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77eed2ea
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体验新版 GitCode,发现更多精彩内容 >>
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77eed2ea
编写于
7月 03, 2011
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
Removed most of SeceneUtils methods for simplicity reasons.
Fixed examples that were using them.
上级
78fb8ac6
变更
20
隐藏空白更改
内联
并排
Showing
20 changed file
with
260 addition
and
105 deletion
+260
-105
examples/webgl_geometry_blenderexport_colors.html
examples/webgl_geometry_blenderexport_colors.html
+8
-2
examples/webgl_materials_cars.html
examples/webgl_materials_cars.html
+26
-3
examples/webgl_materials_cars_anaglyph.html
examples/webgl_materials_cars_anaglyph.html
+25
-2
examples/webgl_materials_cars_camaro.html
examples/webgl_materials_cars_camaro.html
+4
-1
examples/webgl_materials_cars_camaro_crosseyed.html
examples/webgl_materials_cars_camaro_crosseyed.html
+4
-1
examples/webgl_materials_cubemap.html
examples/webgl_materials_cubemap.html
+33
-5
examples/webgl_materials_cubemap_balls_reflection.html
examples/webgl_materials_cubemap_balls_reflection.html
+17
-1
examples/webgl_materials_cubemap_balls_reflection_anaglyph.html
...es/webgl_materials_cubemap_balls_reflection_anaglyph.html
+17
-1
examples/webgl_materials_cubemap_balls_refraction.html
examples/webgl_materials_cubemap_balls_refraction.html
+17
-1
examples/webgl_materials_cubemap_balls_refraction_crosseyed.html
...s/webgl_materials_cubemap_balls_refraction_crosseyed.html
+17
-1
examples/webgl_materials_cubemap_escher.html
examples/webgl_materials_cubemap_escher.html
+17
-1
examples/webgl_materials_cubemap_refraction.html
examples/webgl_materials_cubemap_refraction.html
+35
-5
examples/webgl_materials_normalmap.html
examples/webgl_materials_normalmap.html
+9
-2
examples/webgl_materials_normalmap2.html
examples/webgl_materials_normalmap2.html
+4
-1
examples/webgl_materials_shaders_fresnel.html
examples/webgl_materials_shaders_fresnel.html
+17
-1
examples/webgl_multiple_canvases_complex.html
examples/webgl_multiple_canvases_complex.html
+2
-2
examples/webgl_multiple_canvases_grid.html
examples/webgl_multiple_canvases_grid.html
+1
-1
examples/webgl_objconvert_test.html
examples/webgl_objconvert_test.html
+4
-4
src/extras/SceneUtils.js
src/extras/SceneUtils.js
+0
-67
src/renderers/WebGLRenderer.js
src/renderers/WebGLRenderer.js
+3
-3
未找到文件。
examples/webgl_geometry_blenderexport_colors.html
浏览文件 @
77eed2ea
...
...
@@ -97,7 +97,10 @@
var
material
=
[
new
THREE
.
MeshFaceMaterial
(),
new
THREE
.
MeshLambertMaterial
(
{
color
:
0xffffff
,
opacity
:
0.9
,
shading
:
THREE
.
FlatShading
,
wireframe
:
true
,
wireframeLinewidth
:
2
}
)
];
mesh
=
THREE
.
SceneUtils
.
addMesh
(
scene
,
geometry
,
250
,
400
,
0
,
0
,
0
,
0
,
0
,
material
);
mesh
=
new
THREE
.
Mesh
(
geometry
,
material
);
mesh
.
position
.
x
=
400
;
mesh
.
scale
.
x
=
mesh
.
scale
.
y
=
mesh
.
scale
.
z
=
250
;
scene
.
addObject
(
mesh
);
}
...
...
@@ -107,7 +110,10 @@
var
material
=
new
THREE
.
MeshFaceMaterial
();
mesh2
=
THREE
.
SceneUtils
.
addMesh
(
scene
,
geometry
,
250
,
-
400
,
0
,
0
,
0
,
0
,
0
,
material
);
mesh2
=
new
THREE
.
Mesh
(
geometry
,
material
);
mesh2
.
position
.
x
=
-
400
;
mesh2
.
scale
.
x
=
mesh2
.
scale
.
y
=
mesh2
.
scale
.
z
=
250
;
scene
.
addObject
(
mesh2
);
}
...
...
examples/webgl_materials_cars.html
浏览文件 @
77eed2ea
...
...
@@ -196,7 +196,23 @@
pointLight
.
position
.
z
=
10000
;
scene
.
addLight
(
pointLight
);
THREE
.
