提交 8a9f5196 编写于 作者: M Mr.doob

Swapped examples.

上级 a2b1daef
......@@ -301,7 +301,7 @@
"webgl_materials_grass",
"webgl_materials_lightmap",
"webgl_materials_normalmap",
"webgl_materials_normalmap2",
"webgl_materials_normaldisplacementmap",
"webgl_materials_parallaxmap",
"webgl_materials_shaders_fresnel",
"webgl_materials_skin",
......
<!DOCTYPE html>
<html lang="en">
<head>
<title>three.js webgl - materials - normal map [Lee Perry-Smith]</title>
<title>three.js webgl - materials - normal map</title>
<meta charset="utf-8">
<meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0">
<style>
......@@ -14,9 +14,7 @@
overflow:hidden;
}
a {
color: #ffffff;
}
a { color: #ffffff; }
#info {
position: absolute;
......@@ -36,38 +34,26 @@
#vt { display:none }
#vt, #vt a { color:orange; }
.code { }
</style>
</head>
<body>
<div id="info">
<a href="http://threejs.org" target="_blank">three.js</a> - webgl normalmap demo.
<a href="http://www.ir-ltd.net/infinite-3d-head-scan-released/" target="_blank">Lee Perry-Smith</a> head.
<a href="http://threejs.org" target="_blank">three.js</a> - webgl (<span id="description">normal + ao + displacement + environment + shadow</span>) map demo.
ninja head from <a href="http://developer.amd.com/archive/gpu/MeshMapper/pages/default.aspx" target="_blank">AMD GPU MeshMapper</a>
<div id="vt">displacement mapping needs vertex textures (GPU with Shader Model 3.0)<br/>
on Windows use <span class="code">Chrome --use-gl=desktop</span> or Firefox 4<br/>
please star this <a href="http://code.google.com/p/chromium/issues/detail?id=52497">Chrome issue</a> to get ANGLE support
</div>
<div id="vt">displacement mapping needs vertex textures (GPU with Shader Model 3.0)</div>
</div>
<script src="../build/three.min.js"></script>
<script src="js/loaders/BinaryLoader.js"></script>
<script src="js/shaders/NormalDisplacementShader.js"></script>
<script src="js/Detector.js"></script>
<script src="js/libs/stats.min.js"></script>
<script src="js/shaders/BleachBypassShader.js"></script>
<script src="js/shaders/ColorCorrectionShader.js"></script>
<script src="js/shaders/CopyShader.js"></script>
<script src="js/shaders/FXAAShader.js"></script>
<script src="js/postprocessing/EffectComposer.js"></script>
<script src="js/postprocessing/RenderPass.js"></script>
<script src="js/postprocessing/ShaderPass.js"></script>
<script src="js/postprocessing/MaskPass.js"></script>
<script>
if ( ! Detector.webgl ) Detector.addGetWebGLMessage();
......@@ -78,10 +64,10 @@
var camera, scene, renderer;
var mesh, zmesh, lightMesh, geometry;
var mesh1;
var mesh, zmesh, geometry;
var mesh1, mesh2;
var directionalLight, pointLight, ambientLight;
var spotLight, pointLight, ambientLight;
var mouseX = 0;
var mouseY = 0;
......@@ -89,7 +75,9 @@
var windowHalfX = window.innerWidth / 2;
var windowHalfY = window.innerHeight / 2;
var composer, effectFXAA;
var r = 0.0;
document.addEventListener( 'mousemove', onDocumentMouseMove, false );
init();
animate();
......@@ -99,45 +87,128 @@
container = document.createElement( 'div' );
document.body.appendChild( container );
camera = new THREE.PerspectiveCamera( 27, window.innerWidth / window.innerHeight, 1, 10000 );
camera.position.z = 1200;
camera = new THREE.OrthographicCamera( window.innerWidth / - 2, window.innerWidth / 2, window.innerHeight / 2, window.innerHeight / - 2, -10000, 10000 );
camera.position.z = 1500;
scene = new THREE.Scene();
// LIGHTS
ambientLight = new THREE.AmbientLight( 0x444444 );
ambientLight = new THREE.AmbientLight( 0x111111 );
scene.add( ambientLight );
pointLight = new THREE.PointLight( 0xffffff, 1.25, 1000 );
pointLight.position.set( 0, 0, 600 );
pointLight = new THREE.PointLight( 0xff0000 );
pointLight.position.z = 10000;
pointLight.distance = 4000;
scene.add( pointLight );
