ThreeJS-3D教学五-材质

我们在ThreeJS-3D教学二:基础形状展示中有简单介绍过一些常用的材质,这次我们举例来具体看下效果:

代码是这样的:

<!DOCTYPE html>
<html lang="en">
<head>
  <meta charset="UTF-8">
  <title>Title</title>
  <style>
    body {
      width: 100%;
      height: 100%;
    }
    * {
      margin: 0;
      padding: 0;
    }
    .label {
      font-size: 20px;
      color: #000;
      font-weight: 700;
    }
  </style>
</head>
<body>
<div id="container"></div>
<script type="importmap">
  {
    "imports": {
      "three": "../three-155/build/three.module.js",
      "three/addons/": "../three-155/examples/jsm/"
    }
  }
</script>
<script type="module">
import * as THREE from 'three';
import Stats from 'three/addons/libs/stats.module.js';
import { OrbitControls } from 'three/addons/controls/OrbitControls.js';
import { GPUStatsPanel } from 'three/addons/utils/GPUStatsPanel.js';
import { CSS2DRenderer, CSS2DObject } from 'three/addons/renderers/CSS2DRenderer.js';
let stats, labelRenderer, gpuPanel, spotLight;
let camera, scene, renderer, controls, earth;
const group = new THREE.Group();
let widthImg = 200;
let heightImg = 200;
let time = 0;
init();
initHelp();
initLight();
axesHelperWord();
animate();
// 添加平面
addPlane();
addBox();

function addBox() {
  /**
   * 凹凸贴图可以使纹理也有厚度,看起来更立体。凹凸贴图一般使用一张灰度图,设置成材料的bumpMap属性
   * */
  const loader = new THREE.TextureLoader();
  loader.load("../materials/line_images/stone.jpg", texture => {
    loader.load("../materials/line_images/stone-bump.jpg",bumpTexture => {
      const boxGeo = new THREE.BoxGeometry(60, 60, 2);
      const material = new THREE.MeshStandardMaterial({
        map: texture,
        bumpMap: bumpTexture,
        bumpScale: 1
      });
      const box = new THREE.Mesh(boxGeo,material);
      box.position.set(-45, 10, 0);
      box.castShadow = true;
      scene.add(box);
    });
  });
  /**
   * 法向贴图使用一张法向图来表示纹理图片某个点的法向量。即用一张图片保存另一张图片的法向量信息,
   * 然后再在threejs中将这两个图片的信息合在一起,就形成了一个细节丰富的立体纹理
   * 设置材质的 normalMap 属性
   * */
  loader.load("../materials/line_images/normal2.jpg", texture => {
    loader.load("../materials/line_images/normal1.jpg", bumpTexture => {
      const boxGeo = new THREE.BoxGeometry(60, 60, 2);
      const material = new THREE.MeshStandardMaterial({
        map: texture,
        normalMap: bumpTexture
      });
      // material.normalScale.set(1, 1)
      const box = new THREE.Mesh(boxGeo,material);
      box.position.set(45, 10, 0);
      box.castShadow = true;
      scene.add(box);
    });
  });

  // 高光贴图
  loader.load("../materials/line_images/earth.jpg",textureNormal => {
    loader.load("../materials/line_images/earthSpec.png", textureSpec => {
      const meterial = new THREE.MeshPhongMaterial({
        shininess: 5, //高光部分的亮度,默认30
        map: textureNormal, // 普通纹理贴图
        specularMap: textureSpec, // 高光贴图
        specular: '#fff' // 高光部分的颜色
      });
      /**
       SphereGeometry(radius:浮点,widthSegments:整数,heightSegments:整数)
          radius------球体半径。默认值为1。
          widthSegments---水平线段的数量。最小值为3,默认值为32。
          heightSegments---垂直线段的数量。最小值为2,默认值为16。
       */
      const earthGeo = new THREE.SphereGeometry(15, 50, 50);
      earth = new THREE.Mesh(earthGeo, meterial);
      earth.position.set(0, 15, 70);
      earth.castShadow = true;
      scene.add(earth);
    });
  });
}

function addPlane() {
  // 创建一个平面 PlaneGeometry(width, height, widthSegments, heightSegments)
  const planeGeometry = new THREE.PlaneGeometry(widthImg, heightImg, 1, 1);
  // 创建 Lambert 材质:会对场景中的光源作出反应,但表现为暗淡,而不光亮。
  const planeMaterial = new THREE.MeshPhongMaterial({
    color: 0xb2d3e6,
    side: THREE.DoubleSide
  });
  const plane = new THREE.Mesh(planeGeometry, planeMaterial);
  // 以自身中心为旋转轴,绕 x 轴顺时针旋转 45 度
  plane.rotation.x = -0.5 * Math.PI;
  plane.position.set(0, -4, 0);
  plane.castShadow = true;
  plane.receiveShadow = true;
  scene.add(plane);
}

