:http://www.runoob.com/nodejs/nodejs-stream.html Stream 是一个抽象接口,Node 中有很多对象实现了这个接口.例如,对http 服务器发起请 ...
- 24. [Ext JS 4] 实战之Load Mask(加载遮罩)的显示与隐藏
转自:https://blog.csdn.net/oscar999/article/details/27176791
- Three.js基础探寻七——Lamber材质与Phong材质
材质(Material)是独立于物体顶点信息之外的与渲染效果相关的属性.通过设置材质可以改变物体的颜色.纹理贴图.光照模式等. 本篇将介绍基本材质以及两种基于光照模型的材质(Lamber与Phong) ...
- 使用Three.js的材质
1.three.js提供哪些材质? MeshBasicMaterial(网格基础材质)/基础材质,,可以用它富裕几何体一种简单的亚瑟,或者显示几何体的线框 MeshDepthMaterial(网格深度 ...
随机推荐
- docker中制作自己的JDK+tomcat镜像
方式一 首先,准备好想要的jdk和tomcat,另外,我们需要创建一个Dockerfile文件.下面展示一个Dockerfile文件的完整内容: FROM ubuntu:14.10 MAINTAINE ...
- React:快速上手(2)——组件通信
React:快速上手(2)——组件通信 向父组件传递数据 父组件可以通过设置子组件的props属性进行向子组件传值,同时也可以传递一个回调函数,来获取到子组件内部的数据. 效果演示 子组件是输入框,父 ...
- PAT 天梯赛 L1-008. 求整数段和 【水】
题目链接 https://www.patest.cn/contests/gplt/L1-008 AC代码 #include <iostream> #include <cstdio&g ...
- Codeforces Round #397 by Kaspersky Lab and Barcelona Bootcamp (Div. 1 + Div. 2 combined) B - Code obfuscation
地址:http://codeforces.com/contest/765/problem/B 题目: B. Code obfuscation time limit per test 2 seconds ...
- Loadrunder场景设计篇——IP欺骗
适用协议 LoadRunner的多ip功能允许运行在单一负载生成器上的Vuser可以通过多ip被识别.服务器和路由识别这些vuser为来自不同负载生成器上. 2 在负载生成器(load gene ...
- LigerUI v1.2.4 LigerGrid默认样式 工具条背景白色
修改Aqua的ligerui-grid.css .l-panel-topbar 样式 修改为: .l-panel-topbar{padding: 0;background: #CEDFEF url(' ...
- LCD控制器与帧率、刷新率的关系分析
源:LCD控制器与帧率.刷新率的关系分析 LCM之Fmark功能 && LCD控制器同LCD驱动器的差别 && 帧率与刷新率的关系 && OLED背光
- HTML5统计图表数据初始动画
在线演示 本地下载
- Book Review of “The practice of programming” (Ⅳ)
The practice of programming Chapter 4 Interfaces A good programmer should always be good at designin ...
- JavaEE之Junit单元测试
1编写测试类,简单理解Junit可以部分用于取代java的main方法 2在测试类方法上添加注解 @Test 3 @Test修饰的方法要求:public void 方法名() {…} ,方法名自定义建 ...