directionalLight = new THREE.DirectionalLight( 0xffffff );
directionalLight.position.set( 1, -0.5, -1 );
scene.add( directionalLight );
var material = new THREE.MeshPhongMaterial( {
color: 0xdddddd,
ambient: 0x111111,
specular: 0x222222,
shininess: 35,
map: THREE.ImageUtils.loadTexture( "obj/leeperrysmith/Map-COL.jpg" ),
specularMap: THREE.ImageUtils.loadTexture( "obj/leeperrysmith/Map-SPEC.jpg" ),
normalMap: THREE.ImageUtils.loadTexture( "obj/leeperrysmith/Infinite-Level_02_Tangent_SmoothUV.jpg" ),
normalScale: new THREE.Vector2( 0.8, 0.8 ),
wrapRGB: new THREE.Vector3( 0.575, 0.5, 0.5 ),
wrapAround: true
pointLight2 = new THREE.PointLight( 0xff5500 );
pointLight2.position.z = 1000;
pointLight2.distance = 2000;
scene.add( pointLight2 );
pointLight3 = new THREE.PointLight( 0x0000ff );
pointLight3.position.x = -1000;
pointLight3.position.z = 1000;
pointLight3.distance = 2000;
scene.add( pointLight3 );
spotLight = new THREE.SpotLight( 0xaaaaaa );
spotLight.position.set( 1000, 500, 1000 );
spotLight.castShadow = true;
spotLight.shadowCameraNear = 500;
spotLight.shadowCameraFov = 70;
spotLight.shadowBias = 0.001;
spotLight.shadowMapWidth = 1024;
spotLight.shadowMapHeight = 1024;
scene.add( spotLight );
directionalLight2 = new THREE.DirectionalLight( 0xaaff33, 0 );
directionalLight2.position.set( -1, 1, 0.5 ).normalize();
//scene.add( directionalLight2 );
directionalLight3 = new THREE.DirectionalLight( 0xaaff33 );
directionalLight3.position.set( -1, 1, 0.5 ).normalize();
//scene.add( directionalLight3 );
// light representation
var sphere = new THREE.SphereGeometry( 100, 16, 8 );
var path = "textures/cube/SwedishRoyalCastle/";
var format = '.jpg';
var urls = [
path + 'px' + format, path + 'nx' + format,
path + 'py' + format, path + 'ny' + format,
path + 'pz' + format, path + 'nz' + format
];
var reflectionCube = THREE.ImageUtils.loadTextureCube( urls );
// common material parameters
var ambient = 0x050505, diffuse = 0x331100, specular = 0xffffff, shininess = 10, scale = 23;
// normal map shader
var shader = THREE.NormalDisplacementShader;
var uniforms = THREE.UniformsUtils.clone( shader.uniforms );
uniforms[ "enableAO" ].value = true;
uniforms[ "enableDiffuse" ].value = false;
uniforms[ "enableSpecular" ].value = false;
uniforms[ "enableReflection" ].value = true;
uniforms[ "enableDisplacement" ].value = true;
uniforms[ "tNormal" ].value = THREE.ImageUtils.loadTexture( "textures/normal/ninja/normal.jpg" );
uniforms[ "tAO" ].value = THREE.ImageUtils.loadTexture( "textures/normal/ninja/ao.jpg" );
uniforms[ "tDisplacement" ].value = THREE.ImageUtils.loadTexture( "textures/normal/ninja/displacement.jpg" );
uniforms[ "uDisplacementBias" ].value = - 0.428408;
uniforms[ "uDisplacementScale" ].value = 2.436143;
uniforms[ "uNormalScale" ].value.y = -1;
uniforms[ "diffuse" ].value.setHex( diffuse );
uniforms[ "specular" ].value.setHex( specular );
uniforms[ "ambient" ].value.setHex( ambient );
uniforms[ "shininess" ].value = shininess;
uniforms[ "tCube" ].value = reflectionCube;
uniforms[ "reflectivity" ].value = 0.1;
uniforms[ "diffuse" ].value.convertGammaToLinear();
uniforms[ "specular" ].value.convertGammaToLinear();
uniforms[ "ambient" ].value.convertGammaToLinear();
var parameters = { fragmentShader: shader.fragmentShader, vertexShader: shader.vertexShader, uniforms: uniforms, lights: true, fog: false };
var material1 = new THREE.ShaderMaterial( parameters );
var material2 = new THREE.MeshPhongMaterial( {
color: diffuse,
specular: specular,
ambient: ambient,
shininess: shininess,
normalMap: uniforms[ "tNormal" ].value,
normalScale: uniforms[ "uNormalScale" ].value,
envMap: reflectionCube,
combine: THREE.MixOperation,
reflectivity: 0.1
} );
loader = new THREE.JSONLoader( true );
//
loader = new THREE.BinaryLoader( true );
document.body.appendChild( loader.statusDomElement );
