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我想重寫本書WebGL的示例3-3:啓動並運行(http://shop.oreilly.com/product/0636920024729.do),而不使用sim.js.但是我遇到了紋理問題。ShaderMaterial渲染three.js
我只是不能使用ShaderMaterial工作來獲得正常和鏡面效果,我幾乎與MeshPhongMaterial一樣,它工作正常,但現在這是我使用ShaderMaterial的渲染:http://imgur.com/vts9X3k
這是我的代碼:
var camera,
scene,
renderer,
sunLight,
earthMesh,
cloudsMesh,
earthGroup;
function init() {
var fieldOfView = 60,
aspectRatio = window.innerWidth/window.innerHeight,
near = 1,
far = 4000;
// Renderer
renderer = new THREE.WebGLRenderer();
renderer.setSize(window.innerWidth,window.innerHeight);
document.body.appendChild(renderer.domElement);
// Scene
scene = new THREE.Scene();
// Earth group
earthGroup = new THREE.Object3D();
// Camera
camera = new THREE.PerspectiveCamera(fieldOfView, aspectRatio, near, far);
camera.position.set(0, 0, 3.5);
scene.add(camera);
// Earths creation
var surfaceMap = THREE.ImageUtils.loadTexture("earth_surface_2048.jpg");
var normalMap = THREE.ImageUtils.loadTexture("earth_normal_2048.jpg");
var specularMap = THREE.ImageUtils.loadTexture("earth_specular_2048.jpg");
var shader = THREE.ShaderUtils.lib[ "normal" ],
uniforms = THREE.UniformsUtils.clone(shader.uniforms);
uniforms[ "tNormal" ].texture = normalMap;
uniforms[ "tDiffuse" ].texture = surfaceMap;
uniforms[ "tSpecular" ].texture = specularMap;
uniforms[ "enableDiffuse" ].value = true;
uniforms[ "enableSpecular" ].value = true;
var shaderMaterial = new THREE.ShaderMaterial({
fragmentShader: shader.fragmentShader,
vertexShader: shader.vertexShader,
uniforms: uniforms,
lights: true
});
var geometry = new THREE.SphereGeometry(1, 32, 32);
geometry.computeTangents();
earthMesh = new THREE.Mesh(geometry, shaderMaterial);
earthGroup.add(earthMesh);
// Clouds
var cloudsMap = THREE.ImageUtils.loadTexture("earth_clouds_1024.png");
var cloudsMaterial = new THREE.MeshLambertMaterial({
color: 0xffffff,
map: cloudsMap,
transparent:true
});
var cloudsGeometry = new THREE.SphereGeometry(1.1, 32, 32);
cloudsMesh = new THREE.Mesh(cloudsGeometry, cloudsMaterial);
earthGroup.add(cloudsMesh);
earthGroup.rotation.x = 0.5;
// Add earth and clouds to the scene
scene.add(earthGroup);
// Lights
// Basic ambient light
scene.add(new THREE.AmbientLight("rgb(35,35,35)"));
// Sun light
sunLight = new THREE.PointLight("rgb(255,230,200)", 2, 100);
sunLight.position.set(-10, 0, 20);
scene.add(sunLight);
// Render
run();
}
function run() {
// Render
renderer.render(scene, camera);
// Rotating earth and clouds for the next frame
earthMesh.rotation.y += 0.005;
cloudsMesh.rotation.y += 0.003;
// Ask for another frame
requestAnimationFrame(run);
}
init();
我不認爲是燈光的問題,它確實看起來是一些與紋理。
的_UP和Running_本書是過時的。學習適用於當前版本庫的three.js示例。像這樣:http://threejs.org/examples/misc_controls_fly.html – WestLangley