提交 74edccd5 编写于 作者: B Ben Adams

Merge pull request #1 from mrdoob/dev

Dev sync
......@@ -65,7 +65,7 @@
<script src="js/Menubar.Help.js"></script>
<script src="js/Menubar.Status.js"></script>
<script src="js/Sidebar.js"></script>
<script src="js/Sidebar.Renderer.js"></script>
<script src="js/Sidebar.Project.js"></script>
<script src="js/Sidebar.Scene.js"></script>
<script src="js/Sidebar.Object3D.js"></script>
<script src="js/Sidebar.Animation.js"></script>
......
......@@ -9,10 +9,11 @@ var Config = function () {
var storage = {
'autosave': true,
'theme': 'css/light.css',
'renderer': 'WebGLRenderer',
'renderer/antialias': true,
'project/renderer': 'WebGLRenderer',
'project/renderer/antialias': true,
'project/vr': false,
'camera/position': [ 500, 250, 500 ],
'camera/target': [ 0, 0, 0 ],
......@@ -20,7 +21,7 @@ var Config = function () {
'ui/sidebar/geometry/collapsed': true,
'ui/sidebar/material/collapsed': true,
'ui/sidebar/object3d/collapsed': false,
'ui/sidebar/renderer/collapsed': true,
'ui/sidebar/project/collapsed': true,
'ui/sidebar/scene/collapsed': false,
'ui/sidebar/script/collapsed': true
};
......
......@@ -2,7 +2,7 @@
* @author mrdoob / http://mrdoob.com/
*/
Sidebar.Renderer = function ( editor ) {
Sidebar.Project = function ( editor ) {
var signals = editor.signals;
......@@ -17,14 +17,14 @@ Sidebar.Renderer = function ( editor ) {
};
var container = new UI.CollapsiblePanel();
container.setCollapsed( editor.config.getKey( 'ui/sidebar/renderer/collapsed' ) );
container.setCollapsed( editor.config.getKey( 'ui/sidebar/project/collapsed' ) );
container.onCollapsedChange( function ( boolean ) {
editor.config.setKey( 'ui/sidebar/renderer/collapsed', boolean );
editor.config.setKey( 'ui/sidebar/project/collapsed', boolean );
} );
container.addStatic( new UI.Text( 'RENDERER' ) );
container.addStatic( new UI.Text( 'PROJECT' ) );
container.add( new UI.Break() );
// class
......@@ -42,28 +42,28 @@ Sidebar.Renderer = function ( editor ) {
var rendererTypeRow = new UI.Panel();
var rendererType = new UI.Select().setOptions( options ).setWidth( '150px' ).onChange( function () {
editor.config.setKey( 'renderer', this.getValue() );
editor.config.setKey( 'project/renderer', this.getValue() );
updateRenderer();
} );
rendererTypeRow.add( new UI.Text( 'Type' ).setWidth( '90px' ) );
rendererTypeRow.add( new UI.Text( 'Renderer' ).setWidth( '90px' ) );
rendererTypeRow.add( rendererType );
container.add( rendererTypeRow );
if ( editor.config.getKey( 'renderer' ) !== undefined ) {
if ( editor.config.getKey( 'project/renderer' ) !== undefined ) {
rendererType.setValue( editor.config.getKey( 'renderer' ) );
rendererType.setValue( editor.config.getKey( 'project/renderer' ) );
}
// antialiasing
var rendererAntialiasRow = new UI.Panel();
var rendererAntialias = new UI.Checkbox( editor.config.getKey( 'renderer/antialias' ) ).setLeft( '100px' ).onChange( function () {
var rendererAntialias = new UI.Checkbox( editor.config.getKey( 'project/renderer/antialias' ) ).setLeft( '100px' ).onChange( function () {
editor.config.setKey( 'renderer/antialias', this.getValue() );
editor.config.setKey( 'project/renderer/antialias', this.getValue() );
// updateRenderer();
} );
......@@ -73,6 +73,21 @@ Sidebar.Renderer = function ( editor ) {
container.add( rendererAntialiasRow );
// VR
var vrRow = new UI.Panel();
var vr = new UI.Checkbox( editor.config.getKey( 'project/vr' ) ).setLeft( '100px' ).onChange( function () {
editor.config.setKey( 'project/vr', this.getValue() );
// updateRenderer();
} );
vrRow.add( new UI.Text( 'VR' ).setWidth( '90px' ) );
vrRow.add( vr );
container.add( vrRow );
//
function updateRenderer() {
......
