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3bbef603
T
three.js
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体验新版 GitCode,发现更多精彩内容 >>
提交
3bbef603
编写于
4月 20, 2018
作者:
M
Mugen87
浏览文件
操作
浏览文件
下载
电子邮件补丁
差异文件
Examples: Clean up
上级
444f5737
变更
10
隐藏空白更改
内联
并排
Showing
10 changed file
with
135 addition
and
121 deletion
+135
-121
examples/js/pmrem/PMREMGenerator.js
examples/js/pmrem/PMREMGenerator.js
+1
-1
examples/webgl_loader_texture_ktx.html
examples/webgl_loader_texture_ktx.html
+1
-1
examples/webgl_materials_parallaxmap.html
examples/webgl_materials_parallaxmap.html
+39
-29
examples/webgl_materials_texture_canvas.html
examples/webgl_materials_texture_canvas.html
+18
-7
examples/webgl_materials_texture_rotation.html
examples/webgl_materials_texture_rotation.html
+1
-1
examples/webgl_materials_video.html
examples/webgl_materials_video.html
+5
-13
examples/webgl_postprocessing_unreal_bloom.html
examples/webgl_postprocessing_unreal_bloom.html
+1
-1
examples/webgl_shaders_vector.html
examples/webgl_shaders_vector.html
+64
-63
examples/webgl_shadowmap_viewer.html
examples/webgl_shadowmap_viewer.html
+4
-4
examples/webgl_tonemapping.html
examples/webgl_tonemapping.html
+1
-1
未找到文件。
examples/js/pmrem/PMREMGenerator.js
浏览文件 @
3bbef603
...
...
@@ -53,7 +53,7 @@ THREE.PMREMGenerator = function ( sourceTexture, samplesPerLevel, resolution ) {
this
.
shader
=
this
.
getShader
();
this
.
shader
.
defines
[
'
SAMPLES_PER_LEVEL
'
]
=
this
.
samplesPerLevel
;
this
.
planeMesh
=
new
THREE
.
Mesh
(
new
THREE
.
PlaneGeometry
(
2
,
2
,
0
),
this
.
shader
);
this
.
planeMesh
=
new
THREE
.
Mesh
(
new
THREE
.
Plane
Buffer
Geometry
(
2
,
2
,
0
),
this
.
shader
);
this
.
planeMesh
.
material
.
side
=
THREE
.
DoubleSide
;
this
.
scene
=
new
THREE
.
Scene
();
this
.
scene
.
add
(
this
.
planeMesh
);
...
...
examples/webgl_loader_texture_ktx.html
浏览文件 @
3bbef603
...
...
@@ -82,7 +82,7 @@
scene
=
new
THREE
.
Scene
();
var
geometry
=
new
THREE
.
BoxGeometry
(
200
,
200
,
200
);
var
geometry
=
new
THREE
.
Box
Buffer
Geometry
(
200
,
200
,
200
);
var
material1
,
material2
;
// TODO: add cubemap support
...
...
examples/webgl_materials_parallaxmap.html
浏览文件 @
3bbef603
...
...
@@ -56,10 +56,10 @@
<script
src=
"js/shaders/ParallaxShader.js"
></script>
<script>
if
(
!
Detector
.
webgl
)
Detector
.
addGetWebGLMessage
();
var
stats
;
var
camera
,
scene
,
material
,
renderer
;
var
camera
,
scene
,
material
,
renderer
,
stats
;
var
effectController
=
{
'
mode
'
:
'
relief
'
,
...
...
@@ -81,7 +81,35 @@
camera
.
position
.
z
=
2
;
scene
=
new
THREE
.
Scene
();
initScene
();
//
var
shader
=
THREE
.
ParallaxShader
;
var
uniforms
=
THREE
.
UniformsUtils
.
clone
(
shader
.
uniforms
);
var
parameters
=
{
fragmentShader
:
shader
.
fragmentShader
,
vertexShader
:
shader
.
vertexShader
,
uniforms
:
uniforms
};
//
var
textureLoader
=
new
THREE
.
TextureLoader
();
material
=
new
THREE
.
ShaderMaterial
(
parameters
);
material
.
map
=
textureLoader
.
load
(
'
textures/brick_diffuse.jpg
'
);
material
.
bumpMap
=
textureLoader
.
load
(
'
textures/brick_bump.jpg
'
);
material
.
map
.
anisotropy
=
4
;
material
.
bumpMap
.
anisotropy
=
4
;
uniforms
[
'
map
'
].
value
=
material
.
map
;
uniforms
[
'
bumpMap
'
].
value
=
material
.
bumpMap
;
//
var
geometry
=
new
THREE
.