SceneUtils
.
addPanoramaCubeWebGL
(
sceneCube
,
100000
,
textureCube
);
// Skybox
var
shader
=
THREE
.
ShaderUtils
.
lib
[
"
cube
"
];
shader
.
uniforms
[
"
tCube
"
].
texture
=
textureCube
;
var
material
=
new
THREE
.
MeshShaderMaterial
(
{
fragmentShader
:
shader
.
fragmentShader
,
vertexShader
:
shader
.
vertexShader
,
uniforms
:
shader
.
uniforms
}
),
mesh
=
new
THREE
.
Mesh
(
new
THREE
.
CubeGeometry
(
100000
,
100000
,
100000
,
1
,
1
,
1
,
null
,
true
),
material
);
sceneCube
.
addObject
(
mesh
);
//
webglRenderer
=
new
THREE
.
WebGLRenderer
();
webglRenderer
.
setSize
(
window
.
innerWidth
,
window
.
innerHeight
);
...
...
@@ -546,13 +562,20 @@
mi
=
CARS
[
car
].
init_material
,
bm
=
CARS
[
car
].
body_materials
;
for
(
var
i
in
CARS
[
car
].
mmap
)
{
for
(
var
i
in
CARS
[
car
].
mmap
)
{
geometry
.
materials
[
i
][
0
]
=
CARS
[
car
].
mmap
[
i
];
}
CARS
[
car
].
object
=
THREE
.
SceneUtils
.
addMesh
(
scene
,
geometry
,
s
,
0
,
0
,
0
,
r
[
0
],
r
[
1
],
r
[
2
],
m
);
var
mesh
=
new
THREE
.
Mesh
(
geometry
,
m
);
mesh
.
rotation
.
x
=
r
[
0
];
mesh
.
rotation
.
y
=
r
[
1
];
mesh
.
rotation
.
z
=
r
[
2
];
mesh
.
scale
.
x
=
mesh
.
scale
.
y
=
mesh
.
scale
.
z
=
s
;
scene
.
addObject
(
mesh
);
CARS
[
car
].
object
=
mesh
;
CARS
[
car
].
buttons
=
createButtons
(
materials
.
body
,
car
);
attachButtonMaterials
(
materials
.
body
,
geometry
,
bm
,
car
);
...
...
examples/webgl_materials_cars_anaglyph.html
浏览文件 @
77eed2ea
...
...
@@ -192,7 +192,23 @@
pointLight
.
position
.
z
=
10000
;
scene
.
addLight
(
pointLight
);
THREE
.
SceneUtils
.
addPanoramaCubeWebGL
(
scene
,
100000
,
textureCube
);
// Skybox
var
shader
=
THREE
.
ShaderUtils
.
lib
[
"
cube
"
];
shader
.
uniforms
[
"
tCube
"
].
texture
=
textureCube
;
var
material
=
new
THREE
.
MeshShaderMaterial
(
{
fragmentShader
:
shader
.
fragmentShader
,
vertexShader
:
shader
.
vertexShader
,
uniforms
:
shader
.
uniforms
}
),
mesh
=
new
THREE
.
Mesh
(
new
THREE
.
CubeGeometry
(
100000
,
100000
,
100000
,
1
,
1
,
1
,
null
,
true
),
material
);
scene
.
addObject
(
mesh
);
//
webglRenderer
=
new
THREE
.
AnaglyphWebGLRenderer
();
webglRenderer
.
setSize
(
window
.
innerWidth
,
window
.
innerHeight
);
...
...
@@ -547,7 +563,14 @@
}
CARS
[
car
].
object
=
THREE
.
SceneUtils
.
addMesh
(
scene
,
geometry
,
s
,
0
,
0
,
0
,
r
[
0
],
r
[
1
],
r
[
2
],
m
);
var
mesh
=
new
THREE
.
Mesh
(
geometry
,
m
);
mesh
.
rotation
.
x
=
r
[
0
];
mesh
.
rotation
.
y
=
r
[
1
];
mesh
.
rotation
.
z
=
r
[
2
];
mesh
.
scale
.
x
=
mesh
.
scale
.
y
=
mesh
.
scale
.
z
=
s
;
scene
.
addObject
(
mesh
);
CARS
[
car
].
object
=
mesh
;
CARS
[
car
].
buttons
=
createButtons
(
materials
.
body
,
car
);
attachButtonMaterials
(
materials
.
body
,
geometry
,
bm
,
car
);
...
