webgl_materials_cubemap.html 6.3 KB
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<!doctype html>
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<html lang="en">
	<head>
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		<title>three.js webgl - materials - cube reflection / refraction [Walt]</title>
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		<meta charset="utf-8">
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		<meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0">
		<style>
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			body {
				background:#000;
				color:#fff;
				padding:0;
				margin:0;
				overflow:hidden;
				font-family:georgia;
				text-align:center;
			}
			a {	color: #ff0080;	text-decoration: none; }
			a:hover { color: #0080ff; }
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			canvas { pointer-events:none; z-index:10; }
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			#d { text-align:center; margin:1em 0 -7.5em 0; z-index:1000; position:relative; display:block }
			.button { background:orange; color:#fff; padding:0.2em 0.5em; cursor:pointer }
			.inactive { background:#999; color:#eee }
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			#oldie { margin-top:11em !important }
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		</style>
	</head>
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	<body>
		<div id="d">
			<p><a href="http://github.com/mrdoob/three.js">Three.js</a> cube mapping demo

			<p>Walt Disney head by <a href="http://www.davidoreilly.com/2009/01/walt-disneys-head-on-a-plate" target="_blank">David OReilly</a>
			<p>Texture by <a href="http://www.humus.name/index.php?page=Textures" target="_blank">Humus</a>
		</div>
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		<script src="../build/Three.js"></script>
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		<script src="js/Detector.js"></script>
		<script src="js/Stats.js"></script>
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		<script>
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			if ( ! Detector.webgl ) Detector.addGetWebGLMessage();
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			var container, stats;
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			var camera, scene, renderer;
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			var cameraCube, sceneCube, cubeTarget;
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			var mesh, zmesh, lightMesh, geometry;
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			var loader;
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			var directionalLight, pointLight;
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			var mouseX = 0;
			var mouseY = 0;

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			var windowHalfX = window.innerWidth / 2;
			var windowHalfY = window.innerHeight / 2;

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			document.addEventListener('mousemove', onDocumentMouseMove, false);

			init();
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			animate();
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			function init() {

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				container = document.createElement( 'div' );
				document.body.appendChild( container );
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				camera = new THREE.PerspectiveCamera( 50, window.innerWidth / window.innerHeight, 1, 5000 );
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				camera.position.z = 2000;
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				cameraCube = new THREE.PerspectiveCamera( 50, window.innerWidth / window.innerHeight, 1, 100 );

				cubeTarget = new THREE.Vector3( 0, 0, 0 );
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				scene = new THREE.Scene();
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				sceneCube = new THREE.Scene();
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				// LIGHTS

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				var ambient = new THREE.AmbientLight( 0xffffff );
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				scene.add( ambient );
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				pointLight = new THREE.PointLight( 0xffffff, 2 );
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				scene.add( pointLight );
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				// light representation
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				sphere = new THREE.SphereGeometry( 100, 16, 8 );
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				lightMesh = new THREE.Mesh( sphere, new THREE.MeshBasicMaterial( { color: 0xffaa00 } ) );
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				lightMesh.position = pointLight.position;
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				lightMesh.scale.x = lightMesh.scale.y = lightMesh.scale.z = 0.05;
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				scene.add( lightMesh );
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				var path = "textures/cube/SwedishRoyalCastle/";
				var format = '.jpg';
				var urls = [
						path + 'px' + format, path + 'nx' + format,
						path + 'py' + format, path + 'ny' + format,
						path + 'pz' + format, path + 'nz' + format
					];
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				var reflectionCube = THREE.ImageUtils.loadTextureCube( urls );
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				var refractionCube = new THREE.Texture( reflectionCube.image, new THREE.CubeRefractionMapping() );
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				//var cubeMaterial3 = new THREE.MeshPhongMaterial( { color: 0x000000, specular:0xaa0000, envMap: reflectionCube, combine: THREE.MixOperation, reflectivity: 0.25 } );
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				var cubeMaterial3 = new THREE.MeshLambertMaterial( { color: 0xff6600, ambient: 0x993300, envMap: reflectionCube, combine: THREE.MixOperation, reflectivity: 0.3 } );
				var cubeMaterial2 = new THREE.MeshLambertMaterial( { color: 0xffee00, ambient: 0x996600, envMap: refractionCube, refractionRatio: 0.95 } );
				var cubeMaterial1 = new THREE.MeshLambertMaterial( { color: 0xffffff, ambient: 0xaaaaaa, envMap: reflectionCube } )
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				// Skybox

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				var shader = THREE.ShaderUtils.lib[ "cube" ];
				shader.uniforms[ "tCube" ].texture = reflectionCube;
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				var material = new THREE.ShaderMaterial( {
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					fragmentShader: shader.fragmentShader,
					vertexShader: shader.vertexShader,
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					uniforms: shader.uniforms,
					depthWrite: false
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				} ),

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				mesh = new THREE.Mesh( new THREE.CubeGeometry( 100, 100, 100 ), material );
				mesh.flipSided = true;
				sceneCube.add( mesh );
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				//
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				renderer = new THREE.WebGLRenderer();
				renderer.setSize( window.innerWidth, window.innerHeight );
				renderer.autoClear = false;
				container.appendChild( renderer.domElement );
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				//

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				stats = new Stats();
				stats.domElement.style.position = 'absolute';
				stats.domElement.style.top = '0px';
				stats.domElement.style.zIndex = 100;
				container.appendChild( stats.domElement );
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				//

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				loader = new THREE.BinaryLoader( true );
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				document.body.appendChild( loader.statusDomElement );
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				loader.load( "obj/walt/WaltHead_bin.js", function( geometry ) { createScene( geometry, cubeMaterial1, cubeMaterial2, cubeMaterial3 ) } );
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			}

			function createScene( geometry, m1, m2, m3 ) {
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				var s = 15;
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				var mesh = new THREE.Mesh( geometry, m1 );
				mesh.position.z = - 100;
				mesh.scale.x = mesh.scale.y = mesh.scale.z = s;
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				scene.add( mesh );
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				var mesh = new THREE.Mesh( geometry, m2 );
				mesh.position.x = - 900;
				mesh.position.z = - 100;
				mesh.scale.x = mesh.scale.y = mesh.scale.z = s;
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				scene.add( mesh );
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				var mesh = new THREE.Mesh( geometry, m3 );
				mesh.position.x = 900;
				mesh.position.z = - 100;
				mesh.scale.x = mesh.scale.y = mesh.scale.z = s;
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				scene.add( mesh );
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				loader.statusDomElement.style.display = "none";
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			}

			function onDocumentMouseMove(event) {

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				mouseX = ( event.clientX - windowHalfX ) * 4;
				mouseY = ( event.clientY - windowHalfY ) * 4;
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			}

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			//
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			function animate() {

				requestAnimationFrame( animate );

				render();
				stats.update();

			}

			function render() {

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				var timer = -0.0002 * Date.now();
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				camera.position.x += ( mouseX - camera.position.x ) * .05;
				camera.position.y += ( - mouseY - camera.position.y ) * .05;
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				camera.lookAt( scene.position );

				cubeTarget.x = - camera.position.x;
				cubeTarget.y = - camera.position.y;
				cubeTarget.z = - camera.position.z;
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				cameraCube.lookAt( cubeTarget );
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				lightMesh.position.x = 1500 * Math.cos( timer );
				lightMesh.position.z = 1500 * Math.sin( timer );
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				renderer.clear();
				renderer.render( sceneCube, cameraCube );
				renderer.render( scene, camera );
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			}

		</script>

	</body>
</html>