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2affcfa2
T
three.js
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体验新版 GitCode,发现更多精彩内容 >>
提交
2affcfa2
编写于
8月 18, 2012
作者:
M
Mr.doob
浏览文件
操作
浏览文件
下载
电子邮件补丁
差异文件
Better grids code. And minor tweaks to CanvasRenderer.
上级
75c32ca5
变更
7
隐藏空白更改
内联
并排
Showing
7 changed file
with
84 addition
and
77 deletion
+84
-77
examples/canvas_camera_orthographic.html
examples/canvas_camera_orthographic.html
+13
-10
examples/canvas_camera_orthographic2.html
examples/canvas_camera_orthographic2.html
+13
-10
examples/canvas_interactive_voxelpainter.html
examples/canvas_interactive_voxelpainter.html
+15
-12
examples/canvas_materials.html
examples/canvas_materials.html
+13
-14
examples/canvas_performance.html
examples/canvas_performance.html
+13
-12
examples/canvas_sandbox.html
examples/canvas_sandbox.html
+13
-12
src/renderers/CanvasRenderer.js
src/renderers/CanvasRenderer.js
+4
-7
未找到文件。
examples/canvas_camera_orthographic.html
浏览文件 @
2affcfa2
...
...
@@ -49,23 +49,26 @@
// Grid
var
size
=
500
,
step
=
50
;
var
geometry
=
new
THREE
.
Geometry
();
geometry
.
vertices
.
push
(
new
THREE
.
Vector3
(
-
500
,
0
,
0
)
);
geometry
.
vertices
.
push
(
new
THREE
.
Vector3
(
500
,
0
,
0
)
);
for
(
var
i
=
0
;
i
<=
20
;
i
++
)
{
for
(
var
i
=
-
size
;
i
<=
size
;
i
+=
step
)
{
var
line
=
new
THREE
.
Line
(
geometry
,
new
THREE
.
LineBasicMaterial
(
{
color
:
0x000000
,
opacity
:
0.2
}
)
);
line
.
position
.
z
=
(
i
*
50
)
-
500
;
scene
.
add
(
line
);
geometry
.
vertices
.
push
(
new
THREE
.
Vector3
(
-
size
,
0
,
i
)
);
geometry
.
vertices
.
push
(
new
THREE
.
Vector3
(
size
,
0
,
i
)
);
var
line
=
new
THREE
.
Line
(
geometry
,
new
THREE
.
LineBasicMaterial
(
{
color
:
0x000000
,
opacity
:
0.2
}
)
);
line
.
position
.
x
=
(
i
*
50
)
-
500
;
line
.
rotation
.
y
=
90
*
Math
.
PI
/
180
;
scene
.
add
(
line
);
geometry
.
vertices
.
push
(
new
THREE
.
Vector3
(
i
,
0
,
-
size
)
);
geometry
.
vertices
.
push
(
new
THREE
.
Vector3
(
i
,
0
,
size
)
);
}
var
material
=
new
THREE
.
LineBasicMaterial
(
{
color
:
0x000000
,
opacity
:
0.2
}
);
var
line
=
new
THREE
.
Line
(
geometry
,
material
);
line
.
type
=
THREE
.
LinePieces
;
scene
.
add
(
line
);
// Cubes
var
geometry
=
new
THREE
.
CubeGeometry
(
50
,
50
,
50
);
...
...
examples/canvas_camera_orthographic2.html
浏览文件 @
2affcfa2
...
...
@@ -116,23 +116,26 @@
// Grid
var
size
=
500
,
step
=
50
;
var
geometry
=
new
THREE
.
Geometry
();
geometry
.
vertices
.
push
(
new
THREE
.
Vector3
(
-
500
,
0
,
0
)
);
geometry
.
vertices
.
push
(
new
THREE
.
Vector3
(
500
,
0
,
0
)
);
for
(
var
i
=
0
;
i
<=
20
;
i
++
)
{
for
(
var
i
=
-
size
;
i
<=
size
;
i
+=
step
)
{
var
line
=
new
THREE
.
Line
(
geometry
,
new
THREE
.
