如何在Three.js中启用着色?
各种例子都表明它应该像为你的材料指定THREE.FlatShading一样简单,但是当我这样做时,我的形状根本没有阴影。
我的JS:
CANVAS_WIDTH = 200,
CANVAS_HEIGHT = 200;
var camera, scene, renderer;
var mesh;
init();
animate();
function init() {
camera = new THREE.PerspectiveCamera( 70, CANVAS_WIDTH / CANVAS_HEIGHT, 1, 1000 );
camera.position.z = 400;
scene = new THREE.Scene();
var geometry = new THREE.BoxBufferGeometry( 200, 200, 200 );
var material = new THREE.MeshBasicMaterial( {color: 0xff0000} );
material.shading = THREE.FlatShading;
for(var i=0; i<material.length; i++){
material[i].shading = THREE.FlatShading;
}
mesh = new THREE.Mesh( geometry, material );
scene.add( mesh );
// light
//scene.add( new THREE.AmbientLight( 0x404040 ) );
light = new THREE.DirectionalLight( 0xffffff );
light.position.set( 400, 400, 400 );
scene.add( light );
renderer = new THREE.WebGLRenderer();
renderer.setPixelRatio( window.devicePixelRatio );
renderer.setSize( CANVAS_WIDTH, CANVAS_HEIGHT );
container = document.getElementById( 'accelgyro_canvas' );
container.appendChild( renderer.domElement );
window.addEventListener( 'resize', onWindowResize, false );
}
function onWindowResize() {
camera.aspect = window.innerWidth / window.innerHeight;
camera.updateProjectionMatrix();
renderer.setSize( window.innerWidth, window.innerHeight );
}
function animate() {
console.log('animate')
requestAnimationFrame( animate );
mesh.rotation.x += 0.005;
mesh.rotation.y += 0.01;
renderer.render( scene, camera );
}
这可以通过立方体呈现为:
我尝试调整光线角度,添加/移除环境光线,更改我添加FlatShading的对象,似乎没什么帮助。
我该如何解决这个问题?
答案 0 :(得分:1)
MeshBasicMaterial
没有响应灯光。使用MeshLambertMaterial
,MeshPhongMaterial
或MeshStandardMaterial
。
此外,MeshLambertMaterial
没有shading
属性。如果您需要FlatShading
,则需要使用MeshPhongMaterial
或MeshStandardMaterial
。
three.js r.75
答案 1 :(得分:-1)
您是否正在寻找这样的结果。
附加相同的参考代码
var camera, scene, renderer;
var mesh;
init();
animate();
function init() {
camera = new THREE.PerspectiveCamera( 70, window.innerWidth / window.innerHeight, 1, 1000 );
camera.position.z = 400;
scene = new THREE.Scene();
scene.add(new THREE.HemisphereLight(0xffffff,0xffffff,1.0))
var geometry = new THREE.BoxGeometry( 200, 200, 200 );
for ( var i = 0; i < geometry.faces.length; i++ )
{
geometry.faces[ i ].color.setRGB( 1.0 * Math.random()+0.2 , 0, 0 );
}
var material = new THREE.MeshBasicMaterial( { color:0xff0000,vertexColors: THREE.FaceColors } );
mesh = new THREE.Mesh( geometry, material );
//mesh.drawMode =THREE.TriangleStripDrawMode;
scene.add( mesh );
renderer = new THREE.WebGLRenderer();
renderer.setPixelRatio( window.devicePixelRatio );
renderer.setSize( window.innerWidth, window.innerHeight );
document.body.appendChild( renderer.domElement );
//
window.addEventListener( 'resize', onWindowResize, false );
}
function onWindowResize() {
camera.aspect = window.innerWidth / window.innerHeight;
camera.updateProjectionMatrix();
renderer.setSize( window.innerWidth, window.innerHeight );
}
function animate() {
requestAnimationFrame( animate );
mesh.rotation.x += 0.005;
mesh.rotation.y += 0.01;
renderer.render( scene, camera );
}