......@@ -7,7 +7,7 @@ var Sidebar = function ( editor ) {
var container = new UI.Panel();
container.setId( 'sidebar' );
container.add( new Sidebar.Renderer( editor ) );
container.add( new Sidebar.Project( editor ) );
container.add( new Sidebar.Scene( editor ) );
container.add( new Sidebar.Object3D( editor ) );
container.add( new Sidebar.Geometry( editor ) );
......
......@@ -535,7 +535,7 @@ var Viewport = function ( editor ) {
};
var clearColor;
var renderer = createRenderer( editor.config.getKey( 'renderer' ), editor.config.getKey( 'renderer/antialias' ) );
var renderer = createRenderer( editor.config.getKey( 'project/renderer' ), editor.config.getKey( 'project/renderer/antialias' ) );
container.dom.appendChild( renderer.domElement );
animate();
......
......@@ -211,7 +211,6 @@
"webgl_effects_anaglyph",
"webgl_effects_parallaxbarrier",
"webgl_effects_stereo",
"webgl_effects_vr",
"webgl_geometries",
"webgl_geometries2",
"webgl_geometry_colors",
......@@ -358,6 +357,7 @@
"webgl_shaders_vector",
"webgl_shadowmap",
"webgl_shadowmap_performance",
"webgl_shadowmap_viewer",
"webgl_sprites",
"webgl_terrain_dynamic",
"webgl_test_memory",
......@@ -370,6 +370,9 @@
"webgldeferred_arealights",
"webgldeferred_pointlights"
],
"vr": [
"vr_cubes"
],
"css3d": [
"css3d_molecules",
"css3d_panorama",
......
......@@ -116,8 +116,6 @@ THREE.EditorControls = function ( object, domElement ) {
if ( scope.enabled === false ) return;
event.preventDefault();
if ( event.button === 0 ) {
state = STATE.ROTATE;
......@@ -145,8 +143,6 @@ THREE.EditorControls = function ( object, domElement ) {
if ( scope.enabled === false ) return;
event.preventDefault();
pointer.set( event.clientX, event.clientY );
var movementX = pointer.x - pointerOld.x;
......
......@@ -17,7 +17,7 @@
//
// This is a drop-in replacement for (most) TrackballControls used in examples.
// That is, include this js file and wherever you see:
// controls = new THREE.TrackballControls( camera );
// controls = new THREE.OrbitControls( camera );
// controls.target.z = 150;
// Simple substitute "OrbitControls" and the control should work as-is.
......
......@@ -49,6 +49,8 @@ THREE.RaytracingRenderer = function ( parameters ) {
};
this.setPixelRatio = function () {};
this.setSize = function ( width, height ) {
canvas.width = width;
......@@ -532,4 +534,4 @@ THREE.RaytracingRenderer = function ( parameters ) {
};
};
\ No newline at end of file
};
/**
* @author arya-s / https://github.com/arya-s
*
* This is a helper for visualising a given light's shadow map.
* It works for shadow casting lights: THREE.DirectionalLight and THREE.SpotLight.
* It renders out the shadow map and displays it on a HUD.
