three.js 凹凸贴图
·
效果:

MeshLambertMaterial、MeshBasicMaterial没有凹凸、法线贴图属性
MeshStandardMaterial(标准网格材质)、MeshPhysicalMaterial(物理网格材质 )、
MeshPhongMaterial(高光网格材质)支持法线贴图
代码:
<!DOCTYPE html>
<html lang="en">
<head>
<meta charset="UTF-8">
<meta http-equiv="X-UA-Compatible" content="IE=edge">
<meta name="viewport" content="width=device-width, initial-scale=1.0">
<title>凹凸贴图</title>
<script src="../three.js"></script>
<script src="../OrbitControls.js"></script>
</head>
<body>
<!-- 如果模型定义了法线贴图,就没有必要在使用凹凸贴图。 -->
<script>
// 1, 创建场景对象
var scene = new THREE.Scene();
// 2,定义模型
var geometry = new THREE.PlaneGeometry(300,300);
geometry.rotateY(Math.PI / 2);
var texture = new THREE.TextureLoader().load('./qiang.jpg');
texture.minFilter = THREE.LinearFilter;
var material = new THREE.MeshPhongMaterial({
// 用于创建凹凸贴图的纹理。黑色和白色值映射到与光照相关的感知深度。
// 凹凸实际上不会影响对象的几何形状,只影响光照。如果定义了法线贴图,则将忽略该贴图。
bumpMap: texture,
bumpScale: 3, // 凹凸贴图会对材质产生多大影响。典型范围是0-1。默认值为1。
side: THREE.DoubleSide
// color:0xff00aa
});
var mesh = new THREE.Mesh(geometry,material);
scene.add(mesh);
// 3,创建光源对象--聚光源
var spotLight = new THREE.SpotLight(0xAA7355,0.9);
spotLight.position.set(300,200,200);
spotLight.angle = Math.PI / 2;
var spotLight2 = new THREE.SpotLight(0xAA7355,0.9);
spotLight2.position.set(-300,200,200);
spotLight2.angle = Math.PI / 2;
scene.add(spotLight,spotLight2);
// 4,创建相机
var width = window.innerWidth;
var height = window.innerHeight;
var k = width / height;
var s = 200;
var camera = new THREE.OrthographicCamera(-s*k,s*k,s,-s,-1000,1000);
camera.position.set(200,300,200);
camera.lookAt(scene.position);
// 5,创建渲染器对象
var renderer = new THREE.WebGLRenderer();
renderer.setSize(width,height);
document.body.appendChild(renderer.domElement);
function render(){
renderer.render(scene,camera);
requestAnimationFrame(render);
}
var axes = new THREE.AxesHelper(500);
scene.add(axes);
var controls = new THREE.OrbitControls(camera,renderer.domElement);
// controls.addEventListener('change',render);
render();
</script>
</body>
</html>
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