BoxBufferGeometry
(
1.0
,
1.0
,
1.0
);
var
mesh
=
new
THREE
.
Mesh
(
geometry
,
material
);
scene
.
add
(
mesh
);
//
renderer
=
new
THREE
.
WebGLRenderer
(
{
antialias
:
true
}
);
renderer
.
setPixelRatio
(
window
.
devicePixelRatio
);
...
...
@@ -91,11 +119,17 @@
renderer
.
gammaInput
=
true
;
renderer
.
gammaOutput
=
true
;
//
var
controls
=
new
THREE
.
OrbitControls
(
camera
,
renderer
.
domElement
);
//
stats
=
new
Stats
();
container
.
appendChild
(
stats
.
dom
);
//
window
.
addEventListener
(
'
resize
'
,
onWindowResize
,
false
);
}
...
...
@@ -124,6 +158,7 @@
gui
.
add
(
effectController
,
'
maxLayers
'
,
1.0
,
30
,
1
).
onChange
(
guiChanged
);
guiChanged
();
}
function
onWindowResize
()
{
...
...
@@ -135,32 +170,6 @@
}
function
initScene
()
{
var
shader
=
THREE
.
ParallaxShader
;
var
uniforms
=
THREE
.
UniformsUtils
.
clone
(
shader
.
uniforms
);
var
parameters
=
{
fragmentShader
:
shader
.
fragmentShader
,
vertexShader
:
shader
.
vertexShader
,
uniforms
:
uniforms
};
var
textureLoader
=
new
THREE
.
TextureLoader
();
material
=
new
THREE
.
ShaderMaterial
(
parameters
);
material
.
map
=
textureLoader
.
load
(
'
textures/brick_diffuse.jpg
'
);
material
.
bumpMap
=
textureLoader
.
load
(
'
textures/brick_bump.jpg
'
);
material
.
map
.
anisotropy
=
4
;
material
.
bumpMap
.
anisotropy
=
4
;
uniforms
[
'
map
'
].
value
=
material
.
map
;
uniforms
[
'
bumpMap
'
].
value
=
material
.
bumpMap
;
var
geometry
=
new
THREE
.
BoxGeometry
(
1.0
,
1.0
,
1.0
);
var
mesh
=
new
THREE
.
Mesh
(
geometry
,
material
);
scene
.
add
(
mesh
);
}
function
animate
()
{
requestAnimationFrame
(
animate
);
...
...
@@ -175,6 +184,7 @@
renderer
.
render
(
scene
,
camera
);
}
</script>
</body>
...
...
examples/webgl_materials_texture_canvas.html
浏览文件 @
3bbef603
...
...
@@ -67,7 +67,7 @@
material
=
new
THREE
.
MeshBasicMaterial
();
mesh
=
new
THREE
.
Mesh
(
new
THREE
.
BoxGeometry
(
200
,
200
,
200
),
material
);
mesh
=
new
THREE
.
Mesh
(
new
THREE
.
Box
Buffer
Geometry
(
200
,
200
,
200
),
material
);
scene
.
add
(
mesh
);
renderer
=
new
THREE
.
WebGLRenderer
(
{
antialias
:
true
}
);
...
...
@@ -79,42 +79,53 @@
}
// Sets up the drawing canvas and adds it as the material map.
// Sets up the drawing canvas and adds it as the material map
function
setupCanvasDrawing
()
{
// get canvas and context
var
drawingCanvas
=
document
.
getElementById
(
'
drawing-canvas
'
);
var
drawingContext
=
drawingCanvas
.
getContext
(
'
2d
'
);
// draw white background
drawingContext
.
fillStyle
=
"
#FFFFFF
"
;
drawingContext
.
fillStyle
=
'
#FFFFFF
'
;
drawingContext
.
fillRect
(
0
,
0
,
128
,
128
);
// set canvas as material.map (this could be done to any map, bump, displacement etc.)
material
.
map
=
new
THREE
.