...
examples/webgl_materials_cars_camaro.html
浏览文件 @
77eed2ea
...
...
@@ -187,7 +187,10 @@
geometry
.
materials
[
7
][
0
]
=
materials
.
black
;
// tireling
geometry
.
materials
[
8
][
0
]
=
materials
.
black
;
// behind grille
THREE
.
SceneUtils
.
addMesh
(
scene
,
geometry
,
s
,
0
,
0
,
0
,
0.0
,
1.0
,
0.0
,
m
);
var
mesh
=
new
THREE
.
Mesh
(
geometry
,
m
);
mesh
.
rotation
.
y
=
1
;
mesh
.
scale
.
x
=
mesh
.
scale
.
y
=
mesh
.
scale
.
z
=
s
;
scene
.
addObject
(
mesh
);
createButtons
(
materials
.
body
,
geometry
);
...
...
examples/webgl_materials_cars_camaro_crosseyed.html
浏览文件 @
77eed2ea
...
...
@@ -192,7 +192,10 @@
geometry
.
materials
[
7
][
0
]
=
materials
.
black
;
// tireling
geometry
.
materials
[
8
][
0
]
=
materials
.
black
;
// behind grille
THREE
.
SceneUtils
.
addMesh
(
scene
,
geometry
,
s
,
0
,
0
,
0
,
0.0
,
1.0
,
0.0
,
m
);
var
mesh
=
new
THREE
.
Mesh
(
geometry
,
m
);
mesh
.
rotation
.
y
=
1
;
mesh
.
scale
.
x
=
mesh
.
scale
.
y
=
mesh
.
scale
.
z
=
s
;
scene
.
addObject
(
mesh
);
createButtons
(
materials
.
body
,
geometry
);
...
...
examples/webgl_materials_cubemap.html
浏览文件 @
77eed2ea
...
...
@@ -112,12 +112,27 @@
var
cubeMaterial2
=
new
THREE
.
MeshLambertMaterial
(
{
color
:
0xffee00
,
envMap
:
refractionCube
,
refractionRatio
:
0.95
}
);
var
cubeMaterial1
=
new
THREE
.
MeshLambertMaterial
(
{
color
:
0xffffff
,
envMap
:
reflectionCube
}
)
THREE
.
SceneUtils
.
addPanoramaCubeWebGL
(
sceneCube
,
10
,
reflectionCube
);
// Skybox
var
shader
=
THREE
.
ShaderUtils
.
lib
[
"
cube
"
];
shader
.
uniforms
[
"
tCube
"
].
texture
=
reflectionCube
;
var
material
=
new
THREE
.
MeshShaderMaterial
(
{
fragmentShader
:
shader
.
fragmentShader
,
vertexShader
:
shader
.
vertexShader
,
uniforms
:
shader
.
uniforms
}
),
mesh
=
new
THREE
.
Mesh
(
new
THREE
.
CubeGeometry
(
10
,
10
,
10
,
1
,
1
,
1
,
null
,
true
),
material
);
sceneCube
.
addObject
(
mesh
);
//
renderer
=
new
THREE
.
WebGLRenderer
();
renderer
.
setSize
(
window
.
innerWidth
,
window
.
innerHeight
);
renderer
.
autoClear
=
false
;
//renderer.setFaceCulling( 0 );
container
.
appendChild
(
renderer
.
domElement
);
stats
=
new
Stats
();
...
...
@@ -137,9 +152,22 @@
var
s
=
15
;
THREE
.
SceneUtils
.
addMesh
(
scene
,
geometry
,
s
,
0
,
0
,
-
100
,
0
,
0
,
0
,
m1
);
THREE
.
SceneUtils
.
addMesh
(
scene
,
geometry
,
s
,
-
900
,
0
,
-
100
,
0
,
0
,
0
,
m2
);
THREE
.
SceneUtils
.
addMesh
(
scene
,
geometry
,
s
,
900
,
0
,
-
100
,
0
,
0
,
0
,
m3
);
var
mesh
=
new
THREE
.
Mesh
(
geometry
,
m1
);
mesh
.
position
.
z
=
-
100
;
mesh
.
scale
.
x
=
mesh
.
scale
.
y
=
mesh
.
scale
.
z
=
s
;
scene
.
addObject
(
mesh
);
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
;
scene
.
addObject
(
mesh
);
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
;
scene
.
addObject
(
mesh
);
loader
.
statusDomElement
.
style
.
display
=
"
none
"
;
...
...
examples/webgl_materials_cubemap_balls_reflection.html
浏览文件 @
77eed2ea
...
