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three.js
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8ac9e70e
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three.js
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体验新版 GitCode,发现更多精彩内容 >>
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8ac9e70e
编写于
2月 16, 2012
作者:
A
alteredq
浏览文件
操作
浏览文件
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电子邮件补丁
差异文件
Added proper doubleSided handling for Phong. Added doubleSided performance test.
As per discussion in #1324
上级
73283a60
变更
8
展开全部
隐藏空白更改
内联
并排
Showing
8 changed file
with
958 addition
and
808 deletion
+958
-808
build/Three.js
build/Three.js
+456
-455
build/custom/ThreeCanvas.js
build/custom/ThreeCanvas.js
+73
-73
build/custom/ThreeDOM.js
build/custom/ThreeDOM.js
+41
-41
build/custom/ThreeSVG.js
build/custom/ThreeSVG.js
+53
-53
build/custom/ThreeWebGL.js
build/custom/ThreeWebGL.js
+185
-185
examples/webgl_performance_doublesided.html
examples/webgl_performance_doublesided.html
+140
-0
src/renderers/WebGLRenderer.js
src/renderers/WebGLRenderer.js
+4
-1
src/renderers/WebGLShaders.js
src/renderers/WebGLShaders.js
+6
-0
未找到文件。
build/Three.js
浏览文件 @
8ac9e70e
此差异已折叠。
点击以展开。
build/custom/ThreeCanvas.js
浏览文件 @
8ac9e70e
此差异已折叠。
点击以展开。
build/custom/ThreeDOM.js
浏览文件 @
8ac9e70e
此差异已折叠。
点击以展开。
build/custom/ThreeSVG.js
浏览文件 @
8ac9e70e
此差异已折叠。
点击以展开。
build/custom/ThreeWebGL.js
浏览文件 @
8ac9e70e
因为 它太大了无法显示 source diff 。你可以改为
查看blob
。
examples/webgl_performance_doublesided.html
0 → 100644
浏览文件 @
8ac9e70e
<!doctype html>
<html
lang=
"en"
>
<head>
<title>
three.js webgl - performance
</title>
<meta
charset=
"utf-8"
>
<meta
name=
"viewport"
content=
"width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0"
>
<style>
body
{
background
:
#fff
;
padding
:
0
;
margin
:
0
;
font-weight
:
bold
;
overflow
:
hidden
;
}
</style>
</head>
<body>
<script
src=
"../build/Three.js"
></script>
<script
src=
"js/Stats.js"
></script>
<script>
var
container
,
stats
;
var
camera
,
scene
,
renderer
;
var
mesh
,
zmesh
,
lightMesh
,
geometry
;
var
mouseX
=
0
,
mouseY
=
0
;
var
windowHalfX
=
window
.
innerWidth
/
2
;
var
windowHalfY
=
window
.
innerHeight
/
2
;
document
.
addEventListener
(
'
mousemove
'
,
onDocumentMouseMove
,
false
);
init
();
animate
();
function
init
()
{
container
=
document
.
createElement
(
'
div
'
);
document
.
body
.
appendChild
(
container
);
camera
=
new
THREE
.
PerspectiveCamera
(
50
,
window
.
innerWidth
/
window
.
innerHeight
,
1
,
20000
);
camera
.
position
.
z
=
3200
;
scene
=
new
THREE
.
Scene
();
scene
.
add
(
camera
);
var
light
=
new
THREE
.
PointLight
(
0x0011ff
,
1
,
5000
);
light
.
position
.
set
(
4000
,
0
,
0
);
scene
.
add
(
light
);
var
light
=
new
THREE
.
PointLight
(
0xff1100
,
1
,
5000
);
light
.
position
.
set
(
-
4000
,
0
,
0
);
scene
.
add
(
light
);
var
material
=
new
THREE
.
MeshPhongMaterial
(
{
specular
:
0xffffff
,
shading
:
THREE
.
SmoothShading
,
perPixel
:
true
}
);
var
geometry
=
new
THREE
.
SphereGeometry
(
1
,
32
,
16
,
0
,
Math
.
PI
);
for
(
var
i
=
0
;
i
<
5000
;
i
++
)
{
var
mesh
=
new
THREE
.
Mesh
(
geometry
,
material
);
mesh
.
position
.
x
=
Math
.
random
()
*
10000
-
5000
;
mesh
.
position
.
y
=
Math
.
random
()
*
10000
-
5000
;
mesh
.
position
.
z
=
Math
.
random
()
*
10000
-
5000
;
mesh
.
rotation
.
x
=
Math
.
random
()
*
360
*
(
Math
.
PI
/
180
);
mesh
.
rotation
.
y
=
Math
.
random
()
*
360
*
(
Math
.
