提交 22535923 编写于 作者: A alteredq

Added "metal" parameter to Phong. Added new materials test.

Metal makes specular term multiplicative (default is additive). This is to be able to have textured materials that do not have diffuse color, just a specular one, to get metallic look (additive specular gives plastic look).
上级 1e7e75e2
此差异已折叠。
......@@ -103,9 +103,9 @@ THREE.MeshBasicMaterial=function(a){THREE.Material.call(this,a);a=a||{};this.col
THREE.MeshLambertMaterial=function(a){THREE.Material.call(this,a);a=a||{};this.color=a.color!==void 0?new THREE.Color(a.color):new THREE.Color(16777215);this.ambient=a.ambient!==void 0?new THREE.Color(a.ambient):new THREE.Color(328965);this.map=a.map!==void 0?a.map:null;this.lightMap=a.lightMap!==void 0?a.lightMap:null;this.envMap=a.envMap!==void 0?a.envMap:null;this.combine=a.combine!==void 0?a.combine:THREE.MultiplyOperation;this.reflectivity=a.reflectivity!==void 0?a.reflectivity:1;this.refractionRatio=
a.refractionRatio!==void 0?a.refractionRatio:0.98;this.fog=a.fog!==void 0?a.fog:!0;this.shading=a.shading!==void 0?a.shading:THREE.SmoothShading;this.wireframe=a.wireframe!==void 0?a.wireframe:!1;this.wireframeLinewidth=a.wireframeLinewidth!==void 0?a.wireframeLinewidth:1;this.wireframeLinecap=a.wireframeLinecap!==void 0?a.wireframeLinecap:"round";this.wireframeLinejoin=a.wireframeLinejoin!==void 0?a.wireframeLinejoin:"round";this.vertexColors=a.vertexColors!==void 0?a.vertexColors:!1;this.skinning=
a.skinning!==void 0?a.skinning:!1;this.morphTargets=a.morphTargets!==void 0?a.morphTargets:!1};THREE.MeshLambertMaterial.prototype=new THREE.Material;THREE.MeshLambertMaterial.prototype.constructor=THREE.MeshLambertMaterial;
THREE.MeshPhongMaterial=function(a){THREE.Material.call(this,a);a=a||{};this.color=a.color!==void 0?new THREE.Color(a.color):new THREE.Color(16777215);this.ambient=a.ambient!==void 0?new THREE.Color(a.ambient):new THREE.Color(328965);this.specular=a.specular!==void 0?new THREE.Color(a.specular):new THREE.Color(1118481);this.shininess=a.shininess!==void 0?a.shininess:30;this.map=a.map!==void 0?a.map:null;this.lightMap=a.lightMap!==void 0?a.lightMap:null;this.envMap=a.envMap!==void 0?a.envMap:null;
this.combine=a.combine!==void 0?a.combine:THREE.MultiplyOperation;this.reflectivity=a.reflectivity!==void 0?a.reflectivity:1;this.refractionRatio=a.refractionRatio!==void 0?a.refractionRatio:0.98;this.fog=a.fog!==void 0?a.fog:!0;this.shading=a.shading!==void 0?a.shading:THREE.SmoothShading;this.wireframe=a.wireframe!==void 0?a.wireframe:!1;this.wireframeLinewidth=a.wireframeLinewidth!==void 0?a.wireframeLinewidth:1;this.wireframeLinecap=a.wireframeLinecap!==void 0?a.wireframeLinecap:"round";this.wireframeLinejoin=
a.wireframeLinejoin!==void 0?a.wireframeLinejoin:"round";this.vertexColors=a.vertexColors!==void 0?a.vertexColors:!1;this.skinning=a.skinning!==void 0?a.skinning:!1;this.morphTargets=a.morphTargets!==void 0?a.morphTargets:!1};THREE.MeshPhongMaterial.prototype=new THREE.Material;THREE.MeshPhongMaterial.prototype.constructor=THREE.MeshPhongMaterial;
THREE.MeshPhongMaterial=function(a){THREE.Material.call(this,a);a=a||{};this.color=a.color!==void 0?new THREE.Color(a.color):new THREE.Color(16777215);this.ambient=a.ambient!==void 0?new THREE.Color(a.ambient):new THREE.Color(328965);this.specular=a.specular!==void 0?new THREE.Color(a.specular):new THREE.Color(1118481);this.shininess=a.shininess!==void 0?a.shininess:30;this.metal=a.metal!==void 0?a.metal:!1;this.map=a.map!==void 0?a.map:null;this.lightMap=a.lightMap!==void 0?a.lightMap:null;this.envMap=
a.envMap!==void 0?a.envMap:null;this.combine=a.combine!==void 0?a.combine:THREE.MultiplyOperation;this.reflectivity=a.reflectivity!==void 0?a.reflectivity:1;this.refractionRatio=a.refractionRatio!==void 0?a.refractionRatio:0.98;this.fog=a.fog!==void 0?a.fog:!0;this.shading=a.shading!==void 0?a.shading:THREE.SmoothShading;this.wireframe=a.wireframe!==void 0?a.wireframe:!1;this.wireframeLinewidth=a.wireframeLinewidth!==void 0?a.wireframeLinewidth:1;this.wireframeLinecap=a.wireframeLinecap!==void 0?