loader.load( "obj/leeperrysmith/LeePerrySmith.js", function( geometry ) { createScene( geometry, 100, material ) } );
loader.load( "obj/ninja/NinjaLo_bin.js", function( geometry ) { createScene( geometry, scale, material1, material2 ) } );
//
renderer = new THREE.WebGLRenderer( { antialias: false } );
renderer.setClearColor( 0x111111, 1 );
renderer = new THREE.WebGLRenderer();
renderer.setPixelRatio( window.devicePixelRatio );
renderer.setSize( window.innerWidth, window.innerHeight );
container.appendChild( renderer.domElement );
......@@ -149,6 +220,16 @@
//
renderer.shadowMapEnabled = true;
renderer.shadowMapType = THREE.PCFShadowMap;
//
var description = "normal + ao" + ( renderer.supportsVertexTextures() ? " + displacement + environment + shadow" : " + <strike>displacement</strike>" );
document.getElementById( "description" ).innerHTML = description;
document.getElementById( "vt" ).style.display = renderer.supportsVertexTextures() ? "none" : "block";
if ( statsEnabled ) {
stats = new Stats();
......@@ -159,70 +240,47 @@
}
// COMPOSER
renderer.autoClear = false;
var renderModel = new THREE.RenderPass( scene, camera );
var effectBleach = new THREE.ShaderPass( THREE.BleachBypassShader );
var effectColor = new THREE.ShaderPass( THREE.ColorCorrectionShader );
effectFXAA = new THREE.ShaderPass( THREE.FXAAShader );
effectFXAA.uniforms[ 'resolution' ].value.set( 1 / window.innerWidth, 1 / window.innerHeight );
effectBleach.uniforms[ 'opacity' ].value = 0.4;
effectColor.uniforms[ 'powRGB' ].value.set( 1.4, 1.45, 1.45 );
effectColor.uniforms[ 'mulRGB' ].value.set( 1.1, 1.1, 1.1 );
effectFXAA.renderToScreen = true;
composer = new THREE.EffectComposer( renderer );
composer.addPass( renderModel );
composer.addPass( effectBleach );
composer.addPass( effectColor );
composer.addPass( effectFXAA );
// EVENTS
//
document.addEventListener( 'mousemove', onDocumentMouseMove, false );
window.addEventListener( 'resize', onWindowResize, false );
}
function createScene( geometry, scale, material ) {
geometry.computeTangents();
function onWindowResize() {
mesh1 = new THREE.Mesh( geometry, material );
windowHalfX = window.innerWidth / 2;
windowHalfY = window.innerHeight / 2;
mesh1.position.y = - 50;
mesh1.scale.x = mesh1.scale.y = mesh1.scale.z = scale;
camera.left = window.innerWidth / - 2;
camera.right = window.innerWidth / 2;
camera.top = window.innerHeight / 2;
camera.bottom = window.innerHeight / - 2;
scene.add( mesh1 );
camera.updateProjectionMatrix();
loader.statusDomElement.style.display = "none";
renderer.setSize( window.innerWidth, window.innerHeight );
}
//
function createScene( geometry, scale, material1, material2 ) {
function onWindowResize( event ) {
SCREEN_WIDTH = window.innerWidth;
SCREEN_HEIGHT = window.innerHeight;
renderer.setSize( SCREEN_WIDTH, SCREEN_HEIGHT );
geometry.computeTangents();
camera.aspect = SCREEN_WIDTH / SCREEN_HEIGHT;
camera.updateProjectionMatrix();
mesh1 = new THREE.Mesh( geometry, material1 );
mesh1.position.x = - scale * 12;
mesh1.scale.set( scale, scale, scale );
mesh1.castShadow = true;
mesh1.receiveShadow = true;
scene.add( mesh1 );
composer.reset();
mesh2 = new THREE.Mesh( geometry, material2 );
mesh2.position.x = scale * 12;
mesh2.scale.set( scale, scale, scale );
mesh2.castShadow = true;
mesh2.receiveShadow = true;
scene.add( mesh2 );
effectFXAA.uniforms[ 'resolution' ].value.set( 1 / SCREEN_WIDTH, 1 / SCREEN_HEIGHT );
loader.statusDomElement.style.display = "none";
}
......@@ -255,11 +313,23 @@
}
//renderer.render( scene, camera );
composer.render();
if( mesh2 ) {
mesh2.rotation.y = ry;
mesh2.rotation.x = rx;
}
pointLight.position.x = 2500 * Math.cos( r );
pointLight.position.z = 2500 * Math.sin( r );
r += 0.01;
renderer.render( scene, camera );
}
</script>
</body>
......