LineBasicMaterial
(
{
color
:
0x000000
,
opacity
:
0.2
}
)
);
line
.
position
.
z
=
(
i
*
50
)
-
500
;
scene
.
add
(
line
);
geometry
.
vertices
.
push
(
new
THREE
.
Vector3
(
-
size
,
0
,
i
)
);
geometry
.
vertices
.
push
(
new
THREE
.
Vector3
(
size
,
0
,
i
)
);
var
line
=
new
THREE
.
Line
(
geometry
,
new
THREE
.
LineBasicMaterial
(
{
color
:
0x000000
,
opacity
:
0.2
}
)
);
line
.
position
.
x
=
(
i
*
50
)
-
500
;
line
.
rotation
.
y
=
90
*
Math
.
PI
/
180
;
scene
.
add
(
line
);
geometry
.
vertices
.
push
(
new
THREE
.
Vector3
(
i
,
0
,
-
size
)
);
geometry
.
vertices
.
push
(
new
THREE
.
Vector3
(
i
,
0
,
size
)
);
}
var
material
=
new
THREE
.
LineBasicMaterial
(
{
color
:
0x000000
,
opacity
:
0.2
}
);
var
line
=
new
THREE
.
Line
(
geometry
,
material
);
line
.
type
=
THREE
.
LinePieces
;
scene
.
add
(
line
);
// Cubes
var
geometry
=
new
THREE
.
CubeGeometry
(
50
,
50
,
50
);
...
...
examples/canvas_interactive_voxelpainter.html
浏览文件 @
2affcfa2
...
...
@@ -52,25 +52,28 @@
// Grid
var
geometry
=
new
THREE
.
Geometry
();
geometry
.
vertices
.
push
(
new
THREE
.
Vector3
(
-
500
,
0
,
0
)
);
geometry
.
vertices
.
push
(
new
THREE
.
Vector3
(
500
,
0
,
0
)
);
var
size
=
500
,
step
=
50
;
var
material
=
new
THREE
.
LineBasicMaterial
(
{
color
:
0x000000
,
opacity
:
0.2
}
);
var
geometry
=
new
THREE
.
Geometry
(
);
for
(
var
i
=
0
;
i
<=
20
;
i
++
)
{
for
(
var
i
=
-
size
;
i
<=
size
;
i
+=
step
)
{
var
line
=
new
THREE
.
Line
(
geometry
,
material
);
line
.
position
.
z
=
(
i
*
50
)
-
500
;
scene
.
add
(
line
);
geometry
.
vertices
.
push
(
new
THREE
.
Vector3
(
-
size
,
0
,
i
)
);
geometry
.
vertices
.
push
(
new
THREE
.
Vector3
(
size
,
0
,
i
)
);
var
line
=
new
THREE
.
Line
(
geometry
,
material
);
line
.
position
.
x
=
(
i
*
50
)
-
500
;
line
.
rotation
.
y
=
90
*
Math
.
PI
/
180
;
scene
.
add
(
line
);
geometry
.
vertices
.
push
(
new
THREE
.
Vector3
(
i
,
0
,
-
size
)
);
geometry
.
vertices
.
push
(
new
THREE
.
Vector3
(
i
,
0
,
size
)
);
}
var
material
=
new
THREE
.
LineBasicMaterial
(
{
color
:
0x000000
,
opacity
:
0.2
}
);
var
line
=
new
THREE
.
Line
(
geometry
,
material
);
line
.
type
=
THREE
.
LinePieces
;
scene
.
add
(
line
);
//
projector
=
new
THREE
.
Projector
();
plane
=
new
THREE
.
Mesh
(
new
THREE
.
PlaneGeometry
(
1000
,
1000
),
new
THREE
.
MeshBasicMaterial
()
);
...
...
examples/canvas_materials.html
浏览文件 @
2affcfa2
...
...
@@ -41,27 +41,26 @@
// Grid
var
geometry
=
new
THREE
.
Geometry
();
geometry
.
vertices
.
push
(
new
THREE
.
Vector3
(
-
500
,
0
,
0
)
);
geometry
.
vertices
.
push
(
new
THREE
.
Vector3
(
500
,
0
,
0
)
);
var
size
=
500
,
step
=
100
;
var
material
=
new
THREE
.
LineBasicMaterial
(
{
color
:
0xffffff
,
opacity
:
0.2
}
);
var
geometry
=
new
THREE
.