Texture
(
drawingCanvas
);
// need to flag the map as needing updating.
material
.
map
.
needsUpdate
=
true
;
// set the variable to keep track of when to draw
var
paint
=
false
;
// add canvas event listeners
drawingCanvas
.
addEventListener
(
'
mousedown
'
,
function
(
e
)
{
paint
=
true
;
drawStartPos
.
set
(
e
.
offsetX
,
e
.
offsetY
);
}
);
drawingCanvas
.
addEventListener
(
'
mousemove
'
,
function
(
e
)
{
if
(
paint
){
draw
(
drawingContext
,
e
.
offsetX
,
e
.
offsetY
);
}
if
(
paint
)
draw
(
drawingContext
,
e
.
offsetX
,
e
.
offsetY
);
}
);
drawingCanvas
.
addEventListener
(
'
mouseup
'
,
function
(
e
)
{
paint
=
false
;
}
);
drawingCanvas
.
addEventListener
(
'
mouseleave
'
,
function
(
e
)
{
paint
=
false
;
}
);
}
...
...
examples/webgl_materials_texture_rotation.html
浏览文件 @
3bbef603
...
...
@@ -82,7 +82,7 @@
controls
.
maxDistance
=
50
;
controls
.
maxPolarAngle
=
Math
.
PI
/
2
;
var
geometry
=
new
THREE
.
BoxGeometry
(
10
,
10
,
10
);
var
geometry
=
new
THREE
.
Box
Buffer
Geometry
(
10
,
10
,
10
);
var
loader
=
new
THREE
.
TextureLoader
();
var
texture
=
loader
.
load
(
'
textures/UV_Grid_Sm.jpg
'
,
render
);
...
...
examples/webgl_materials_video.html
浏览文件 @
3bbef603
...
...
@@ -131,7 +131,7 @@
ox
=
i
;
oy
=
j
;
geometry
=
new
THREE
.
BoxGeometry
(
xsize
,
ysize
,
xsize
);
geometry
=
new
THREE
.
Box
Buffer
Geometry
(
xsize
,
ysize
,
xsize
);
change_uvs
(
geometry
,
ux
,
uy
,
ox
,
oy
);
...
...
@@ -202,20 +202,12 @@
function
change_uvs
(
geometry
,
unitx
,
unity
,
offsetx
,
offsety
)
{
var
faceVertexUvs
=
geometry
.
faceVertexUvs
[
0
]
;
var
uvs
=
geometry
.
attributes
.
uv
.
array
;
for
(
var
i
=
0
;
i
<
faceVertexUvs
.
length
;
i
++
)
{
for
(
var
i
=
0
;
i
<
uvs
.
length
;
i
+=
2
)
{
var
uvs
=
faceVertexUvs
[
i
];
for
(
var
j
=
0
;
j
<
uvs
.
length
;
j
++
)
{
var
uv
=
uvs
[
j
];
uv
.
x
=
(
uv
.
x
+
offsetx
)
*
unitx
;
uv
.
y
=
(
uv
.
y
+
offsety
)
*
unity
;
}
uvs
[
i
]
=
(
uvs
[
i
]
+
offsetx
)
*
unitx
;
uvs
[
i
+
1
]
=
(
uvs
[
i
+
1
]
+
offsety
)
*
unity
;
}
...
...
examples/webgl_postprocessing_unreal_bloom.html
浏览文件 @
3bbef603
...
...
@@ -105,7 +105,7 @@
metalness
:
1.0
}
);
var
geometry
=
new
THREE
.
TorusKnotGeometry
(
18
,
8
,
150
,
20
);
var
geometry
=
new
THREE
.
TorusKnot
Buffer
Geometry
(
18
,
8
,
150
,
20
);
var
torusMesh1
=
new
THREE
.
Mesh
(
geometry
,
standardMaterial
);
torusMesh1
.
position
.
x
=
0.0
;
torusMesh1
.
castShadow
=
true
;
...
...
examples/webgl_shaders_vector.html
浏览文件 @
3bbef603
...
...
@@ -120,7 +120,6 @@
group
=
new
THREE
.
Group
();
scene
.
add
(
group
);
var
textMaterial
=
new
THREE
.
MeshBasicMaterial
(
{
color
:
new
THREE
.
Color
(
0
,
0
,
1
),
side
:
THREE
.
DoubleSide
,
...
...
@@ -129,7 +128,7 @@
var
textShapes
=
font
.
generateShapes
(
theText
,
180
,
2
);
var
text3d
=
new
THREE
.
ShapeGeometry
(
textShapes
);
var
text3d
=
new
THREE
.
Shape
Buffer
Geometry
(
textShapes
);
text3d
.
computeBoundingBox
();
var
centerOffset
=
-
0.5
*
(
text3d
.
boundingBox
.
max
.
x
-
text3d
.
boundingBox
.
min
.
x
);
...
...