PI
/
180
);
mesh
.
scale
.
x
=
mesh
.
scale
.
y
=
mesh
.
scale
.
z
=
Math
.
random
()
*
50
+
100
;
mesh
.
matrixAutoUpdate
=
false
;
mesh
.
updateMatrix
();
mesh
.
doubleSided
=
true
;
scene
.
add
(
mesh
);
}
renderer
=
new
THREE
.
WebGLRenderer
(
{
clearColor
:
0x050505
,
clearAlpha
:
1
,
antialias
:
false
}
);
renderer
.
setSize
(
window
.
innerWidth
,
window
.
innerHeight
);
renderer
.
sortObjects
=
false
;
renderer
.
gammaInput
=
true
;
renderer
.
gammaOutput
=
true
;
container
.
appendChild
(
renderer
.
domElement
);
stats
=
new
Stats
();
stats
.
domElement
.
style
.
position
=
'
absolute
'
;
stats
.
domElement
.
style
.
top
=
'
0px
'
;
stats
.
domElement
.
style
.
zIndex
=
100
;
stats
.
domElement
.
children
[
0
].
children
[
0
].
style
.
color
=
"
#eee
"
;
stats
.
domElement
.
children
[
0
].
style
.
background
=
"
transparent
"
;
stats
.
domElement
.
children
[
0
].
children
[
1
].
style
.
display
=
"
none
"
;
container
.
appendChild
(
stats
.
domElement
);
}
function
onDocumentMouseMove
(
event
)
{
mouseX
=
(
event
.
clientX
-
windowHalfX
)
*
10
;
mouseY
=
(
event
.
clientY
-
windowHalfY
)
*
10
;
}
//
function
animate
()
{
requestAnimationFrame
(
animate
);
render
();
stats
.
update
();
}
function
render
()
{
camera
.
position
.
x
+=
(
mouseX
-
camera
.
position
.
x
)
*
.
05
;
camera
.
position
.
y
+=
(
-
mouseY
-
camera
.
position
.
y
)
*
.
05
;
camera
.
lookAt
(
scene
.
position
);
renderer
.
render
(
scene
,
camera
);
}
</script>
</body>
</html>
src/renderers/WebGLRenderer.js
浏览文件 @
8ac9e70e
...
...
@@ -4211,7 +4211,8 @@ THREE.WebGLRenderer = function ( parameters ) {
alphaTest
:
material
.
alphaTest
,
metal
:
material
.
metal
,
perPixel
:
material
.
perPixel
,
wrapAround
:
material
.
wrapAround
wrapAround
:
material
.
wrapAround
,
doubleSided
:
object
.
doubleSided
};
...
...
@@ -5287,6 +5288,7 @@ THREE.WebGLRenderer = function ( parameters ) {
parameters
.
morphNormals
?
"
#define USE_MORPHNORMALS
"
:
""
,
parameters
.
perPixel
?
"
#define PHONG_PER_PIXEL
"
:
""
,
parameters
.
wrapAround
?
"
#define WRAP_AROUND
"
:
""
,
parameters
.
doubleSided
?
"
#define DOUBLE_SIDED
"
:
""
,
parameters
.
shadowMapEnabled
?
"
#define USE_SHADOWMAP
"
:
""
,
parameters
.
shadowMapSoft
?
"
#define SHADOWMAP_SOFT
"
:
""
,
...
...
@@ -5377,6 +5379,7 @@ THREE.WebGLRenderer = function ( parameters ) {
parameters
.
metal
?
"
#define METAL
"
:
""
,
parameters
.
perPixel
?
"
#define PHONG_PER_PIXEL
"
:
""
,
parameters
.
wrapAround
?
"
#define WRAP_AROUND
"
:
""
,
parameters
.
doubleSided
?
"
#define DOUBLE_SIDED
"
:
""
,
parameters
.
shadowMapEnabled
?
"
#define USE_SHADOWMAP
"
:
""
,
parameters
.
shadowMapSoft
?
"
#define SHADOWMAP_SOFT
"
:
""
,
...
...
src/renderers/WebGLShaders.js
浏览文件 @
8ac9e70e
...
...
@@ -436,6 +436,12 @@ THREE.ShaderChunk = {
"
vec3 normal = normalize( vNormal );
"
,
"
vec3 viewPosition = normalize( vViewPosition );
"
,
"
#ifdef DOUBLE_SIDED
"
,
"
normal = normal * ( -1.0 + 2.0 * float( gl_FrontFacing ) );
"
,
"
#endif
"
,
"
#if MAX_POINT_LIGHTS > 0
"
,
"
vec3 pointDiffuse = vec3( 0.0 );
"
,
...
...
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