*
* Example usage:
* 1) Include <script src='examples/js/utils/ShadowMapViewer.js'><script> in your html file
*
* 2) Create a shadow casting light and name it optionally:
* var light = new THREE.DirectionalLight( 0xffffff, 1 );
* light.castShadow = true;
* light.name = 'Sun';
*
* 3) Create a shadow map viewer for that light and set its size and position optionally:
* var shadowMapViewer = THREE.ShadowMapViewer( light );
* shadowMapViewer.size.set( 128, 128 ); //width, height default: 256, 256
* shadowMapViewer.position.set( 10, 10 ); //x, y in pixel default: 0, 0 (top left corner)
*
* 4) Render the shadow map viewer in your render loop:
* shadowMapViewer.render( renderer );
*
* 5) Optionally: Update the shadow map viewer on window resize:
* shadowMapViewer.updateForWindowResize();
*
* 6) If you set the position or size members directly, you need to call shadowMapViewer.update();
*/
THREE.ShadowMapViewer = function ( light ) {
//- Internals
var scope = this;
var doRenderLabel = ( light.name !== undefined && light.name !== '' );
var userAutoClearSetting;
//Holds the initial position and dimension of the HUD
var frame = {
x: 10,
y: 10,
width: 256,
height: 256,
};
var camera = new THREE.OrthographicCamera( window.innerWidth / - 2, window.innerWidth / 2, window.innerHeight / 2, window.innerHeight / - 2, 1, 10 );
camera.position.set( 0, 0, 2 );
var scene = new THREE.Scene();
//HUD for shadow map
var shader = THREE.UnpackDepthRGBAShader;
var uniforms = new THREE.UniformsUtils.clone( shader.uniforms );
var material = new THREE.ShaderMaterial( {
uniforms: uniforms,
vertexShader: shader.vertexShader,
fragmentShader: shader.fragmentShader
} );
var plane = new THREE.PlaneBufferGeometry( frame.width, frame.height );
var mesh = new THREE.Mesh( plane, material );
scene.add( mesh );
//Label for light's name
var labelCanvas, labelMesh;
if ( doRenderLabel ) {
labelCanvas = document.createElement( 'canvas' );
var context = labelCanvas.getContext( '2d' );
context.font = 'Bold 20px Arial';
var labelWidth = context.measureText( light.name ).width;
labelCanvas.width = labelWidth;
labelCanvas.height = 25; //25 to account for g, p, etc.
context.font = 'Bold 20px Arial';
context.fillStyle = 'rgba( 255, 0, 0, 1 )';
context.fillText( light.name, 0, 20 );
var labelTexture = new THREE.Texture( labelCanvas );
labelTexture.magFilter = THREE.LinearFilter;
labelTexture.minFilter = THREE.LinearFilter;
labelTexture.needsUpdate = true;
var labelMaterial = new THREE.MeshBasicMaterial( { map: labelTexture, side: THREE.DoubleSide } );
labelMaterial.transparent = true;
var labelPlane = new THREE.PlaneBufferGeometry( labelCanvas.width, labelCanvas.height );
labelMesh = new THREE.Mesh( labelPlane, labelMaterial );
scene.add( labelMesh );
}
function resetPosition () {
scope.position.set( scope.position.x, scope.position.y );
}
//- API
// Set to false to disable displaying this shadow map
this.enabled = true;
// Set the size of the displayed shadow map on the HUD
this.size = {
width: frame.width,
height: frame.height,
set: function ( width, height ) {
this.width = width;
this.height = height;
mesh.scale.set( this.width / frame.width, this.height / frame.height, 1 );
//Reset the position as it is off when we scale stuff
resetPosition();
}
};
// Set the position of the displayed shadow map on the HUD
this.position = {
x: frame.x,
y: frame.y,
set: function ( x, y ) {
this.x = x;
this.y = y;
var width = scope.size.width;
