-
Notifications
You must be signed in to change notification settings - Fork 1
/
Copy pathchpt-4-2-MeshLambertMaterial.html
59 lines (51 loc) · 2.17 KB
/
chpt-4-2-MeshLambertMaterial.html
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
<!DOCTYPE html>
<html lang="en">
<head>
<meta charset="UTF-8">
<title>材质-Lambert材质</title>
<script type="text/javascript" src="js/three.js"></script>
</head>
<body onload="init()">
<script>
function init(){
var renderer, camera, scene, light;
renderer = new THREE.WebGLRenderer();
renderer.setSize(800, 600);
document.getElementsByTagName('body')[0].appendChild(renderer.domElement);
scene = new THREE.Scene();
camera = new THREE.OrthographicCamera(-2, 2, 1.5, -1.5, 1, 10);
camera.position.set(3, 3, 6);
camera.lookAt(new THREE.Vector3(0, 0, 0));
scene.add(camera);
//创建平行光
light = new THREE.DirectionalLight();
light.position.set(2, 5, 3);
scene.add(light);
//但是,如果此时场景中没有物体,只添加了这个环境光,那么渲染的结果仍然是一片黑。所以,我们添加两个长方体看下效果:
/**
*Lambert材质(MeshLambertMaterial)是符合Lambert光照模型的材质。Lambert光照模型的主要特点是只考虑漫反射而不考虑镜面反射的效果,因而对于金属、镜子等需要镜面反射效果*的物体就不适应,对于其他大部分物体的漫反射效果都是适用的。
*/
var greenCube = new THREE.Mesh(new THREE.CubeGeometry(0.4, 0.4, 0.4),new THREE.MeshLambertMaterial({color: 0x00ff00}));
greenCube.position.x = 1.3;
scene.add(greenCube);
//单独使用红色的自发光
var whiteCube = new THREE.Mesh(new THREE.CubeGeometry(0.4, 0.4, 0.4),new THREE.MeshLambertMaterial({emissive: 0xff0000}));
whiteCube.position.x = -1.3;
scene.add(whiteCube);
//同时使用红色的自发光与黄色的散射光:
var Cube1 = new THREE.Mesh(new THREE.CubeGeometry(0.4, 0.4, 0.4),new THREE.MeshLambertMaterial({color:0xffff00,emissive: 0xff0000}));
Cube1.position.x = 0;
scene.add(Cube1);
//同时使用红色的自发光与黄色的散射光应用到球体:
var cube3 = new THREE.Mesh(new THREE.SphereGeometry(0.4,20,20),
new THREE.MeshLambertMaterial({
color:0xffff00,emissive: 0xff0000
})
);
cube3.position.y = 1;
scene.add(cube3);
renderer.render(scene, camera);
}
</script>
</body>
</html>