...
@@ -103,7 +103,23 @@
}
THREE
.
SceneUtils
.
addPanoramaCubeWebGL
(
sceneCube
,
100000
,
textureCube
);
// Skybox
var
shader
=
THREE
.
ShaderUtils
.
lib
[
"
cube
"
];
shader
.
uniforms
[
"
tCube
"
].
texture
=
textureCube
;
var
material
=
new
THREE
.
MeshShaderMaterial
(
{
fragmentShader
:
shader
.
fragmentShader
,
vertexShader
:
shader
.
vertexShader
,
uniforms
:
shader
.
uniforms
}
),
mesh
=
new
THREE
.
Mesh
(
new
THREE
.
CubeGeometry
(
100000
,
100000
,
100000
,
1
,
1
,
1
,
null
,
true
),
material
);
sceneCube
.
addObject
(
mesh
);
//
webglRenderer
=
new
THREE
.
WebGLRenderer
();
webglRenderer
.
setSize
(
window
.
innerWidth
,
window
.
innerHeight
);
...
...
examples/webgl_materials_cubemap_balls_reflection_anaglyph.html
浏览文件 @
77eed2ea
...
...
@@ -99,7 +99,23 @@
}
THREE
.
SceneUtils
.
addPanoramaCubeWebGL
(
scene
,
100000
,
textureCube
);
// Skybox
var
shader
=
THREE
.
ShaderUtils
.
lib
[
"
cube
"
];
shader
.
uniforms
[
"
tCube
"
].
texture
=
textureCube
;
var
material
=
new
THREE
.
MeshShaderMaterial
(
{
fragmentShader
:
shader
.
fragmentShader
,
vertexShader
:
shader
.
vertexShader
,
uniforms
:
shader
.
uniforms
}
),
mesh
=
new
THREE
.
Mesh
(
new
THREE
.
CubeGeometry
(
100000
,
100000
,
100000
,
1
,
1
,
1
,
null
,
true
),
material
);
scene
.
addObject
(
mesh
);
//
webglRenderer
=
new
THREE
.
AnaglyphWebGLRenderer
();
webglRenderer
.
setSize
(
window
.
innerWidth
,
window
.
innerHeight
);
...
...
examples/webgl_materials_cubemap_balls_refraction.html
浏览文件 @
77eed2ea
...
...
@@ -102,7 +102,23 @@
}
THREE
.
SceneUtils
.
addPanoramaCubeWebGL
(
sceneCube
,
100000
,
textureCube
);
// Skybox
var
shader
=
THREE
.
ShaderUtils
.
lib
[
"
cube
"
];
shader
.
uniforms
[
"
tCube
"
].
texture
=
textureCube
;
var
material
=
new
THREE
.
MeshShaderMaterial
(
{
fragmentShader
:
shader
.
fragmentShader
,
vertexShader
:
shader
.
vertexShader
,
uniforms
:
shader
.
uniforms
}
),
mesh
=
new
THREE
.
Mesh
(
new
THREE
.
CubeGeometry
(
100000
,
100000
,
100000
,
1
,
1
,
1
,
null
,
true
),
material
);
sceneCube
.
addObject
(
mesh
);
//
webglRenderer
=
new
THREE
.
WebGLRenderer
();
webglRenderer
.
setSize
(
window
.
innerWidth
,
window
.
innerHeight
);
...
...
examples/webgl_materials_cubemap_balls_refraction_crosseyed.html
浏览文件 @
77eed2ea
...
...
@@ -101,7 +101,23 @@
}
THREE
.
SceneUtils
.
addPanoramaCubeWebGL
(
scene
,
100000
,
textureCube
);
// Skybox
var
shader
=
THREE
.
ShaderUtils
.
lib
[
"
cube
"
];
shader
.
uniforms
[
"
tCube
"
].
texture
=
textureCube
;
var
material
=
new
THREE
.
MeshShaderMaterial
(
{
fragmentShader
:
shader
.
fragmentShader
,
vertexShader
:
shader
.
vertexShader
,
uniforms
:
shader
.
uniforms
}
),
mesh
=
new
THREE
.
Mesh
(
new
THREE
.
CubeGeometry
(
100000
,
100000
,
100000
,
1
,
1
,
1
,
null
,
true
),
material
);
scene
.
addObject
(
mesh
);
//
webglRenderer
=
new
THREE
.
CrosseyedWebGLRenderer
(
{
separation
:
90
}
);
webglRenderer
.
setSize
(
window
.
innerWidth
,
window
.
innerHeight
);
...