var height = scope.size.height;
mesh.position.set( -window.innerWidth / 2 + width / 2 + this.x, window.innerHeight / 2 - height / 2 - this.y, 0 );
if ( doRenderLabel ) labelMesh.position.set( mesh.position.x, mesh.position.y - scope.size.height / 2 + labelCanvas.height / 2, 0 );
}
};
this.render = function ( renderer ) {
if ( this.enabled ) {
//Because a light's .shadowMap is only initialised after the first render pass
//we have to make sure the correct map is sent into the shader, otherwise we
//always end up with the scene's first added shadow casting light's shadowMap
//in the shader
//See: https://github.com/mrdoob/three.js/issues/5932
uniforms.tDiffuse.value = light.shadowMap;
userAutoClearSetting = renderer.autoClear;
renderer.autoClear = false; // To allow render overlay
renderer.clearDepth()
renderer.render( scene, camera );
renderer.autoClear = userAutoClearSetting; //Restore user's setting
}
};
this.updateForWindowResize = function () {
if ( this.enabled ) {
camera.left = window.innerWidth / - 2;
camera.right = window.innerWidth / 2;
camera.top = window.innerHeight / 2;
camera.bottom = window.innerHeight / - 2;
}
};
this.update = function () {
this.position.set( this.position.x, this.position.y );
this.size.set( this.size.width, this.size.height );
};
//Force an update to set position/size
this.update();
}
THREE.ShadowMapViewer.prototype.constructor = THREE.ShadowMapViewer;
......@@ -59,8 +59,6 @@
var clock = new THREE.Clock();
var composer;
init();
animate();
......
<!DOCTYPE html>
<html lang="en">
<head>
<title>three.js webgl - ShadowMapViewer example </title>
<meta charset="utf-8">
<style>
body {
font-family: Monospace;
background-color: #000;
color: #fff;
margin: 0px;
overflow: hidden;
}
#info {
position: absolute;
top: 10px;
width: 100%;
text-align: center;
z-index: 100;
display:block;
}
#info a { color: #f00; font-weight: bold; text-decoration: underline; cursor: pointer }
</style>
</head>
<body>
<div id="info">
<a href="http://threejs.org" target="_blank">three.js</a> - ShadowMapViewer example by <a href="https://github.com/arya-s">arya-s</a>
</div>
<script src="../build/three.min.js"></script>
<script src="js/controls/OrbitControls.js"></script>
<script src="js/shaders/UnpackDepthRGBAShader.js"></script>
<script src="js/utils/ShadowMapViewer.js"></script>
<script src="js/Detector.js"></script>
<script src="js/libs/stats.min.js"></script>
<script>
if ( ! Detector.webgl ) Detector.addGetWebGLMessage();
var camera, scene, renderer, clock, stats;
var dirLight, spotLight;
var torusKnot, cube;
var dirLightShadowMapViewer, spotLightShadowMapViewer;
init();
animate();
function init() {
initScene();
initShadowMapViewers();
initMisc();
document.body.appendChild( renderer.domElement );
window.addEventListener( 'resize', onWindowResize, false );
}
function initScene() {
camera = new THREE.PerspectiveCamera( 45, window.innerWidth / window.innerHeight, 0.01, 1000 );
camera.position.set( 0, 15, 35 );
scene = new THREE.Scene();
// Lights
var ambient = new THREE.AmbientLight( 0x404040 );
scene.add( ambient );
spotLight = new THREE.SpotLight( 0xffffff );
spotLight.position.set( 10, 10, 5 );
spotLight.castShadow = true;
spotLight.shadowCameraNear = 8;
spotLight.shadowCameraFar = 30;
spotLight.shadowDarkness = 0.5;
spotLight.shadowCameraVisible = true;
spotLight.shadowMapWidth = 1024;
spotLight.shadowMapHeight = 1024;
spotLight.name = 'Spot Light';
