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d2b3d187
T
three.js
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体验新版 GitCode,发现更多精彩内容 >>
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d2b3d187
编写于
1月 25, 2016
作者:
M
Mr.doob
浏览文件
操作
浏览文件
下载
差异文件
Merge pull request #8015 from Mugen87/dev
refactoring "derivatives" material property in examples
上级
70c05172
757431fa
变更
3
隐藏空白更改
内联
并排
Showing
3 changed file
with
26 addition
and
18 deletion
+26
-18
examples/webgl_materials_bumpmap_skin.html
examples/webgl_materials_bumpmap_skin.html
+2
-1
examples/webgl_materials_skin.html
examples/webgl_materials_skin.html
+5
-2
examples/webgl_materials_wireframe.html
examples/webgl_materials_wireframe.html
+19
-15
未找到文件。
examples/webgl_materials_bumpmap_skin.html
浏览文件 @
d2b3d187
...
@@ -236,7 +236,8 @@
...
@@ -236,7 +236,8 @@
uniforms
[
"
bumpScale
"
].
value
=
8
;
uniforms
[
"
bumpScale
"
].
value
=
8
;
var
material
=
new
THREE
.
ShaderMaterial
(
{
fragmentShader
:
fragmentShader
,
vertexShader
:
vertexShader
,
uniforms
:
uniforms
,
lights
:
true
,
derivatives
:
true
}
);
var
material
=
new
THREE
.
ShaderMaterial
(
{
fragmentShader
:
fragmentShader
,
vertexShader
:
vertexShader
,
uniforms
:
uniforms
,
lights
:
true
}
);
material
.
extensions
.
derivatives
=
true
;
mesh
=
new
THREE
.
Mesh
(
geometry
,
material
);
mesh
=
new
THREE
.
Mesh
(
geometry
,
material
);
...
...
examples/webgl_materials_skin.html
浏览文件 @
d2b3d187
...
@@ -144,11 +144,14 @@
...
@@ -144,11 +144,14 @@
uniforms
[
"
passID
"
].
value
=
1
;
uniforms
[
"
passID
"
].
value
=
1
;
var
parameters
=
{
fragmentShader
:
shader
.
fragmentShader
,
vertexShader
:
shader
.
vertexShader
,
uniforms
:
uniforms
,
lights
:
true
,
derivatives
:
true
};
var
parameters
=
{
fragmentShader
:
shader
.
fragmentShader
,
vertexShader
:
shader
.
vertexShader
,
uniforms
:
uniforms
,
lights
:
true
};
var
parametersUV
=
{
fragmentShader
:
shader
.
fragmentShader
,
vertexShader
:
shader
.
vertexShaderUV
,
uniforms
:
uniformsUV
,
lights
:
true
,
derivatives
:
true
};
var
parametersUV
=
{
fragmentShader
:
shader
.
fragmentShader
,
vertexShader
:
shader
.
vertexShaderUV
,
uniforms
:
uniformsUV
,
lights
:
true
};
material
=
new
THREE
.
ShaderMaterial
(
parameters
);
material
=
new
THREE
.
ShaderMaterial
(
parameters
);
material
.
extensions
.
derivatives
=
true
;
var
materialUV
=
new
THREE
.
ShaderMaterial
(
parametersUV
);
var
materialUV
=
new
THREE
.
ShaderMaterial
(
parametersUV
);
materialUV
.
extensions
.
derivatives
=
true
;
// LOADER
// LOADER
...
...
examples/webgl_materials_wireframe.html
浏览文件 @
d2b3d187
...
@@ -58,53 +58,57 @@
...
@@ -58,53 +58,57 @@
function
init
()
{
function
init
()
{
var
geometry
,
material
,
mesh
;
var
size
=
150
;
camera
=
new
THREE
.
PerspectiveCamera
(
40
,
window
.
innerWidth
/
window
.
innerHeight
,
1
,
2000
);
camera
=
new
THREE
.