...
examples/webgl_materials_cubemap_escher.html
浏览文件 @
77eed2ea
...
...
@@ -87,7 +87,23 @@
mesh
.
scale
.
x
=
mesh
.
scale
.
y
=
mesh
.
scale
.
z
=
16
;
scene
.
addObject
(
mesh
);
THREE
.
SceneUtils
.
addPanoramaCubeWebGL
(
scene
,
6000
,
textureCube
);
// Skybox
var
shader
=
THREE
.
ShaderUtils
.
lib
[
"
cube
"
];
shader
.
uniforms
[
"
tCube
"
].
texture
=
textureCube
;
var
material
=
new
THREE
.
MeshShaderMaterial
(
{
fragmentShader
:
shader
.
fragmentShader
,
vertexShader
:
shader
.
vertexShader
,
uniforms
:
shader
.
uniforms
}
),
mesh
=
new
THREE
.
Mesh
(
new
THREE
.
CubeGeometry
(
6000
,
6000
,
6000
,
1
,
1
,
1
,
null
,
true
),
material
);
scene
.
addObject
(
mesh
);
//
webglRenderer
=
new
THREE
.
WebGLRenderer
();
webglRenderer
.
setSize
(
window
.
innerWidth
,
window
.
innerHeight
);
...
...
examples/webgl_materials_cubemap_refraction.html
浏览文件 @
77eed2ea
...
...
@@ -88,6 +88,7 @@
scene
.
addLight
(
pointLight
);
// light representation
sphere
=
new
THREE
.
SphereGeometry
(
100
,
16
,
8
);
lightMesh
=
new
THREE
.
Mesh
(
sphere
,
new
THREE
.
MeshBasicMaterial
(
{
color
:
0xffaa00
}
)
);
lightMesh
.
position
=
pointLight
.
position
;
...
...
@@ -108,7 +109,23 @@
var
cubeMaterial2
=
new
THREE
.
MeshBasicMaterial
(
{
color
:
0xccfffd
,
envMap
:
textureCube
,
refractionRatio
:
0.985
}
);
var
cubeMaterial1
=
new
THREE
.
MeshBasicMaterial
(
{
color
:
0xffffff
,
envMap
:
textureCube
,
refractionRatio
:
0.98
}
)
THREE
.
SceneUtils
.
addPanoramaCubeWebGL
(
sceneCube
,
100000
,
textureCube
);
// Skybox
var
shader
=
THREE
.
ShaderUtils
.
lib
[
"
cube
"
];
shader
.
uniforms
[
"
tCube
"
].
texture
=
textureCube
;
var
material
=
new
THREE
.
MeshShaderMaterial
(
{
fragmentShader
:
shader
.
fragmentShader
,
vertexShader
:
shader
.
vertexShader
,
uniforms
:
shader
.
uniforms
}
),
mesh
=
new
THREE
.
Mesh
(
new
THREE
.
CubeGeometry
(
100000
,
100000
,
100000
,
1
,
1
,
1
,
null
,
true
),
material
);
sceneCube
.
addObject
(
mesh
);
//
webglRenderer
=
new
THREE
.
WebGLRenderer
();
webglRenderer
.
setSize
(
window
.
innerWidth
,
window
.
innerHeight
);
...
...
@@ -132,11 +149,24 @@
function
createScene
(
geometry
,
m1
,
m2
,
m3
)
{
var
s
=
1.5
,
z
=
-
1000
;
var
s
=
1.5
,
z
=
-
1000
;
var
mesh
=
new
THREE
.
Mesh
(
geometry
,
m1
);
mesh
.
position
.
z
=
z
;
mesh
.
scale
.
x
=
mesh
.
scale
.
y
=
mesh
.
scale
.
z
=
s
;
scene
.
addObject
(
mesh
);
var
mesh
=
new
THREE
.
Mesh
(
geometry
,
m2
);
mesh
.
position
.
x
=
-
900
;
mesh
.
position
.
z
=
z
;
mesh
.
scale
.
x
=
mesh
.
scale
.
y
=
mesh
.
scale
.
z
=
s
;
scene
.
addObject
(
mesh
);
THREE
.
SceneUtils
.
addMesh
(
scene
,
geometry
,
s
,
0
,
0
,
z
,
0
,
0
,
0
,
m1
);
THREE
.
SceneUtils
.
addMesh
(
scene
,
geometry
,
s
,
-
900
,
0
,
z
,
0
,
0
,
0
,
m2
);
THREE
.