Geometry
(
);
for
(
var
i
=
0
;
i
<=
10
;
i
++
)
{
for
(
var
i
=
-
size
;
i
<=
size
;
i
+=
step
)
{
var
line
=
new
THREE
.
Line
(
geometry
,
material
);
line
.
position
.
y
=
-
120
;
line
.
position
.
z
=
(
i
*
100
)
-
500
;
scene
.
add
(
line
);
geometry
.
vertices
.
push
(
new
THREE
.
Vector3
(
-
size
,
-
120
,
i
)
);
geometry
.
vertices
.
push
(
new
THREE
.
Vector3
(
size
,
-
120
,
i
)
);
var
line
=
new
THREE
.
Line
(
geometry
,
material
);
line
.
position
.
x
=
(
i
*
100
)
-
500
;
line
.
position
.
y
=
-
120
;
line
.
rotation
.
y
=
90
*
Math
.
PI
/
180
;
scene
.
add
(
line
);
geometry
.
vertices
.
push
(
new
THREE
.
Vector3
(
i
,
-
120
,
-
size
)
);
geometry
.
vertices
.
push
(
new
THREE
.
Vector3
(
i
,
-
120
,
size
)
);
}
var
material
=
new
THREE
.
LineBasicMaterial
(
{
color
:
0xffffff
,
opacity
:
0.2
}
);
var
line
=
new
THREE
.
Line
(
geometry
,
material
);
line
.
type
=
THREE
.
LinePieces
;
scene
.
add
(
line
);
// Spheres
var
geometry
=
new
THREE
.
SphereGeometry
(
100
,
14
,
7
,
false
);
...
...
examples/canvas_performance.html
浏览文件 @
2affcfa2
...
...
@@ -42,25 +42,26 @@
// Grid
var
geometry
=
new
THREE
.
Geometry
();
geometry
.
vertices
.
push
(
new
THREE
.
Vector3
(
-
500
,
0
,
0
)
);
geometry
.
vertices
.
push
(
new
THREE
.
Vector3
(
500
,
0
,
0
)
);
var
size
=
500
,
step
=
100
;
var
material
=
new
THREE
.
LineBasicMaterial
(
{
color
:
0x000000
,
opacity
:
0.5
}
);
var
geometry
=
new
THREE
.
Geometry
(
);
for
(
var
i
=
0
;
i
<=
10
;
i
++
)
{
for
(
var
i
=
-
size
;
i
<=
size
;
i
+=
step
)
{
var
line
=
new
THREE
.
Line
(
geometry
,
material
);
line
.
position
.
z
=
(
i
*
100
)
-
500
;
scene
.
add
(
line
);
geometry
.
vertices
.
push
(
new
THREE
.
Vector3
(
-
size
,
0
,
i
)
);
geometry
.
vertices
.
push
(
new
THREE
.
Vector3
(
size
,
0
,
i
)
);
var
line
=
new
THREE
.
Line
(
geometry
,
material
);
line
.
position
.
x
=
(
i
*
100
)
-
500
;
line
.
rotation
.
y
=
90
*
Math
.
PI
/
180
;
scene
.
add
(
line
);
geometry
.
vertices
.
push
(
new
THREE
.
Vector3
(
i
,
0
,
-
size
)
);
geometry
.
vertices
.
push
(
new
THREE
.
Vector3
(
i
,
0
,
size
)
);
}
var
material
=
new
THREE
.
LineBasicMaterial
(
{
color
:
0x000000
,
opacity
:
0.5
}
);
var
line
=
new
THREE
.
Line
(
geometry
,
material
);
line
.
type
=
THREE
.
LinePieces
;
scene
.
add
(
line
);
// Spheres
geometry
=
new
THREE
.
SphereGeometry
(
100
,
26
,
18
);
...
...
examples/canvas_sandbox.html
浏览文件 @
2affcfa2
...
...
@@ -66,25 +66,26 @@
// Grid
var
geometry
=
new
THREE
.
Geometry
();
geometry
.
vertices
.
push
(
new
THREE
.
Vector3
(
-
500
,
0
,
0
)
);
geometry
.
vertices
.
push
(
new
THREE
.
