我正在尝试重写WebGL: Up和and (http://shop.oreilly.com/product/0636920024729.do)一书中的例子3-3,而不使用sim.js。但我的纹理有点问题。
我只是不能用ShaderMaterial来获得正常和镜面效果,我和MeshPhongMaterial有着几乎相同的功能,而且工作得很好,但现在我正在使用ShaderMaterial:http://imgur.com/vts9X3k进行渲染
这是我的密码:
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();我不认为是光的问题,它看起来真的是某种与纹理有关的东西。
发布于 2014-01-09 23:48:41
我只是处理了同样的问题,并找到了一个解决方案,因为我正在书中做同样的例子。
你有几个问题
THREE.ShaderUtils.lib现在是THREE.ShaderLib.texture、tDiffuse和tSpecular属性上不存在tSpecular属性。通过调整.value属性直接设置纹理。因此,受影响的代码应该如下所示:
var shader = THREE.ShaderLib[ "normalmap" ];
var uniforms = THREE.UniformsUtils.clone( shader.uniforms );
uniforms[ "tNormal" ].value = normalMap;
uniforms[ "tDiffuse" ].value = surfaceMap;
uniforms[ "tSpecular" ].value = specularMap;
uniforms[ "enableDiffuse" ].value = true;
uniforms[ "enableSpecular" ].value = true;https://stackoverflow.com/questions/19280953
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