@@ -144,7 +143,7 @@
var
vB
=
new
THREE
.
Vector2
();
var
vDot
=
new
THREE
.
Vector2
();
function
processShape
(
path
,
reverse
)
{
function
processShape
(
path
,
reverse
)
{
var
pts
=
[];
// bigger area (convex hull)
var
pts2
=
[];
// smaller area (full solid shapes)
...
...
@@ -154,40 +153,46 @@
var
wind
;
pts
.
push
(
path
[
0
].
getPoint
(
0
)
);
pts2
.
push
(
path
[
0
].
getPoint
(
0
)
);
pts
.
push
(
path
[
0
].
getPoint
(
0
)
);
pts2
.
push
(
path
[
0
].
getPoint
(
0
)
);
for
(
var
i
=
0
;
i
<
path
.
length
;
i
++
)
{
var
curve
=
path
[
i
];
if
(
curve
instanceof
THREE
.
LineCurve
)
{
for
(
var
i
=
0
;
i
<
path
.
length
;
i
++
)
{
var
curve
=
path
[
i
];
if
(
curve
instanceof
THREE
.
LineCurve
)
{
pts
.
push
(
curve
.
v2
);
pts2
.
push
(
curve
.
v2
);
}
else
if
(
curve
instanceof
THREE
.
QuadraticBezierCurve
)
{
vA
=
vA
.
subVectors
(
curve
.
v1
,
curve
.
v0
);
// .normalize()
}
else
if
(
curve
instanceof
THREE
.
QuadraticBezierCurve
)
{
vA
=
vA
.
subVectors
(
curve
.
v1
,
curve
.
v0
);
vB
=
vB
.
subVectors
(
curve
.
v2
,
curve
.
v1
);
z
=
vA
.
x
*
vB
.
y
-
vA
.
y
*
vB
.
x
;
// z component of cross Production
wind
=
z
<
0
;
// clockwise/anticlock wind
// if (reverse) wind = !wind;
// console.log(z, wind , wind ? 'clockwise' : 'anti');
if
(
wind
)
{
if
(
wind
)
{
pts
.
push
(
curve
.
v1
);
pts
.
push
(
curve
.
v2
);
pts2
.
push
(
curve
.
v2
);
}
else
{
pts
.
push
(
curve
.
v2
);
pts2
.
push
(
curve
.
v1
);
pts2
.
push
(
curve
.
v2
);
pts
.
push
(
curve
.
v2
);
pts2
.
push
(
curve
.
v1
);
pts2
.
push
(
curve
.
v2
);
}
var
flip
=
wind
?
1
:
-
1
;
// if (reverse) flip *= -1;
var
flip
=
wind
?
1
:
-
1
;
// if (reverse) flip *= -1;
invert
.
push
(
flip
,
flip
,
flip
);
beziers
.
push
(
curve
.
v0
,
curve
.
v1
,
curve
.
v2
);
invert
.
push
(
flip
,
flip
,
flip
);
beziers
.
push
(
curve
.
v0
,
curve
.
v1
,
curve
.
v2
);
}
}
}
return
{
...
...
@@ -196,6 +201,7 @@
beziers
:
beziers
,
invert
:
invert
};
}
var
pts
,
pts2
;
...
...
@@ -209,15 +215,15 @@
var
process
;
var
hole
;
for
(
var
s
=
0
;
s
<
textShapes
.
length
;
s
++
)
{
for
(
var
s
=
0
;
s
<
textShapes
.
length
;
s
++
)
{
subshape
=
textShapes
[
s
];
process
=
processShape
(
subshape
.
curves
);
subshape
=
textShapes
[
s
];
process
=
processShape
(
subshape
.
curves
);
pts
=
process
.
pts
;
pts2
=
process
.
pts2
;
beziers
=
beziers
.
concat
(
process
.
beziers
);
invert
=
invert
.
concat
(
process
.
invert
);
beziers
=
beziers
.
concat
(
process
.
beziers
);
invert
=
invert
.
concat
(
process
.
invert
);
convexhullShape
=
new
THREE
.
Shape
(
pts
);
solidShape
=
new
THREE
.
Shape
(
pts2
);
...
...