function init() {

  camera = new THREE.PerspectiveCamera( 70, window.innerWidth / window.innerHeight, 10, 1000 );
  camera.up.set(0, 1, 0);
  camera.position.set(60, 40, 60);
  camera.lookAt(0, 0, 0);

  scene = new THREE.Scene();
  scene.background = new THREE.Color( '#ccc' );

  renderer = new THREE.WebGLRenderer( { antialias: true } );
  renderer.setPixelRatio( window.devicePixelRatio );
  renderer.setSize( window.innerWidth, window.innerHeight );

  renderer.shadowMap.enabled = true;
  renderer.shadowMap.type = THREE.PCFSoftShadowMap;
  renderer.toneMapping = THREE.ACESFilmicToneMapping;
  // 色调映射的曝光级别
  renderer.toneMappingExposure = 1;

  document.body.appendChild( renderer.domElement );

  labelRenderer = new CSS2DRenderer();
  labelRenderer.setSize( window.innerWidth, window.innerHeight );
  labelRenderer.domElement.style.position = 'absolute';
  labelRenderer.domElement.style.top = '0px';
  labelRenderer.domElement.style.pointerEvents = 'none';
  document.getElementById( 'container' ).appendChild( labelRenderer.domElement );

  controls = new OrbitControls( camera, renderer.domElement );

  // 设置最大最小视距
  controls.minDistance = 20;
  controls.maxDistance = 1000;

  window.addEventListener( 'resize', onWindowResize );

  stats = new Stats();
  stats.setMode(1); // 0: fps, 1: ms
  document.body.appendChild( stats.dom );

  gpuPanel = new GPUStatsPanel( renderer.getContext() );
  stats.addPanel( gpuPanel );
  stats.showPanel( 0 );

  scene.add( group );
}

function initLight() {

  const targetObject = new THREE.Object3D();
  targetObject.position.set(0, 0, 0);
  scene.add(targetObject);

  spotLight = new THREE.SpotLight(0xffffff);
  spotLight.position.set(0, 80, 150);
  spotLight.target = targetObject;
  spotLight.angle = Math.PI / 4;
  spotLight.intensity = 500;
  spotLight.penumbra = 1;
  spotLight.decay = 1;
  spotLight.distance = 300;
  // spotLight.map = textures['uv_grid_opengl.jpg'];

  spotLight.castShadow = true;
  spotLight.shadow.mapSize.width = 1024;
  spotLight.shadow.mapSize.height = 1024;
  spotLight.shadow.camera.near = 1;
  spotLight.shadow.camera.far = 200;
  spotLight.shadow.focus = 1;
  scene.add(spotLight);
  const lightHelper = new THREE.SpotLightHelper(spotLight);
  scene.add(lightHelper);

  const AmbientLight = new THREE.AmbientLight(new THREE.Color('rgb(255, 255, 255)'));
  scene.add( AmbientLight );
}

function initHelp() {
  // const size = 100;
  // const divisions = 5;
  // const gridHelper = new THREE.GridHelper( size, divisions );
  // scene.add( gridHelper );

  // The X axis is red. The Y axis is green. The Z axis is blue.
  const axesHelper = new THREE.AxesHelper( 100 );
  scene.add( axesHelper );
}

function axesHelperWord() {
  let xP = addWord('X轴');
  let yP = addWord('Y轴');
  let zP = addWord('Z轴');
  xP.position.set(50, 0, 0);
  yP.position.set(0, 50, 0);
  zP.position.set(0, 0, 50);
}

function addWord(word) {
  let name = `<span>${word}</span>`;
  let moonDiv = document.createElement( 'div' );
  moonDiv.className = 'label';
  // moonDiv.textContent = 'Moon';
  // moonDiv.style.marginTop = '-1em';
  moonDiv.innerHTML = name;
  const label = new CSS2DObject( moonDiv );
  group.add( label );
  return label;
}

function onWindowResize() {
  camera.aspect = window.innerWidth / window.innerHeight;
  camera.updateProjectionMatrix();
  renderer.setSize( window.innerWidth, window.innerHeight );
}

function animate() {
  requestAnimationFrame( animate );

  if (earth) {
    time += 0.00005;
    earth.rotateY(time);
  }

  stats.update();
  controls.update();
  labelRenderer.render( scene, camera );
  renderer.render( scene, camera );
}
</script>
</body>
</html>

图片我依次放进来,方便大家本地看效果

stone.jpg

stone-bump.jpg

normal2.jpg

normal1.jpg

earth.jpg

earthSpec.png

具体的注释也都放代码里了!感觉不错的点个赞,光白嫖可还行!

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