scene.add( spotLight );
dirLight = new THREE.DirectionalLight( 0xffffff, 1 );
dirLight.position.set( 0, 10, 0 );
dirLight.castShadow = true;
dirLight.shadowCameraNear = 0.01;
dirLight.shadowCameraFar = 10;
dirLight.shadowCameraRight = 15;
dirLight.shadowCameraLeft = -15;
dirLight.shadowCameraTop = 15;
dirLight.shadowCameraBottom = -15;
dirLight.shadowDarkness = 0.5;
dirLight.shadowCameraVisible = true;
dirLight.shadowMapWidth = 1024;
dirLight.shadowMapHeight = 1024;
dirLight.name = 'Dir. Light';
scene.add( dirLight );
// Geometry
var geometry = new THREE.TorusKnotGeometry( 25, 8, 75, 20 );
var material = new THREE.MeshPhongMaterial( {
color: 0xff0000,
shininess: 150,
specular: 0x222222,
shading: THREE.SmoothShading,
} );
torusKnot = new THREE.Mesh( geometry, material );
torusKnot.scale.multiplyScalar( 1 / 18 );
torusKnot.position.y = 3;
torusKnot.castShadow = true;
torusKnot.receiveShadow = true;
scene.add( torusKnot );
var geometry = new THREE.BoxGeometry( 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 material = new THREE.MeshPhongMaterial( {
color: 0xa0adaf,
shininess: 150,
specular: 0xffffff,
shading: THREE.SmoothShading
} );
var ground = new THREE.Mesh( geometry, material );
ground.scale.multiplyScalar( 3 );
ground.castShadow = false;
ground.receiveShadow = true;
scene.add( ground );
}
function initShadowMapViewers() {
dirLightShadowMapViewer = new THREE.ShadowMapViewer( dirLight );
dirLightShadowMapViewer.position.x = 10;
dirLightShadowMapViewer.position.y = 10;
dirLightShadowMapViewer.size.width = 256;
dirLightShadowMapViewer.size.height = 256;
dirLightShadowMapViewer.update(); //Required when setting position or size directly
spotLightShadowMapViewer = new THREE.ShadowMapViewer( spotLight );
spotLightShadowMapViewer.size.set( 256, 256 );
spotLightShadowMapViewer.position.set( 276, 10 );
// spotLightShadowMapViewer.update(); //NOT required because .set updates automatically
}
function initMisc() {
renderer = new THREE.WebGLRenderer();
renderer.setSize( window.innerWidth, window.innerHeight );
renderer.setClearColor( 0x000000 );
renderer.shadowMapEnabled = true;
renderer.shadowMapType = THREE.BasicShadowMap;
// Mouse control
controls = new THREE.OrbitControls( camera, renderer.domElement );
controls.target.set( 0, 2, 0 );
controls.update();
clock = new THREE.Clock();
stats = new Stats();
stats.domElement.style.position = 'absolute';
stats.domElement.style.right = '0px';
stats.domElement.style.top = '0px';
document.body.appendChild( stats.domElement );
}
function onWindowResize() {
camera.aspect = window.innerWidth / window.innerHeight;
camera.updateProjectionMatrix();
renderer.setSize( window.innerWidth, window.innerHeight );
dirLightShadowMapViewer.updateForWindowResize();
spotLightShadowMapViewer.updateForWindowResize();
}
function animate() {
requestAnimationFrame( animate );
render();
stats.update();
}
function renderScene() {
renderer.render( scene, camera );
}
function renderShadowMapViewers() {
dirLightShadowMapViewer.render( renderer );
spotLightShadowMapViewer.render( renderer );
}
function render() {
var delta = clock.getDelta();
renderScene();
renderShadowMapViewers();
torusKnot.rotation.x += 0.25 * delta;
torusKnot.rotation.y += 2 * delta;
torusKnot.rotation.z += 1 * delta;
cube.rotation.x += 0.25 * delta;
cube.rotation.y += 2 * delta;
cube.rotation.z += 1 * delta;
}
</script>
</body>
</html>
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