a.wireframeLinecap:"round";this.wireframeLinejoin=a.wireframeLinejoin!==void 0?a.wireframeLinejoin:"round";this.vertexColors=a.vertexColors!==void 0?a.vertexColors:!1;this.skinning=a.skinning!==void 0?a.skinning:!1;this.morphTargets=a.morphTargets!==void 0?a.morphTargets:!1};THREE.MeshPhongMaterial.prototype=new THREE.Material;THREE.MeshPhongMaterial.prototype.constructor=THREE.MeshPhongMaterial;
THREE.MeshDepthMaterial=function(a){THREE.Material.call(this,a);a=a||{};this.shading=a.shading!==void 0?a.shading:THREE.SmoothShading;this.wireframe=a.wireframe!==void 0?a.wireframe:!1;this.wireframeLinewidth=a.wireframeLinewidth!==void 0?a.wireframeLinewidth:1};THREE.MeshDepthMaterial.prototype=new THREE.Material;THREE.MeshDepthMaterial.prototype.constructor=THREE.MeshDepthMaterial;
THREE.MeshNormalMaterial=function(a){THREE.Material.call(this,a);a=a||{};this.shading=a.shading?a.shading:THREE.FlatShading;this.wireframe=a.wireframe?a.wireframe:!1;this.wireframeLinewidth=a.wireframeLinewidth?a.wireframeLinewidth:1};THREE.MeshNormalMaterial.prototype=new THREE.Material;THREE.MeshNormalMaterial.prototype.constructor=THREE.MeshNormalMaterial;THREE.MeshFaceMaterial=function(){};
THREE.ParticleBasicMaterial=function(a){THREE.Material.call(this,a);a=a||{};this.color=a.color!==void 0?new THREE.Color(a.color):new THREE.Color(16777215);this.map=a.map!==void 0?a.map:null;this.size=a.size!==void 0?a.size:1;this.sizeAttenuation=a.sizeAttenuation!==void 0?a.sizeAttenuation:!0;this.vertexColors=a.vertexColors!==void 0?a.vertexColors:!1;this.fog=a.fog!==void 0?a.fog:!0};THREE.ParticleBasicMaterial.prototype=new THREE.Material;THREE.ParticleBasicMaterial.prototype.constructor=THREE.ParticleBasicMaterial;
......
......@@ -103,9 +103,9 @@ THREE.MeshBasicMaterial=function(a){THREE.Material.call(this,a);a=a||{};this.col
THREE.MeshLambertMaterial=function(a){THREE.Material.call(this,a);a=a||{};this.color=a.color!==void 0?new THREE.Color(a.color):new THREE.Color(16777215);this.ambient=a.ambient!==void 0?new THREE.Color(a.ambient):new THREE.Color(328965);this.map=a.map!==void 0?a.map:null;this.lightMap=a.lightMap!==void 0?a.lightMap:null;this.envMap=a.envMap!==void 0?a.envMap:null;this.combine=a.combine!==void 0?a.combine:THREE.MultiplyOperation;this.reflectivity=a.reflectivity!==void 0?a.reflectivity:1;this.refractionRatio=
a.refractionRatio!==void 0?a.refractionRatio:0.98;this.fog=a.fog!==void 0?a.fog:!0;this.shading=a.shading!==void 0?a.shading:THREE.SmoothShading;this.wireframe=a.wireframe!==void 0?a.wireframe:!1;this.wireframeLinewidth=a.wireframeLinewidth!==void 0?a.wireframeLinewidth:1;this.wireframeLinecap=a.wireframeLinecap!==void 0?a.wireframeLinecap:"round";this.wireframeLinejoin=a.wireframeLinejoin!==void 0?a.wireframeLinejoin:"round";this.vertexColors=a.vertexColors!==void 0?a.vertexColors:!1;this.skinning=
