核心提示:上次咱们使用shaderMaterial实现纹理贴图,之后进一步拓展,在之前的基础上加上平行光与漫反射光的效果。代码如下:!DOCTYPE html PUBLIC -//W3C//DTD XHTML ...
上次咱们使用shaderMaterial实现纹理贴图,之后进一步拓展,在之前的基础上加上平行光与漫反射光的效果。
代码如下:
<!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Transitional//EN" "https://www.w3.org/TR/xhtml1/DTD/xhtml1-transitional.dtd"> <html xmlns="https://www.w3.org/1999/xhtml"> <head> <meta http-equiv="Content-Type" content="text/html; charset=utf-8" /> <title>无标题文档</title> <script src="libs/three.js"></script> <script src="libs/OrbitControls.js"></script> <script src="libs/stats.min.js"></script> <script src="js/stats.js"></script> <script src="js/windowResize.js"></script> <script id="vertexShader" type="x-shader/x-vertex"> varying vec2 vUv; varying vec3 vNormal; void main(){ vUv = uv; vNormal = normal; vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 ); //projectionMatrix * mvPosition; 最终得到MVP矩阵 gl_Position = projectionMatrix * mvPosition; } </script> <script type="x-shader/x-fragment" id="fragmentShader"> //获取纹理 uniform sampler2D texture1; //加载的时间 uniform float u_time; vec3 u_lightColor = vec3(1.0, 1.0, 1.0);//光线的颜色 //光的入射方向 uniform vec3 u_lightDirection; //纹理坐标 varying vec2 vUv; //法线 varying vec3 vNormal; void main(void){ vec3 faceNormal = normalize(vNormal);//表面的法向量 //获取入射光线与法向量的夹角 float nDotL = max(dot(u_lightDirection, faceNormal), 0.0); //vec4 a_color = texture2D(texture1, vUv) * vec4(abs(sin(u_time)), abs(cos(u_time)), 0.0, 1.0); vec4 a_color = texture2D(texture1, vUv); vec4 AmbientColor = vec4(u_lightColor, 1.0) * a_color;//环境光 vec4 diffuseColor = a_color * vec4(u_lightColor, 1.0) * nDotL;//漫反射光的颜色 gl_FragColor = a_color * (AmbientColor + diffuseColor) ; } </script> <style> *{ margin:0; padding:0} </style> </head> <body> <p id="Stats-output"></p> </body> <script> var stats = initStats(); var scene = new THREE.Scene(); var camera = new THREE.PerspectiveCamera(45, window.innerWidth/window.innerHeight, 0.1, 10000); camera.position.set(0, 0, 10); camera.lookAt(scene.position); var renderer = new THREE.WebGLRenderer({antialias:true}); renderer.setClearColor(0xffffff); renderer.setSize(window.innerWidth, window.innerHeight); document.body.appendChild(renderer.domElement); var textureLoader = new THREE.TextureLoader(); var uniforms = { //所用到的纹理 texture1 : {value : textureLoader.load('img/img-1.png')}, //加载时间先初始化为1.0 u_time : {value : 1.0}, //光线方向,先进行归一化 u_lightDirection : {value : new THREE.Vector3(0.5, 3.0, 4.0).normalize()} }; uniforms.texture1.value.warpS = uniforms.texture1.value.warpT = THREE.RepeatWrapping; var boxGeometry = new THREE.BoxGeometry(3, 3, 3); //计算box的顶点法线,之后threejs会给出一个默认值normal,这个就是顶点法线 boxGeometry.computeVertexNormals(); var boxMaterial = new THREE.ShaderMaterial({ uniforms : uniforms, vertexShader: document.getElementById( 'vertexShader' ).textContent, fragmentShader: document.getElementById( 'fragmentShader' ).textContent, color:0x00BBFF }); var box = new THREE.Mesh(boxGeometry, boxMaterial); scene.add(box); var orbitControls = new THREE.OrbitControls(camera); var clock = new THREE.Clock(); function render() { stats.update(); var delta = clock.getDelta(); uniforms.u_time.value += 0.6 * delta; requestAnimationFrame(render); renderer.render(scene, camera); } render(); </script> </html>
最终结果如下: