效果:
环境贴图中用到了 立方体纹理 加载器,加载6张图片后(图片要长宽相等),得到一个立方体纹理对象,然后赋值给 材质的 envMap 即可;
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>环境贴图</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.BoxGeometry(100, 100,100);
var texture = new THREE.CubeTextureLoader();
texture.setPath('/纹理贴图/');
var CubeTexture = texture.load(['right.jpg','left.jpg','top.jpg','bottom.jpg','back.jpg','front.jpg']);
texture.minFilter = THREE.LinearFilter;
var material = new THREE.MeshPhongMaterial({
envMap: CubeTexture
});
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.AmbientLight(0xffffff);
// 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>