a.skinning!==void 0?a.skinning:!1;this.morphTargets=a.morphTargets!==void 0?a.morphTargets:!1};THREE.MeshLambertMaterial.prototype=new THREE.Material;THREE.MeshLambertMaterial.prototype.constructor=THREE.MeshLambertMaterial;
THREE.MeshPhongMaterial=function(a){THREE.Material.call(this,a);a=a||{};this.color=a.color!==void 0?new THREE.Color(a.color):new THREE.Color(16777215);this.ambient=a.ambient!==void 0?new THREE.Color(a.ambient):new THREE.Color(328965);this.specular=a.specular!==void 0?new THREE.Color(a.specular):new THREE.Color(1118481);this.shininess=a.shininess!==void 0?a.shininess:30;this.map=a.map!==void 0?a.map:null;this.lightMap=a.lightMap!==void 0?a.lightMap:null;this.envMap=a.envMap!==void 0?a.envMap:null;
this.combine=a.combine!==void 0?a.combine:THREE.MultiplyOperation;this.reflectivity=a.reflectivity!==void 0?a.reflectivity:1;this.refractionRatio=a.refractionRatio!==void 0?a.refractionRatio:0.98;this.fog=a.fog!==void 0?a.fog:!0;this.shading=a.shading!==void 0?a.shading:THREE.SmoothShading;this.wireframe=a.wireframe!==void 0?a.wireframe:!1;this.wireframeLinewidth=a.wireframeLinewidth!==void 0?a.wireframeLinewidth:1;this.wireframeLinecap=a.wireframeLinecap!==void 0?a.wireframeLinecap:"round";this.wireframeLinejoin=
a.wireframeLinejoin!==void 0?a.wireframeLinejoin:"round";this.vertexColors=a.vertexColors!==void 0?a.vertexColors:!1;this.skinning=a.skinning!==void 0?a.skinning:!1;this.morphTargets=a.morphTargets!==void 0?a.morphTargets:!1};THREE.MeshPhongMaterial.prototype=new THREE.Material;THREE.MeshPhongMaterial.prototype.constructor=THREE.MeshPhongMaterial;
THREE.MeshPhongMaterial=function(a){THREE.Material.call(this,a);a=a||{};this.color=a.color!==void 0?new THREE.Color(a.color):new THREE.Color(16777215);this.ambient=a.ambient!==void 0?new THREE.Color(a.ambient):new THREE.Color(328965);this.specular=a.specular!==void 0?new THREE.Color(a.specular):new THREE.Color(1118481);this.shininess=a.shininess!==void 0?a.shininess:30;this.metal=a.metal!==void 0?a.metal:!1;this.map=a.map!==void 0?a.map:null;this.lightMap=a.lightMap!==void 0?a.lightMap:null;this.envMap=
a.envMap!==void 0?a.envMap:null;this.combine=a.combine!==void 0?a.combine:THREE.MultiplyOperation;this.reflectivity=a.reflectivity!==void 0?a.reflectivity:1;this.refractionRatio=a.refractionRatio!==void 0?a.refractionRatio:0.98;this.fog=a.fog!==void 0?a.fog:!0;this.shading=a.shading!==void 0?a.shading:THREE.SmoothShading;this.wireframe=a.wireframe!==void 0?a.wireframe:!1;this.wireframeLinewidth=a.wireframeLinewidth!==void 0?a.wireframeLinewidth:1;this.wireframeLinecap=a.wireframeLinecap!==void 0?
