提交 c75213d5 编写于 作者: T Takahiro 提交者: Mr.doob

Recover and clean up WebGLDeferredRenderer (#9772)

上级 b9ef4dce
......@@ -10,6 +10,7 @@ var files = {
"webgl_clipping",
"webgl_clipping_advanced",
"webgl_decals",
"webgl_deferred_animation",
"webgl_depth_texture",
"webgl_effects_anaglyph",
"webgl_effects_parallaxbarrier",
......
此差异已折叠。
<!DOCTYPE HTML>
<html lang="en">
<head>
<title>three.js webgl - deferred rendering [morphing + skinning]</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-color: #000;
margin: 0px;
overflow: hidden;
}
#info {
position: absolute;
top: 20px; width: 100%;
color: #ffffff;
padding: 5px;
font-family: Monospace;
font-size: 13px;
text-align: center;
}
a {
color: #ff0080;
text-decoration: none;
}
a:hover {
color: #0080ff;
}
#stats { position: absolute; top:10px; left: 5px }
#stats #fps { background: transparent !important }
#stats #fps #fpsText { color: #aaa !important }
#stats #fps #fpsGraph { display: none }
</style>
</head>
<body>
<div id="container"></div>
<script src="js/libs/stats.min.js"></script>
<script src="../build/three.js"></script>
<script src="js/Detector.js"></script>
<script src="js/shaders/CopyShader.js"></script>
<script src="js/shaders/FXAAShader.js"></script>
<script src="js/postprocessing/EffectComposer.js"></script>
<script src="js/postprocessing/RenderPass.js"></script>
<script src="js/postprocessing/ShaderPass.js"></script>
<script src="js/renderers/WebGLDeferredRenderer.js"></script>
<script>
var WIDTH = window.innerWidth;
var HEIGHT = window.innerHeight;
var windowHalfX = WIDTH / 2;
var windowHalfY = HEIGHT / 2;
var mouseX = 0, mouseY = 0;
var NEAR = 1.0, FAR = 350.0;
var VIEW_ANGLE = 45;
var renderer, camera, scene, stats, clock, mixer;
var numLights = 40;
var lights = [];
var ready = false;
init();
animate();
function init() {
renderer = new THREE.WebGLDeferredRenderer();
renderer.setSize( WIDTH, HEIGHT );
camera = new THREE.PerspectiveCamera( VIEW_ANGLE, WIDTH / HEIGHT, NEAR, FAR );
camera.position.z = 150;
scene = new THREE.Scene();
stats = new Stats();
stats.domElement.style.position = 'absolute';
stats.domElement.style.top = '8px';
stats.domElement.style.zIndex = 100;
var container = document.getElementById( 'container' );
container.appendChild( renderer.domElement );
container.appendChild( stats.domElement );
initKnight();
initRoom();
initLights();
document.addEventListener( 'mousemove', onDocumentMouseMove, false );
window.addEventListener( 'resize', onWindowResize, false );
clock = new THREE.Clock();
}
function initKnight() {
var loader = new THREE.JSONLoader();
loader.load( "models/skinned/knight.js", function( geometry, materials ) {
var material = materials[ 0 ];
material.emissive.set( 0x101010 );
material.skinning = true;
material.morphTargets = true;
var mesh = new THREE.SkinnedMesh( geometry, material );
mesh.position.y = -30;
mesh.scale.multiplyScalar( 5 );
mixer = new THREE.AnimationMixer( mesh );
for ( var i = 0; i < mesh.geometry.animations.length; i ++ ) {
var action = mixer.clipAction( mesh.geometry.animations[ i ] );
if ( i === 1 ) action.timeScale = 0.25;
action.play();
}
scene.add( mesh );
ready = true;
} );
}
function initLights() {
var distance = 20;
var c = new THREE.Vector3();
var geometry = new THREE.SphereGeometry( 1, 1, 1 );
for ( var i = 0; i < numLights; i ++ ) {
var light = new THREE.PointLight( 0xffffff, 2.0, distance );
c.set( Math.random(), Math.random(), Math.random() ).normalize();
light.color.setRGB( c.x, c.y, c.z );
scene.add( light );
lights.push( light );
var material = new THREE.MeshBasicMaterial( { color: light.color } );
var emitter = new THREE.Mesh( geometry, material );
light.add( emitter );
}
var directionalLight = new THREE.DirectionalLight( 0x101010 );
directionalLight.position.set( -1, 1, 1 ).normalize();
scene.add( directionalLight );
var spotLight = new THREE.SpotLight( 0x404040 );
spotLight.position.set( 0, 50, 0 );
scene.add( spotLight );
}
function initRoom() {
var size = 100;
var geometry = new THREE.PlaneBufferGeometry( size, size );
var material = new THREE.MeshPhongMaterial( { color: 0x222222, specular: 0x222222, shininess: 75 } );
var transparentMaterial = new THREE.MeshPhongMaterial( { color: 0x222222, emissive: 0x88888888, specular: 0x222222, shininess: 75, opacity: 0.3, transparent: true } );
var room = new THREE.Object3D();
room.position.y = size / 2 - 30;
// top
mesh = new THREE.Mesh( geometry, material );
mesh.rotation.x = Math.PI/2;
mesh.position.y = size / 2;
room.add( mesh );
// bottom
mesh = new THREE.Mesh( geometry, material );
mesh.rotation.x = -Math.PI/2;
mesh.position.y = -size / 2;
room.add( mesh );
// left
mesh = new THREE.Mesh( geometry, material );
mesh.position.x = -size / 2;
mesh.rotation.y = Math.PI/2;
room.add( mesh );
// right
mesh = new THREE.Mesh( geometry, material );
mesh.position.x = size / 2;
mesh.rotation.y = -Math.PI/2;
room.add( mesh );
// back
mesh = new THREE.Mesh( geometry, material );
mesh.position.z = -size / 2;
room.add( mesh );
// front, to check if transparency works
mesh = new THREE.Mesh( geometry, transparentMaterial );
mesh.position.z = size / 2;
mesh.scale.multiplyScalar( 0.33 );
//room.add( mesh );
// back2, to check if transparency works
mesh = new THREE.Mesh( geometry, transparentMaterial );
mesh.position.z = -size / 4;
mesh.scale.multiplyScalar( 0.75 );
//room.add( mesh );
scene.add( room );
}
function onDocumentMouseMove( event ) {
mouseX = ( event.clientX - windowHalfX ) / 10.0;
mouseY = ( event.clientY - windowHalfY ) / 10.0;
}
function onWindowResize( event ) {
WIDTH = window.innerWidth;
HEIGHT = window.innerHeight;
windowHalfX = WIDTH / 2;
windowHalfY = HEIGHT / 2;
renderer.setSize( WIDTH, HEIGHT );
camera.aspect = WIDTH / HEIGHT;
camera.updateProjectionMatrix();
}
function animate() {
requestAnimationFrame( animate );
if ( ready ) {
update();
render();
}
stats.update();
}
function update() {
var delta = clock.getDelta();
var time = Date.now() * 0.0005;
mixer.update( delta / 2.0 );
for ( var i = 0, il = lights.length; i < il; i ++ ) {
var light = lights[ i ];
var x = Math.sin( time + i * 7.0 ) * 45;
var y = Math.cos( time + i * 5.0 ) * 45 + 20;
var z = Math.cos( time + i * 3.0 ) * 45;
light.position.set( x, y, z );
}
}
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>
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