请给出three.js局部辉光的代码案例
时间: 2023-04-09 14:04:47 浏览: 164
threejs 局部泛光、局部发光使用
以下是一个three.js局部辉光的代码案例:
```javascript
// 创建一个场景
var scene = new THREE.Scene();
// 创建一个相机
var camera = new THREE.PerspectiveCamera(75, window.innerWidth / window.innerHeight, 0.1, 1000);
// 创建一个渲染器
var renderer = new THREE.WebGLRenderer();
renderer.setSize(window.innerWidth, window.innerHeight);
document.body.appendChild(renderer.domElement);
// 创建一个立方体
var geometry = new THREE.BoxGeometry(1, 1, 1);
var material = new THREE.MeshBasicMaterial({ color: 0xffffff });
var cube = new THREE.Mesh(geometry, material);
scene.add(cube);
// 创建一个局部辉光效果
var glowMaterial = new THREE.ShaderMaterial({
uniforms: {
"c": { type: "f", value: 0.3 },
"p": { type: "f", value: 5.0 },
glowColor: { type: "c", value: new THREE.Color(0x00ffff) },
viewVector: { type: "v3", value: camera.position }
},
vertexShader: document.getElementById('vertexShader').textContent,
fragmentShader: document.getElementById('fragmentShader').textContent,
side: THREE.FrontSide,
blending: THREE.AdditiveBlending,
transparent: true
});
// 将局部辉光效果应用到立方体上
var glowCube = new THREE.Mesh(geometry.clone(), glowMaterial.clone());
glowCube.position = cube.position;
glowCube.scale.multiplyScalar(1.2);
scene.add(glowCube);
// 渲染场景
function render() {
requestAnimationFrame(render);
// 更新局部辉光效果的视角
glowMaterial.uniforms.viewVector.value = new THREE.Vector3().subVectors(camera.position, glowCube.position);
renderer.render(scene, camera);
}
render();
```
其中,vertexShader 和 fragmentShader 分别是顶点着色器和片元着色器的代码,可以在 HTML 中定义:
```html
<script id="vertexShader" type="x-shader/x-vertex">
uniform vec3 viewVector;
uniform float c;
uniform float p;
varying float intensity;
void main() {
vec3 vNormal = normalize(normalMatrix * normal);
vec3 vNormel = normalize(normalMatrix * viewVector);
intensity = pow(c - dot(vNormal, vNormel), p);
gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);
}
</script>
<script id="fragmentShader" type="x-shader/x-fragment">
uniform vec3 glowColor;
varying float intensity;
void main() {
vec3 glow = glowColor * intensity;
gl_FragColor = vec4(glow, 1.0);
}
</script>
```
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