a.wireframeLinecap:"round";this.wireframeLinejoin=a.wireframeLinejoin!==void 0?a.wireframeLinejoin:"round";this.vertexColors=a.vertexColors!==void 0?a.vertexColors:!1;this.skinning=a.skinning!==void 0?a.skinning:!1;this.morphTargets=a.morphTargets!==void 0?a.morphTargets:!1};THREE.MeshPhongMaterial.prototype=new THREE.Material;THREE.MeshPhongMaterial.prototype.constructor=THREE.MeshPhongMaterial;
THREE.MeshDepthMaterial=function(a){THREE.Material.call(this,a);a=a||{};this.shading=a.shading!==void 0?a.shading:THREE.SmoothShading;this.wireframe=a.wireframe!==void 0?a.wireframe:!1;this.wireframeLinewidth=a.wireframeLinewidth!==void 0?a.wireframeLinewidth:1};THREE.MeshDepthMaterial.prototype=new THREE.Material;THREE.MeshDepthMaterial.prototype.constructor=THREE.MeshDepthMaterial;
THREE.MeshNormalMaterial=function(a){THREE.Material.call(this,a);a=a||{};this.shading=a.shading?a.shading:THREE.FlatShading;this.wireframe=a.wireframe?a.wireframe:!1;this.wireframeLinewidth=a.wireframeLinewidth?a.wireframeLinewidth:1};THREE.MeshNormalMaterial.prototype=new THREE.Material;THREE.MeshNormalMaterial.prototype.constructor=THREE.MeshNormalMaterial;THREE.MeshFaceMaterial=function(){};
THREE.ParticleBasicMaterial=function(a){THREE.Material.call(this,a);a=a||{};this.color=a.color!==void 0?new THREE.Color(a.color):new THREE.Color(16777215);this.map=a.map!==void 0?a.map:null;this.size=a.size!==void 0?a.size:1;this.sizeAttenuation=a.sizeAttenuation!==void 0?a.sizeAttenuation:!0;this.vertexColors=a.vertexColors!==void 0?a.vertexColors:!1;this.fog=a.fog!==void 0?a.fog:!0};THREE.ParticleBasicMaterial.prototype=new THREE.Material;THREE.ParticleBasicMaterial.prototype.constructor=THREE.ParticleBasicMaterial;
......
此差异已折叠。
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if ( ! Detector.webgl ) Detector.addGetWebGLMessage();
var container, stats;
var camera, scene, renderer, objects;
var particleLight, pointLight;
init();
animate();
function init() {
container = document.createElement( 'div' );
document.body.appendChild( container );
camera = new THREE.PerspectiveCamera( 40, window.innerWidth / window.innerHeight, 1, 2000 );
camera.position.set( 0, 200, 0 );
scene = new THREE.Scene();
// Materials
var imgTexture2 = THREE.ImageUtils.loadTexture( "textures/planets/moon_1024.jpg" );
var imgTexture = THREE.ImageUtils.loadTexture( "textures/lava/lavatile.jpg" );
imgTexture.repeat.set( 4, 2 );
imgTexture.wrapS = imgTexture.wrapT = THREE.RepeatWrapping;
var shininess = 15, shading = THREE.SmoothShading;
var materials = [];
materials.push( new THREE.MeshPhongMaterial( { map: imgTexture, color: 0xffffff, ambient: 0x777777, specular: 0x999999, shininess: shininess, shading: shading } ) );
materials.push( new THREE.MeshPhongMaterial( { map: imgTexture, color: 0x00ff00, ambient: 0x777777, specular: 0x999999, shininess: shininess, shading: shading } ) );
materials.push( new THREE.MeshPhongMaterial( { map: imgTexture, color: 0x00ff00, ambient: 0x007700, specular: 0x999999, shininess: shininess, shading: shading } ) );
materials.push( new THREE.MeshPhongMaterial( { map: imgTexture, color: 0x000000, ambient: 0x00ff00, specular: 0x999999, shininess: shininess, shading: shading } ) );
materials.push( new THREE.MeshLambertMaterial( { map: imgTexture, color: 0xffffff, ambient: 0x777777, shading: shading } ) );
materials.push( new THREE.MeshLambertMaterial( { map: imgTexture, color: 0xff0000, ambient: 0x777777, shading: shading } ) );
materials.push( new THREE.MeshLambertMaterial( { map: imgTexture, color: 0xff0000, ambient: 0x770000, shading: shading } ) );
materials.push( new THREE.MeshLambertMaterial( { map: imgTexture, color: 0x000000, ambient: 0xff0000, shading: shading } ) );
materials.push( new THREE.MeshPhongMaterial( { map: imgTexture2, color: 0x000000, ambient: 0x000000, specular: 0xffaa00, shininess: shininess, metal: true, shading: shading } ) );
materials.push( new THREE.MeshPhongMaterial( { map: imgTexture2, color: 0x000000, ambient: 0x000000, specular: 0xaaff00, shininess: shininess, metal: true, shading: shading } ) );