SceneUtils
.
addMesh
(
scene
,
geometry
,
s
,
900
,
0
,
z
,
0
,
0
,
0
,
m3
);
var
mesh
=
new
THREE
.
Mesh
(
geometry
,
m3
);
mesh
.
position
.
x
=
900
;
mesh
.
position
.
z
=
z
;
mesh
.
scale
.
x
=
mesh
.
scale
.
y
=
mesh
.
scale
.
z
=
s
;
scene
.
addObject
(
mesh
);
loader
.
statusDomElement
.
style
.
display
=
"
none
"
;
...
...
examples/webgl_materials_normalmap.html
浏览文件 @
77eed2ea
...
...
@@ -190,8 +190,15 @@
geometry
.
computeTangents
();
mesh1
=
THREE
.
SceneUtils
.
addMesh
(
scene
,
geometry
,
scale
,
-
scale
*
12
,
0
,
0
,
0
,
0
,
0
,
material1
);
mesh2
=
THREE
.
SceneUtils
.
addMesh
(
scene
,
geometry
,
scale
,
scale
*
12
,
0
,
0
,
0
,
0
,
0
,
material2
);
mesh1
=
new
THREE
.
Mesh
(
geometry
,
material1
);
mesh1
.
position
.
x
=
-
scale
*
12
;
mesh1
.
scale
.
x
=
mesh1
.
scale
.
y
=
mesh1
.
scale
.
z
=
scale
;
scene
.
addObject
(
mesh1
);
mesh2
=
new
THREE
.
Mesh
(
geometry
,
material2
);
mesh2
.
position
.
x
=
scale
*
12
;
mesh2
.
scale
.
x
=
mesh2
.
scale
.
y
=
mesh2
.
scale
.
z
=
scale
;
scene
.
addObject
(
mesh2
);
loader
.
statusDomElement
.
style
.
display
=
"
none
"
;
...
...
examples/webgl_materials_normalmap2.html
浏览文件 @
77eed2ea
...
...
@@ -169,7 +169,10 @@
geometry
.
computeTangents
();
mesh1
=
THREE
.
SceneUtils
.
addMesh
(
scene
,
geometry
,
scale
,
0
,
-
50
,
0
,
0
,
0
,
0
,
material
);
mesh1
=
new
THREE
.
Mesh
(
geometry
,
material
);
mesh1
.
position
.
y
=
-
50
;
mesh1
.
scale
.
x
=
mesh1
.
scale
.
y
=
mesh1
.
scale
.
z
=
scale
;
scene
.
addObject
(
mesh1
);
loader
.
statusDomElement
.
style
.
display
=
"
none
"
;
...
...
examples/webgl_materials_shaders_fresnel.html
浏览文件 @
77eed2ea
...
...
@@ -115,7 +115,23 @@
scene
.
matrixAutoUpdate
=
false
;
THREE
.
SceneUtils
.
addPanoramaCubeWebGL
(
sceneCube
,
100000
,
textureCube
);
// Skybox
var
shader
=
THREE
.
ShaderUtils
.
lib
[
"
cube
"
];
shader
.
uniforms
[
"
tCube
"
].
texture
=
textureCube
;
var
material
=
new
THREE
.
MeshShaderMaterial
(
{
fragmentShader
:
shader
.
fragmentShader
,
vertexShader
:
shader
.
vertexShader
,
uniforms
:
shader
.
uniforms
}
),
mesh
=
new
THREE
.
Mesh
(
new
THREE
.
CubeGeometry
(
100000
,
100000
,
100000
,
1
,
1
,
1
,
null
,
true
),
material
);
sceneCube
.
addObject
(
mesh
);
//
webglRenderer
=
new
THREE
.
WebGLRenderer
(
{
antialias
:
false
}
);
webglRenderer
.
setSize
(
window
.
innerWidth
,
window
.
innerHeight
);
...
...
examples/webgl_multiple_canvases_complex.html
浏览文件 @
77eed2ea
<!DOCTYPE HTML>
<html
lang=
"en"
>
<head>
<title>
three.js webgl - multiple
-canva
es - complex
</title>
<title>
three.js webgl - multiple
canvas
es - complex
</title>
<meta
charset=
"utf-8"
>
<style
type=
"text/css"
>
body
{
...
...
@@ -57,7 +57,7 @@
<div
id=
"container2"
></div>
<div
id=
"container3"
></div>
</div>
<div
id=
"info"
><a
href=
"http://github.com/mrdoob/three.js"
target=
"_blank"
>
three.js
</a>
- vertex colors - webgl
</div>
<div
id=
"info"
><a
href=
"http://github.com/mrdoob/three.js"
target=
"_blank"
>
three.js
</a>
webgl - multiple canvases - complex
</div>
<script
type=
"text/javascript"
src=
"../build/Three.js"
></script>
...
