Skip to content
体验新版
项目
组织
正在加载...
登录
切换导航
打开侧边栏
Ablesons
three.js
提交
66684400
T
three.js
项目概览
Ablesons
/
three.js
与 Fork 源项目一致
从无法访问的项目Fork
通知
2
Star
0
Fork
0
代码
文件
提交
分支
Tags
贡献者
分支图
Diff
Issue
0
列表
看板
标记
里程碑
合并请求
0
Wiki
0
Wiki
分析
仓库
DevOps
项目成员
Pages
T
three.js
项目概览
项目概览
详情
发布
仓库
仓库
文件
提交
分支
标签
贡献者
分支图
比较
Issue
0
Issue
0
列表
看板
标记
里程碑
合并请求
0
合并请求
0
Pages
分析
分析
仓库分析
DevOps
Wiki
0
Wiki
成员
成员
收起侧边栏
关闭侧边栏
动态
分支图
创建新Issue
提交
Issue看板
体验新版 GitCode,发现更多精彩内容 >>
提交
66684400
编写于
1月 16, 2011
作者:
A
alteredq
浏览文件
操作
浏览文件
下载
电子邮件补丁
差异文件
Cleaned bit postprocessing example code.
上级
d5086390
变更
1
隐藏空白更改
内联
并排
Showing
1 changed file
with
26 addition
and
17 deletion
+26
-17
examples/postprocessing.html
examples/postprocessing.html
+26
-17
未找到文件。
examples/postprocessing.html
浏览文件 @
66684400
...
...
@@ -217,7 +217,7 @@
var
container
,
stats
;
var
cameraOrtho
,
cameraPerspective
,
scene
RTT
,
sceneScreen
,
sceneBG
,
renderer
,
mesh
,
directionalLight
;
var
cameraOrtho
,
cameraPerspective
,
scene
Model
,
sceneScreen
,
sceneBG
,
renderer
,
mesh
,
directionalLight
;
var
windowHalfX
=
window
.
innerWidth
/
2
;
var
windowHalfY
=
window
.
innerHeight
/
2
;
...
...
@@ -238,7 +238,7 @@
cameraPerspective
=
new
THREE
.
Camera
(
50
,
window
.
innerWidth
/
window
.
innerHeight
,
1
,
10000
);
cameraPerspective
.
position
.
z
=
900
;
scene
RTT
=
new
THREE
.
Scene
();
scene
Model
=
new
THREE
.
Scene
();
sceneScreen
=
new
THREE
.
Scene
();
sceneBG
=
new
THREE
.
Scene
();
...
...
@@ -247,7 +247,7 @@
directionalLight
.
position
.
y
=
0
;
directionalLight
.
position
.
z
=
1
;
directionalLight
.
position
.
normalize
();
scene
RTT
.
addLight
(
directionalLight
);
scene
Model
.
addLight
(
directionalLight
);
rtTexture1
=
new
THREE
.
RenderTarget
(
window
.
innerWidth
,
window
.
innerHeight
,
{
min_filter
:
THREE
.
LinearFilter
,
mag_filter
:
THREE
.
NearestFilter
}
);
rtTexture2
=
new
THREE
.
RenderTarget
(
256
,
512
,
{
min_filter
:
THREE
.
LinearFilter
,
mag_filter
:
THREE
.
LinearFilter
}
);
...
...
@@ -256,8 +256,8 @@
materialColor
=
new
THREE
.
MeshShaderMaterial
(
{
uniforms
:
{
time
:
{
type
:
"
f
"
,
value
:
0.0
}
},
vertex_shader
:
document
.
getElementById
(
'
vs-generic
'
).
textContent
,
fragment_shader
:
document
.
getElementById
(
'
fs-colors
'
).
textContent
vertex_shader
:
getText
(
'
vs-generic
'
)
,
fragment_shader
:
getText
(
'
fs-colors
'
)
}
);
...
...