@@ -225,77 +231,72 @@
convexhullShapeGroup
.
push
(
convexhullShape
);
solidShapeGroup
.
push
(
solidShape
);
for
(
var
i
=
0
;
i
<
subshape
.
holes
.
length
;
i
++
)
{
hole
=
subshape
.
holes
[
i
];
for
(
var
i
=
0
;
i
<
subshape
.
holes
.
length
;
i
++
)
{
hole
=
subshape
.
holes
[
i
];
// console.log('hole', hole);
process
=
processShape
(
hole
.
curves
,
true
);
process
=
processShape
(
hole
.
curves
,
true
);
pts
=
process
.
pts
;
pts2
=
process
.
pts2
;
beziers
=
beziers
.
concat
(
process
.
beziers
);
invert
=
invert
.
concat
(
process
.
invert
);
beziers
=
beziers
.
concat
(
process
.
beziers
);
invert
=
invert
.
concat
(
process
.
invert
);
convexhullShape
.
holes
.
push
(
new
THREE
.
Shape
(
pts
)
);
solidShape
.
holes
.
push
(
new
THREE
.
Shape
(
pts2
)
);
convexhullShape
.
holes
.
push
(
new
THREE
.
Shape
(
pts
)
);
solidShape
.
holes
.
push
(
new
THREE
.
Shape
(
pts2
)
);
}
}
// end of subshape
var
bezierGeometry
=
new
THREE
.
Geometry
();
var
bezierGeometry
=
new
THREE
.
BufferGeometry
();
var
vertices
=
[];
var
uvs
=
[];
for
(
var
i
=
0
;
i
<
beziers
.
length
;
i
++
)
{
var
p
=
beziers
[
i
];
vertices
.
push
(
p
.
x
,
p
.
y
,
0
);
for
(
var
i
=
0
;
i
<
beziers
.
length
;
i
++
)
{
var
p
=
beziers
[
i
];
bezierGeometry
.
vertices
.
push
(
new
THREE
.
Vector3
(
p
.
x
,
p
.
y
,
0
)
);
}
for
(
i
=
0
;
i
<
beziers
.
length
;
i
+=
3
)
{
bezierGeometry
.
faces
.
push
(
new
THREE
.
Face3
(
i
,
i
+
1
,
i
+
2
)
);
bezierGeometry
.
faceVertexUvs
[
0
].
push
(
[
new
THREE
.
Vector2
(
0
,
0
),
new
THREE
.
Vector2
(
0.5
,
0
),
new
THREE
.
Vector2
(
1
,
1
)
]
);
for
(
var
i
=
0
;
i
<
beziers
.
length
;
i
+=
3
)
{
uvs
.
push
(
0
,
0
,
0.5
,
0
,
1
,
1
);
}
text3d
=
new
THREE
.
ShapeGeometry
(
convexhullShapeGroup
);
bezierGeometry
.
addAttribute
(
'
position
'
,
new
THREE
.
Float32BufferAttribute
(
vertices
,
3
)
);
bezierGeometry
.
addAttribute
(
'
uv
'
,
new
THREE
.
Float32BufferAttribute
(
uvs
,
2
)
);
bezierGeometry
.
addAttribute
(
'
invert
'
,
new
THREE
.
Float32BufferAttribute
(
invert
,
1
)
);
text3d
=
new
THREE
.
ShapeBufferGeometry
(
convexhullShapeGroup
);
text3d
.
computeBoundingBox
();
var
centerOffset
=
-
0.5
*
(
text3d
.
boundingBox
.
max
.
x
-
text3d
.
boundingBox
.
min
.
x
);
var
centerOffset
=
-
0.5
*
(
text3d
.
boundingBox
.
max
.
x
-
text3d
.
boundingBox
.
min
.
x
);
var
text1
=
new
THREE
.
Mesh
(
text3d
,
textMaterial
);
text1
.
position
.
x
=
centerOffset
+
150
;
group
.
add
(
text1
);
text3d
=
new
THREE
.
ShapeGeometry
(
solidShapeGroup
);
text3d
=
new
THREE
.
Shape
Buffer
Geometry
(
solidShapeGroup
);
text3d
.
computeBoundingBox
();
var
centerOffset
=
-
0.5
*
(
text3d
.
boundingBox
.
max
.
x
-
text3d
.
boundingBox
.
min
.
x
);
var
centerOffset
=
-
0.5
*
(
text3d
.
boundingBox
.
max
.
x
-
text3d
.
boundingBox
.
min
.
x
);
var
text2
=
new
THREE
.
Mesh
(
text3d
,
new
THREE
.
MeshBasicMaterial
(
{
color
:
new
THREE
.
Color
(
1
,
0
,
0
),
side
:
THREE
.