PerspectiveCamera
(
40
,
window
.
innerWidth
/
window
.
innerHeight
,
1
,
2000
);
camera
.
position
.
z
=
800
;
camera
.
position
.
z
=
800
;
scene
=
new
THREE
.
Scene
();
scene
=
new
THREE
.
Scene
();
var
size
=
150
;
//
//
var
geometry
=
new
THREE
.
BoxGeometry
(
size
,
size
,
size
);
geometry
=
new
THREE
.
BoxGeometry
(
size
,
size
,
size
);
var
material
=
new
THREE
.
MeshBasicMaterial
(
{
wireframe
:
true
}
);
material
=
new
THREE
.
MeshBasicMaterial
(
{
wireframe
:
true
}
);
var
mesh
=
new
THREE
.
Mesh
(
geometry
,
material
);
mesh
=
new
THREE
.
Mesh
(
geometry
,
material
);
mesh
.
position
.
x
=
-
150
;
mesh
.
position
.
x
=
-
150
;
scene
.
add
(
mesh
);
scene
.
add
(
mesh
);
//
//
var
geometry
=
new
THREE
.
BufferGeometry
().
fromGeometry
(
new
THREE
.
BoxGeometry
(
size
,
size
,
size
)
);
geometry
=
new
THREE
.
BufferGeometry
().
fromGeometry
(
new
THREE
.
BoxGeometry
(
size
,
size
,
size
)
);
setupAttributes
(
geometry
);
setupAttributes
(
geometry
);
var
material
=
new
THREE
.
ShaderMaterial
(
{
material
=
new
THREE
.
ShaderMaterial
(
{
uniforms
:
{},
uniforms
:
{},
vertexShader
:
document
.
getElementById
(
'
vertexShader
'
).
textContent
,
vertexShader
:
document
.
getElementById
(
'
vertexShader
'
).
textContent
,
fragmentShader
:
document
.
getElementById
(
'
fragmentShader
'
).
textContent
,
fragmentShader
:
document
.
getElementById
(
'
fragmentShader
'
).
textContent
derivatives
:
true
}
);
}
);
var
mesh
=
new
THREE
.
Mesh
(
geometry
,
material
);
material
.
extensions
.
derivatives
=
true
;
mesh
=
new
THREE
.
Mesh
(
geometry
,
material
);
mesh
.
position
.
x
=
150
;
mesh
.
position
.
x
=
150
;
scene
.
add
(
mesh
);
scene
.
add
(
mesh
);
//
//
var
geometry
=
new
THREE
.
BufferGeometry
().
fromGeometry
(
new
THREE
.
SphereGeometry
(
size
/
2
,
32
,
16
)
);
geometry
=
new
THREE
.
BufferGeometry
().
fromGeometry
(
new
THREE
.
SphereGeometry
(
size
/
2
,
32
,
16
)
);
setupAttributes
(
geometry
);
setupAttributes
(
geometry
);
var
material
=
new
THREE
.
ShaderMaterial
(
{
material
=
new
THREE
.
ShaderMaterial
(
{
uniforms
:
{},
uniforms
:
{},
vertexShader
:
document
.
getElementById
(
'
vertexShader
'
).
textContent
,
vertexShader
:
document
.
getElementById
(
'
vertexShader
'
).
textContent
,
fragmentShader
:
document
.
getElementById
(
'
fragmentShader
'
).
textContent
,
fragmentShader
:
document
.
getElementById
(
'
fragmentShader
'
).
textContent
derivatives
:
true
}
);
}
);
var
mesh
=
new
THREE
.
Mesh
(
geometry
,
material
);
material
.
extensions
.
derivatives
=
true
;
mesh
=
new
THREE
.
Mesh
(
geometry
,
material
);
mesh
.
position
.
x
=
-
150
;
mesh
.
position
.
x
=
-
150
;
scene
.
add
(
mesh
);
scene
.
add
(
mesh
);
...
...
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