...
examples/webgl_multiple_canvases_grid.html
浏览文件 @
77eed2ea
...
...
@@ -73,7 +73,7 @@
</div>
</div>
</div>
<div
id=
"info"
><a
href=
"http://github.com/mrdoob/three.js"
target=
"_blank"
>
three.js
</a>
- vertex colors - webgl
</div>
<div
id=
"info"
><a
href=
"http://github.com/mrdoob/three.js"
target=
"_blank"
>
three.js
</a>
webgl - multiple canvases - grid
</div>
<script
type=
"text/javascript"
src=
"../build/Three.js"
></script>
...
...
examples/webgl_objconvert_test.html
浏览文件 @
77eed2ea
...
...
@@ -16,7 +16,7 @@
a
{
color
:
skyblue
}
canvas
{
pointer-events
:
none
;
z-index
:
10
;
}
#log
{
position
:
absolute
;
top
:
0
;
display
:
block
;
text-align
:
left
;
z-index
:
1000
;
pointer-events
:
none
;
}
#d
{
text-align
:
center
;
margin
:
1em
0
-15
.7em
0
;
z-index
:
0
;
position
:
relative
;
display
:
block
}
#d
{
text-align
:
center
;
margin
:
1em
0
-15
0px
0
;
z-index
:
0
;
position
:
relative
;
display
:
block
}
.button
{
background
:
#000
;
color
:
#fff
;
padding
:
0.2em
0.5em
;
cursor
:
pointer
}
.inactive
{
background
:
#999
;
color
:
#eee
}
</style>
...
...
@@ -109,9 +109,7 @@
geometry
=
new
THREE
.
PlaneGeometry
(
100
,
100
,
15
,
10
);
mesh
=
new
THREE
.
Mesh
(
geometry
,
xm
);
mesh
.
position
.
x
=
0
;
mesh
.
position
.
y
=
FLOOR
;
mesh
.
position
.
z
=
0
;
mesh
.
rotation
.
x
=
1.57
;
mesh
.
scale
.
x
=
mesh
.
scale
.
y
=
mesh
.
scale
.
z
=
10
;
mesh
.
doubleSided
=
true
;
...
...
@@ -123,7 +121,8 @@
var
material_spheres
=
new
THREE
.
MeshLambertMaterial
(
{
color
:
0xdddddd
}
),
sphere
=
new
THREE
.
SphereGeometry
(
100
,
16
,
8
);
for
(
var
i
=
0
;
i
<
10
;
i
++
)
{
for
(
var
i
=
0
;
i
<
10
;
i
++
)
{
mesh
=
new
THREE
.
Mesh
(
sphere
,
material_spheres
);
mesh
.
position
.
x
=
500
*
(
Math
.
random
()
-
0.5
);
mesh
.
position
.
y
=
300
*
(
Math
.
random
()
-
0
)
+
FLOOR
;
...
...
@@ -132,6 +131,7 @@
mesh
.
overdraw
=
true
;
mesh
.
updateMatrix
();
scene
.
addObject
(
mesh
);
}
...
...
src/extras/SceneUtils.js
浏览文件 @
77eed2ea
...
...
@@ -4,73 +4,6 @@
THREE
.
SceneUtils
=
{
addMesh
:
function
(
scene
,
geometry
,
scale
,
x
,
y
,
z
,
rx
,
ry
,
rz
,
material
)
{
var
mesh
=
new
THREE
.
Mesh
(
geometry
,
material
);
mesh
.
scale
.
x
=
mesh
.
scale
.
y
=
mesh
.
scale
.
z
=
scale
;
mesh
.
position
.
x
=
x
;
mesh
.
position
.
y
=
y
;
mesh
.
position
.
z
=
z
;
mesh
.
rotation
.
x
=
rx
;
mesh
.
rotation
.
y
=
ry
;
mesh
.
rotation
.
z
=
rz
;
scene
.
addObject
(
mesh
);
return
mesh
;
},
addPanoramaCubeWebGL
:
function
(
scene
,
size
,
textureCube
)
{
var
shader
=
THREE
.
ShaderUtils
.
lib
[
"
cube
"
];
shader
.
uniforms
[
"
tCube
"
].
texture
=
textureCube
;
var
material
=
new
THREE
.