DoubleSide
,
wireframe
:
true
}
)
);
text2
.
position
.
x
=
centerOffset
+
150
;
group
.
add
(
text2
);
//
bezierGeometry
.
computeBoundingBox
();
bezierGeometry
.
computeFaceNormals
();
bezierGeometry
.
computeVertexNormals
();
bezierGeometry
=
new
THREE
.
BufferGeometry
().
fromGeometry
(
bezierGeometry
);
bezierGeometry
.
addAttribute
(
'
invert
'
,
new
THREE
.
Float32BufferAttribute
(
invert
,
1
)
);
//
var
newMaterial
=
new
THREE
.
ShaderMaterial
({
var
newMaterial
=
new
THREE
.
ShaderMaterial
(
{
uniforms
:
{
color
:
{
value
:
new
THREE
.
Color
(
0.45
*
0xffffff
)
}
color
:
{
value
:
new
THREE
.
Color
(
0.45
*
0xffffff
)
}
},
vertexShader
:
document
.
getElementById
(
'
vs
'
).
textContent
,
fragmentShader
:
document
.
getElementById
(
'
fs
'
).
textContent
,
side
:
THREE
.
DoubleSide
});
}
);
text
=
new
THREE
.
Mesh
(
bezierGeometry
,
newMaterial
);
text
.
position
.
x
=
centerOffset
;
...
...
@@ -310,7 +311,7 @@
//
text3d
=
new
THREE
.
ShapeGeometry
(
solidShapeGroup
);
text3d
=
new
THREE
.
Shape
Buffer
Geometry
(
solidShapeGroup
);
text3d
.
computeBoundingBox
();
text
=
new
THREE
.
Mesh
(
text3d
,
new
THREE
.
MeshBasicMaterial
(
{
color
:
0.45
*
0xffffff
,
side
:
THREE
.
DoubleSide
}
)
);
...
...
examples/webgl_shadowmap_viewer.html
浏览文件 @
3bbef603
...
...
@@ -101,7 +101,7 @@
scene
.
add
(
new
THREE
.
CameraHelper
(
dirLight
.
shadow
.
camera
)
);
// Geometry
var
geometry
=
new
THREE
.
TorusKnotGeometry
(
25
,
8
,
75
,
20
);
var
geometry
=
new
THREE
.
TorusKnot
Buffer
Geometry
(
25
,
8
,
75
,
20
);
var
material
=
new
THREE
.
MeshPhongMaterial
(
{
color
:
0xff0000
,
shininess
:
150
,
...
...
@@ -115,14 +115,14 @@
torusKnot
.
receiveShadow
=
true
;
scene
.
add
(
torusKnot
);
var
geometry
=
new
THREE
.
BoxGeometry
(
3
,
3
,
3
);
var
geometry
=
new
THREE
.
Box
Buffer
Geometry
(
3
,
3
,
3
);
cube
=
new
THREE
.
Mesh
(
geometry
,
material
);
cube
.
position
.
set
(
8
,
3
,
8
);
cube
.
castShadow
=
true
;
cube
.
receiveShadow
=
true
;
scene
.
add
(
cube
);
var
geometry
=
new
THREE
.
BoxGeometry
(
10
,
0.15
,
10
);
var
geometry
=
new
THREE
.
Box
Buffer
Geometry
(
10
,
0.15
,
10
);
var
material
=
new
THREE
.
MeshPhongMaterial
(
{
color
:
0xa0adaf
,
shininess
:
150
,
...
...
@@ -155,7 +155,7 @@
function
initMisc
()
{
renderer
=
new
THREE
.
WebGLRenderer
();
renderer
=
new
THREE
.
WebGLRenderer
(
{
antialias
:
true
}
);
renderer
.
setPixelRatio
(
window
.
devicePixelRatio
);
renderer
.
setSize
(
window
.
innerWidth
,
window
.
innerHeight
);
renderer
.
shadowMap
.
enabled
=
true
;
...
...
examples/webgl_tonemapping.html
浏览文件 @
3bbef603
...
...
@@ -129,7 +129,7 @@
group
=
new
THREE
.
Group
();
scene
.
add
(
group
);
var
geometry
=
new
THREE
.
TorusKnotGeometry
(
18
,
8
,
150
,
20
);
var
geometry
=
new
THREE
.
TorusKnot
Buffer
Geometry
(
18
,
8
,
150
,
20
);
var
mesh
=
new
THREE
.
Mesh
(
geometry
,
standardMaterial
);
mesh
.
castShadow
=
true
;
mesh
.
receiveShadow
=
true
;
...
...
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