materials.push( new THREE.MeshPhongMaterial( { map: imgTexture2, color: 0x000000, ambient: 0x000000, specular: 0x00ffaa, shininess: shininess, metal: true, shading: shading } ) );
materials.push( new THREE.MeshPhongMaterial( { map: imgTexture2, color: 0x000000, ambient: 0x000000, specular: 0x00aaff, shininess: shininess, metal: true, shading: shading } ) );
// Spheres geometry
var geometry_smooth = new THREE.SphereGeometry( 70, 32, 16 );
var geometry_flat = new THREE.SphereGeometry( 70, 32, 16 );
objects = [];
var sphere, geometry, material;
for ( var i = 0, l = materials.length; i < l; i ++ ) {
material = materials[ i ];
geometry = material.shading == THREE.FlatShading ? geometry_flat : geometry_smooth;
sphere = new THREE.Mesh( geometry, material );
sphere.position.x = ( i % 4 ) * 200 - 200;
sphere.position.z = Math.floor( i / 4 ) * 200 - 200;
objects.push( sphere );
scene.add( sphere );
}
particleLight = new THREE.Mesh( new THREE.SphereGeometry( 4, 8, 8 ), new THREE.MeshBasicMaterial( { color: 0xffffff } ) );
scene.add( particleLight );
// Lights
scene.add( new THREE.AmbientLight( 0x444444 ) );
var directionalLight = new THREE.DirectionalLight( 0xffffff, 1 );
directionalLight.position.set( 1, 1, 1 ).normalize();
scene.add( directionalLight );
pointLight = new THREE.PointLight( 0xffffff, 2, 800 );
scene.add( pointLight );
particleLight.materials[ 0 ].color = pointLight.color;
pointLight.position = particleLight.position;
//
renderer = new THREE.WebGLRenderer( { clearColor: 0x0a0a0a, clearAlpha: 1, antialias: true } );
renderer.setSize( window.innerWidth, window.innerHeight );
renderer.sortObjects = true;
container.appendChild( renderer.domElement );
renderer.gammaInput = true;
renderer.gammaOutput = true;
//renderer.physicallyBasedShading = true;
//
stats = new Stats();
stats.domElement.style.position = 'absolute';
stats.domElement.style.top = '0px';
container.appendChild( stats.domElement );
}
//
function animate() {
requestAnimationFrame( animate );
render();
stats.update();
}
function render() {
var timer = Date.now() * 0.00025;
camera.position.x = Math.cos( timer ) * 800;
camera.position.z = Math.sin( timer ) * 800;
camera.lookAt( scene.position );
for ( var i = 0, l = objects.length; i < l; i ++ ) {
var object = objects[ i ];
object.rotation.y += 0.005;
}
particleLight.position.x = Math.sin( timer * 7 ) * 300;
particleLight.position.y = Math.cos( timer * 5 ) * 400;
particleLight.position.z = Math.cos( timer * 3 ) * 300;
renderer.render( scene, camera );
}
</script>
</body>
</html>
......@@ -43,6 +43,8 @@ THREE.MeshPhongMaterial = function ( parameters ) {
this.specular = parameters.specular !== undefined ? new THREE.Color( parameters.specular ) : new THREE.Color( 0x111111 );
this.shininess = parameters.shininess !== undefined ? parameters.shininess : 30;
this.metal = parameters.metal !== undefined ? parameters.metal : false;
this.map = parameters.map !== undefined ? parameters.map : null;
this.lightMap = parameters.lightMap !== undefined ? parameters.lightMap : null;
......
......@@ -2744,7 +2744,8 @@ THREE.WebGLRenderer = function ( parameters ) {
shadowMapWidth: this.shadowMapWidth,
shadowMapHeight: this.shadowMapHeight,
maxShadows: maxShadows,
alphaTest: material.alphaTest
alphaTest: material.alphaTest,
metal: material.metal
};
......@@ -4932,6 +4933,8 @@ THREE.WebGLRenderer = function ( parameters ) {
parameters.lightMap ? "#define USE_LIGHTMAP" : "",
parameters.vertexColors ? "#define USE_COLOR" : "",
parameters.metal ? "#define METAL" : "",
parameters.shadowMapEnabled ? "#define USE_SHADOWMAP" : "",
parameters.shadowMapSoft ? "#define SHADOWMAP_SOFT" : "",
parameters.shadowMapSoft ? "#define SHADOWMAP_WIDTH " + parameters.shadowMapWidth.toFixed( 1 ) : "",
......
......@@ -505,7 +505,15 @@ THREE.ShaderChunk = {
"#endif",
"gl_FragColor.xyz = gl_FragColor.xyz * ( totalDiffuse + ambientLightColor * ambient ) + totalSpecular;"
"#ifdef METAL",
"gl_FragColor.xyz = gl_FragColor.xyz * ( totalDiffuse + ambientLightColor * ambient + totalSpecular );",
"#else",
"gl_FragColor.xyz = gl_FragColor.xyz * ( totalDiffuse + ambientLightColor * ambient ) + totalSpecular;",
"#endif",
].join("\n"),
......
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