提交 bca5589b 编写于 作者: W WestLangley 提交者: Mr.doob

Channels example clean up

上级 b7a6bafb
<!DOCTYPE html>
<html lang="en">
<head>
<title>three.js webgl - materials - displacement map</title>
<title>three.js webgl - materials - channels</title>
<meta charset="utf-8">
<meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0">
<style>
......@@ -64,10 +64,12 @@
var stats, loader;
var camera, scene, renderer, controls;
var params = {
material: 'normal',
camera: 'perspective'
};
var cameraOrtho, cameraPerspective;
var controlsOrtho, controlsPerspective;
......@@ -75,16 +77,8 @@
var pointLight, ambientLight;
var mouseX = 0;
var mouseY = 0;
var windowHalfX = window.innerWidth / 2;
var windowHalfY = window.innerHeight / 2;
var height = 500; // of camera frustum
var r = 0.0;
init();
animate();
initGui();
......@@ -124,11 +118,15 @@
camera = cameraPerspective;
controlsPerspective = new THREE.OrbitControls( cameraPerspective, renderer.domElement );
controlsPerspective.enableZoom = true;
controlsPerspective.minDistance = 1000;
controlsPerspective.maxDistance = 2500;
controlsPerspective.enablePan = false;
controlsPerspective.enableDamping = true;
controlsOrtho = new THREE.OrbitControls( cameraOrtho, renderer.domElement );
controlsOrtho.enableZoom = true;
controlsOrtho.minZoom = 0.5;
controlsOrtho.maxZoom = 2;
controlsOrtho.enablePan = false;
controlsOrtho.enableDamping = true;
// lights
......@@ -160,7 +158,7 @@
// material
materialStandard = new THREE.MeshStandardMaterial( { color: 0xffffff });
materialStandard = new THREE.MeshStandardMaterial( { color: 0xffffff } );
materialStandard.metalness = 0;
materialStandard.roughness = 0.6;
materialStandard.displacementMap = displacementMap;
......@@ -232,25 +230,29 @@
function render() {
if( mesh ) {
if ( mesh ) {
var material = mesh.material;
switch( params.material ) {
switch ( params.material ) {
case 'standard': material = materialStandard; break;
case 'depth': material = materialDepth; break;
case 'depthRGBA': material = materialDepthRGBA; break;
case 'depthRGBAUnpacked': material = materialDepthRGBAUnpacked; break;
case 'normal': material = materialNormal; break;
}
mesh.material = material;
}
switch( params.camera ) {
switch ( params.camera ) {
case 'perspective': camera = cameraPerspective; break;
case 'ortho': camera = cameraOrtho; break;
}
case 'ortho': camera = cameraOrtho; break;
r += 0.01;
}
renderer.render( scene, camera );
......
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