From 444b4cd7cb5de45beef4391812c23f98d262c01b Mon Sep 17 00:00:00 2001 From: Mugen87 Date: Fri, 23 Mar 2018 18:52:22 +0100 Subject: [PATCH] Examples: Clean up --- examples/webgl_postprocessing_dof2.html | 223 +++++++++++------------- 1 file changed, 97 insertions(+), 126 deletions(-) diff --git a/examples/webgl_postprocessing_dof2.html b/examples/webgl_postprocessing_dof2.html index 7a46ac1a72..862aacc2f6 100644 --- a/examples/webgl_postprocessing_dof2.html +++ b/examples/webgl_postprocessing_dof2.html @@ -53,14 +53,11 @@ Use WEBGL Depth buffer support? if ( ! Detector.webgl ) Detector.addGetWebGLMessage(); var container, stats; - var camera, scene, renderer, - material_depth; + var camera, scene, renderer, materialDepth; var windowHalfX = window.innerWidth / 2; var windowHalfY = window.innerHeight / 2; - var height = window.innerHeight; - var postprocessing = { enabled : true }; var shaderSettings = { @@ -72,7 +69,7 @@ Use WEBGL Depth buffer support? var mouse = new THREE.Vector2(); var raycaster = new THREE.Raycaster(); var distance = 100; - var target = new THREE.Vector3( 0, 20, -50 ); + var target = new THREE.Vector3( 0, 20, - 50 ); var effectController; var planes = []; var leaves = 100; @@ -85,7 +82,7 @@ Use WEBGL Depth buffer support? container = document.createElement( 'div' ); document.body.appendChild( container ); - camera = new THREE.PerspectiveCamera( 70, window.innerWidth / height, 1, 3000 ); + camera = new THREE.PerspectiveCamera( 70, window.innerWidth / window.innerHeight, 1, 3000 ); camera.position.y = 150; camera.position.z = 450; @@ -95,56 +92,28 @@ Use WEBGL Depth buffer support? renderer = new THREE.WebGLRenderer(); renderer.setPixelRatio( window.devicePixelRatio ); - renderer.setSize( window.innerWidth, height ); + renderer.setSize( window.innerWidth, window.innerHeight ); + renderer.autoClear = false; container.appendChild( renderer.domElement ); - material_depth = new THREE.MeshDepthMaterial(); - material_depth.depthPacking = THREE.RGBADepthPacking; - material_depth.blending = THREE.NoBlending; + materialDepth = new THREE.MeshDepthMaterial(); + materialDepth.depthPacking = THREE.RGBADepthPacking; + materialDepth.blending = THREE.NoBlending; - // + // skybox - var r = "textures/cube/Bridge2/"; - var urls = [ r + "posx.jpg", r + "negx.jpg", - r + "posy.jpg", r + "negy.jpg", - r + "posz.jpg", r + "negz.jpg" ]; + var r = 'textures/cube/Bridge2/'; + var urls = [ r + 'posx.jpg', r + 'negx.jpg', + r + 'posy.jpg', r + 'negy.jpg', + r + 'posz.jpg', r + 'negz.jpg' ]; var textureCube = new THREE.CubeTextureLoader().load( urls ); textureCube.format = THREE.RGBFormat; - // Skybox - - var shader = THREE.ShaderLib[ "cube" ]; - shader.uniforms[ "tCube" ].value = textureCube; - - var material = new THREE.ShaderMaterial( { - - fragmentShader: shader.fragmentShader, - vertexShader: shader.vertexShader, - uniforms: shader.uniforms, - depthWrite: false, - side: THREE.BackSide - - } ); - - var mesh = new THREE.Mesh( new THREE.BoxGeometry( 1000, 1000, 1000 ), material ); - camera.add( mesh ); - - - // Focusing Floor + scene.background = textureCube; - // var planeGeometry = new THREE.PlaneBufferGeometry( 500, 500, 1, 1 ); + // plane particles - // var planeMat = new THREE.MeshPhongMaterial( - // { map: texture } - // ); - // var plane = new THREE.Mesh(planeGeometry, planeMat ); - // plane.rotation.x = - Math.PI / 2; - // plane.position.y = - 5; - - // scene.add(plane); - - // Plane particles var planePiece = new THREE.PlaneBufferGeometry( 10, 10, 1, 1 ); var planeMat = new THREE.MeshPhongMaterial( { @@ -157,21 +126,23 @@ Use WEBGL Depth buffer support? var rand = Math.random; - for (var i=0;i