【28】实战—three.js中的AO环境遮挡贴图与强度
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This summary outlines the key components of a Three.js scene setup and rendering code block.
Scene and Camera Setup
The code initializes a Three.js scene and a perspective camera with a field of view of 75 degrees, an aspect ratio based on the window dimensions, and near and far planes at 0.1 and 1000 units, respectively. The camera is positioned at (0, 0, 10) on the 3D coordinate grid.
Texture Loading and Material Creation
Three textures are loaded: a color map, an alpha map for transparency, and an ambient occlusion map for enhancing shadows and depth. These textures are applied to a basic material that also includes settings for transparency and ambient occlusion intensity.
Geometry and Mesh Configuration
A box geometry is created and assigned to a mesh along with the material. A second set of UV coordinates is set up for proper texture mapping. Additionally, a plane geometry is created, positioned, and added to the scene with similar material and UV configuration.
Rendering and Controls
A WebGL renderer is created to match the window size. An OrbitControls instance is set up to enable interactive camera movement with damping. Axes helpers are added for visual reference of the coordinate system. Double-click and resize event listeners are implemented to handle fullscreen toggling and dynamic resizing.
Animation and Rendering Loop
The rendering loop is defined in a method, updating controls and rendering the scene using the camera. The requestAnimationFrame function is used to continuously update the scene, with a bind to avoid call stack issues.
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