@@ -266,8 +266,8 @@
uniforms
:
{
tDiffuse
:
{
type
:
"
t
"
,
value
:
0
,
texture
:
rtTexture1
},
opacity
:
{
type
:
"
f
"
,
value
:
0.4
}
},
vertex_shader
:
document
.
getElementById
(
'
vs-generic
'
).
textContent
,
fragment_shader
:
document
.
getElementById
(
'
fs-screen
'
).
textContent
,
vertex_shader
:
getText
(
'
vs-generic
'
)
,
fragment_shader
:
getText
(
'
fs-screen
'
)
,
blending
:
THREE
.
AdditiveBlending
}
);
...
...
@@ -275,17 +275,17 @@
materialFilm
=
new
THREE
.
MeshShaderMaterial
(
{
uniforms
:
{
tDiffuse
:
{
type
:
"
t
"
,
value
:
0
,
texture
:
rtTexture1
},
time
:
{
type
:
"
f
"
,
value
:
0.0
}
time
:
{
type
:
"
f
"
,
value
:
0.0
}
},
vertex_shader
:
document
.
getElementById
(
'
vs-generic
'
).
textContent
,
fragment_shader
:
document
.
getElementById
(
'
fs-film
'
).
textContent
vertex_shader
:
getText
(
'
vs-generic
'
)
,
fragment_shader
:
getText
(
'
fs-film
'
)
}
);
var
kernel
=
buildKernel
(
4.0
);
var
kernel
=
buildKernel
(
4.0
)
,
increment
=
0.001953125
;
blurx
=
new
THREE
.
Vector2
(
0.001953125
,
0.0
),
blury
=
new
THREE
.
Vector2
(
0.0
,
0.001953125
);
blurx
=
new
THREE
.
Vector2
(
increment
,
0.0
),
blury
=
new
THREE
.
Vector2
(
0.0
,
increment
);
materialConvolution
=
new
THREE
.
MeshShaderMaterial
(
{
...
...
@@ -306,7 +306,7 @@
loader
=
new
THREE
.
Loader
(
true
);
document
.
body
.
appendChild
(
loader
.
statusDomElement
);
loader
.
loadAscii
(
{
model
:
"
obj/leeperrysmith/LeePerrySmith.js
"
,
callback
:
function
(
geometry
)
{
createMesh
(
geometry
,
scene
RTT
,
100
)
}
}
);
loader
.
loadAscii
(
{
model
:
"
obj/leeperrysmith/LeePerrySmith.js
"
,
callback
:
function
(
geometry
)
{
createMesh
(
geometry
,
scene
Model
,
100
)
}
}
);
quadScreen
=
new
THREE
.
Mesh
(
plane
,
materialConvolution
);
quadScreen
.
position
.
z
=
-
100
;
...
...
@@ -324,6 +324,11 @@
}
function
getText
(
id
)
{
return
document
.
getElementById
(
id
).
textContent
;
}
function
createMesh
(
geometry
,
scene
,
scale
)
{
geometry
.
computeTangents
();
...
...
@@ -412,11 +417,11 @@
function
loop
()
{
if
(
!
start
)
start
=
new
Date
().
getTime
();
var
time
=
(
new
Date
().
getTime
()
-
start
)
*
0.0004
;
var
time
=
(
new
Date
().
getTime
()
-
start
)
*
0.0004
;
if
(
mesh
)
{
mesh
.
rotation
.
y
=
-
time
;
mesh
.
rotation
.
y
=
-
time
;
}
...
...
@@ -433,11 +438,15 @@
// Render scene into texture
// background
renderer
.
context
.
disable
(
renderer
.
context
.
DEPTH_TEST
);
renderer
.
render
(
sceneBG
,
cameraOrtho
,
rtTexture1
);
renderer
.
context
.
enable
(
renderer
.
context
.
DEPTH_TEST
);
renderer
.
render
(
sceneRTT
,
cameraPerspective
,
rtTexture1
);
// model
renderer
.
render
(
sceneModel
,
cameraPerspective
,
rtTexture1
);
// Render quad with blured scene into texture (convolution pass 1)
...
...
编辑
预览
Markdown
is supported
0%
请重试
或
添加新附件
.
添加附件
取消
You are about to add
0
people
to the discussion. Proceed with caution.
先完成此消息的编辑!
取消
想要评论请
注册
或
登录