Vector3
(
500
,
0
,
0
)
);
var
size
=
500
,
step
=
100
;
var
material
=
new
THREE
.
LineBasicMaterial
(
{
color
:
0x000000
,
opacity
:
0.5
}
);
var
geometry
=
new
THREE
.
Geometry
(
);
for
(
var
i
=
0
;
i
<=
10
;
i
++
)
{
for
(
var
i
=
-
size
;
i
<=
size
;
i
+=
step
)
{
var
line
=
new
THREE
.
Line
(
geometry
,
material
);
line
.
position
.
z
=
(
i
*
100
)
-
500
;
scene
.
add
(
line
);
geometry
.
vertices
.
push
(
new
THREE
.
Vector3
(
-
size
,
0
,
i
)
);
geometry
.
vertices
.
push
(
new
THREE
.
Vector3
(
size
,
0
,
i
)
);
var
line
=
new
THREE
.
Line
(
geometry
,
material
);
line
.
position
.
x
=
(
i
*
100
)
-
500
;
line
.
rotation
.
y
=
90
*
Math
.
PI
/
180
;
scene
.
add
(
line
);
geometry
.
vertices
.
push
(
new
THREE
.
Vector3
(
i
,
0
,
-
size
)
);
geometry
.
vertices
.
push
(
new
THREE
.
Vector3
(
i
,
0
,
size
)
);
}
var
material
=
new
THREE
.
LineBasicMaterial
(
{
color
:
0x000000
,
opacity
:
0.5
}
);
var
line
=
new
THREE
.
Line
(
geometry
,
material
);
line
.
type
=
THREE
.
LinePieces
;
scene
.
add
(
line
);
// Spheres
objects
=
[];
...
...
src/renderers/CanvasRenderer.js
浏览文件 @
2affcfa2
...
...
@@ -918,9 +918,6 @@ THREE.CanvasRenderer = function ( parameters ) {
_imagedatas
[
texture
.
id
]
=
context
.
getImageData
(
0
,
0
,
texture
.
image
.
width
,
texture
.
image
.
height
).
data
;
// variables cannot be deleted in ES5 strict mode
//delete canvas;
}
var
data
=
_imagedatas
[
texture
.
id
];
...
...
@@ -992,10 +989,10 @@ THREE.CanvasRenderer = function ( parameters ) {
// http://mrdoob.com/blog/post/710
var
c1r
=
~~
(
color1
.
r
*
255
),
c1g
=
~~
(
color1
.
g
*
255
),
c1b
=
~~
(
color1
.
b
*
255
),
c2r
=
~~
(
color2
.
r
*
255
),
c2g
=
~~
(
color2
.
g
*
255
),
c2b
=
~~
(
color2
.
b
*
255
),
c3r
=
~~
(
color3
.
r
*
255
),
c3g
=
~~
(
color3
.
g
*
255
),
c3b
=
~~
(
color3
.
b
*
255
),
c4r
=
~~
(
color4
.
r
*
255
),
c4g
=
~~
(
color4
.
g
*
255
),
c4b
=
~~
(
color4
.
b
*
255
)
;
var
c1r
=
(
color1
.
r
*
255
)
|
0
,
c1g
=
(
color1
.
g
*
255
)
|
0
,
c1b
=
(
color1
.
b
*
255
)
|
0
;
var
c2r
=
(
color2
.
r
*
255
)
|
0
,
c2g
=
(
color2
.
g
*
255
)
|
0
,
c2b
=
(
color2
.
b
*
255
)
|
0
;
var
c3r
=
(
color3
.
r
*
255
)
|
0
,
c3g
=
(
color3
.
g
*
255
)
|
0
,
c3b
=
(
color3
.
b
*
255
)
|
0
;
var
c4r
=
(
color4
.
r
*
255
)
|
0
,
c4g
=
(
color4
.
g
*
255
)
|
0
,
c4b
=
(
color4
.
b
*
255
)
|
0
;
_pixelMapData
[
0
]
=
c1r
<
0
?
0
:
c1r
>
255
?
255
:
c1r
;
_pixelMapData
[
1
]
=
c1g
<
0
?
0
:
c1g
>
255
?
255
:
c1g
;
...
...
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