MeshShaderMaterial
(
{
fragmentShader
:
shader
.
fragmentShader
,
vertexShader
:
shader
.
vertexShader
,
uniforms
:
shader
.
uniforms
}
),
mesh
=
new
THREE
.
Mesh
(
new
THREE
.
CubeGeometry
(
size
,
size
,
size
,
1
,
1
,
1
,
null
,
true
),
material
);
scene
.
addObject
(
mesh
);
return
mesh
;
},
addPanoramaCube
:
function
(
scene
,
size
,
images
)
{
var
materials
=
[],
mesh
;
materials
.
push
(
new
THREE
.
MeshBasicMaterial
(
{
map
:
new
THREE
.
Texture
(
images
[
0
]
)
}
)
);
materials
.
push
(
new
THREE
.
MeshBasicMaterial
(
{
map
:
new
THREE
.
Texture
(
images
[
1
]
)
}
)
);
materials
.
push
(
new
THREE
.
MeshBasicMaterial
(
{
map
:
new
THREE
.
Texture
(
images
[
2
]
)
}
)
);
materials
.
push
(
new
THREE
.
MeshBasicMaterial
(
{
map
:
new
THREE
.
Texture
(
images
[
3
]
)
}
)
);
materials
.
push
(
new
THREE
.
MeshBasicMaterial
(
{
map
:
new
THREE
.
Texture
(
images
[
4
]
)
}
)
);
materials
.
push
(
new
THREE
.
MeshBasicMaterial
(
{
map
:
new
THREE
.
Texture
(
images
[
5
]
)
}
)
);
mesh
=
new
THREE
.
Mesh
(
new
THREE
.
Cube
(
size
,
size
,
size
,
1
,
1
,
materials
,
true
),
new
THREE
.
MeshFaceMaterial
()
);
scene
.
addObject
(
mesh
);
return
mesh
;
},
addPanoramaCubePlanes
:
function
(
scene
,
size
,
images
)
{
var
hsize
=
size
/
2
,
plane
=
new
THREE
.
Plane
(
size
,
size
),
pi
=
Math
.
PI
,
pi2
=
Math
.
PI
/
2
;
THREE
.
SceneUtils
.
addMesh
(
scene
,
plane
,
1
,
0
,
0
,
-
hsize
,
0
,
0
,
0
,
new
THREE
.
MeshBasicMaterial
(
{
map
:
new
THREE
.
Texture
(
images
[
5
]
)
}
)
);
THREE
.
SceneUtils
.
addMesh
(
scene
,
plane
,
1
,
-
hsize
,
0
,
0
,
0
,
pi2
,
0
,
new
THREE
.
MeshBasicMaterial
(
{
map
:
new
THREE
.
Texture
(
images
[
0
]
)
}
)
);
THREE
.
SceneUtils
.
addMesh
(
scene
,
plane
,
1
,
hsize
,
0
,
0
,
0
,
-
pi2
,
0
,
new
THREE
.
MeshBasicMaterial
(
{
map
:
new
THREE
.
Texture
(
images
[
1
]
)
}
)
);
THREE
.
SceneUtils
.
addMesh
(
scene
,
plane
,
1
,
0
,
hsize
,
0
,
pi2
,
0
,
pi
,
new
THREE
.
MeshBasicMaterial
(
{
map
:
new
THREE
.
Texture
(
images
[
2
]
)
}
)
);
THREE
.
SceneUtils
.
addMesh
(
scene
,
plane
,
1
,
0
,
-
hsize
,
0
,
-
pi2
,
0
,
pi
,
new
THREE
.
MeshBasicMaterial
(
{
map
:
new
THREE
.
Texture
(
images
[
3
]
)
}
)
);
},
showHierarchy
:
function
(
root
,
visible
)
{
THREE
.
SceneUtils
.
traverseHierarchy
(
root
,
function
(
node
)
{
node
.
visible
=
visible
;
}
);
...
...
src/renderers/WebGLRenderer.js
浏览文件 @
77eed2ea
...
...
@@ -32,9 +32,9 @@ THREE.WebGLRenderer = function ( parameters ) {
_oldFlipSided
=
null
,
_oldBlending
=
null
,
_oldDepth
=
null
,
_oldPolygonOffset
=
null
;
_oldPolygonOffsetFactor
=
null
;
_oldPolygonOffsetUnits
=
null
;
_oldPolygonOffset
=
null
,
_oldPolygonOffsetFactor
=
null
,
_oldPolygonOffsetUnits
=
null
,
_cullEnabled
=
true
,
_viewportX
=
0
,
...
...
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