<!DOCTYPE html>
<html lang="en">
<head>
<title>three.js webgl - materials - normal map</title>
<title>three.js webgl - materials - normal map [Lee Perry-Smith]</title>
<meta charset="utf-8">
<meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0">
<style>
......@@ -14,7 +14,9 @@
overflow:hidden;
}
a { color: #ffffff; }
a {
color: #ffffff;
}
#info {
position: absolute;
......@@ -34,26 +36,38 @@
#vt { display:none }
#vt, #vt a { color:orange; }
.code { }
</style>
</head>
<body>
<div id="info">
<a href="http://threejs.org" target="_blank">three.js</a> - webgl (<span id="description">normal + ao + displacement + environment + shadow</span>) map demo.
ninja head from <a href="http://developer.amd.com/archive/gpu/MeshMapper/pages/default.aspx" target="_blank">AMD GPU MeshMapper</a>
<a href="http://threejs.org" target="_blank">three.js</a> - webgl normalmap demo.
<a href="http://www.ir-ltd.net/infinite-3d-head-scan-released/" target="_blank">Lee Perry-Smith</a> head.
<div id="vt">displacement mapping needs vertex textures (GPU with Shader Model 3.0)</div>
<div id="vt">displacement mapping needs vertex textures (GPU with Shader Model 3.0)<br/>
on Windows use <span class="code">Chrome --use-gl=desktop</span> or Firefox 4<br/>
please star this <a href="http://code.google.com/p/chromium/issues/detail?id=52497">Chrome issue</a> to get ANGLE support
</div>
</div>
<script src="../build/three.min.js"></script>
<script src="js/loaders/BinaryLoader.js"></script>
<script src="js/shaders/NormalDisplacementShader.js"></script>
<script src="js/Detector.js"></script>
<script src="js/libs/stats.min.js"></script>
<script src="js/shaders/BleachBypassShader.js"></script>
<script src="js/shaders/ColorCorrectionShader.js"></script>
<script src="js/shaders/CopyShader.js"></script>
<script src="js/shaders/FXAAShader.js"></script>
<script src="js/postprocessing/EffectComposer.js"></script>
<script src="js/postprocessing/RenderPass.js"></script>
<script src="js/postprocessing/ShaderPass.js"></script>
<script src="js/postprocessing/MaskPass.js"></script>
<script>
if ( ! Detector.webgl ) Detector.addGetWebGLMessage();
......@@ -64,10 +78,10 @@
var camera, scene, renderer;
var mesh, zmesh, geometry;
var mesh1, mesh2;
var mesh, zmesh, lightMesh, geometry;
var mesh1;
var spotLight, pointLight, ambientLight;
var directionalLight, pointLight, ambientLight;
var mouseX = 0;
var mouseY = 0;
......@@ -75,9 +89,7 @@
var windowHalfX = window.innerWidth / 2;
var windowHalfY = window.innerHeight / 2;
var r = 0.0;
document.addEventListener( 'mousemove', onDocumentMouseMove, false );
var composer, effectFXAA;
init();
animate();
......@@ -87,128 +99,45 @@
container = document.createElement( 'div' );
document.body.appendChild( container );
camera = new THREE.OrthographicCamera( window.innerWidth / - 2, window.innerWidth / 2, window.innerHeight / 2, window.innerHeight / - 2, -10000, 10000 );
camera.position.z = 1500;
camera = new THREE.PerspectiveCamera( 27, window.innerWidth / window.innerHeight, 1, 10000 );
camera.position.z = 1200;
scene = new THREE.Scene();
// LIGHTS
ambientLight = new THREE.AmbientLight( 0x111111 );
ambientLight = new THREE.AmbientLight( 0x444444 );
scene.add( ambientLight );
pointLight = new THREE.PointLight( 0xff0000 );
pointLight.position.z = 10000;
pointLight.distance = 4000;
scene.add( pointLight );
pointLight2 = new THREE.PointLight( 0xff5500 );
pointLight2.position.z = 1000;
pointLight2.distance = 2000;
scene.add( pointLight2 );
pointLight3 = new THREE.PointLight( 0x0000ff );
pointLight3.position.x = -1000;
pointLight3.position.z = 1000;
pointLight3.distance = 2000;
scene.add( pointLight3 );
spotLight = new THREE.SpotLight( 0xaaaaaa );
spotLight.position.set( 1000, 500, 1000 );
spotLight.castShadow = true;
spotLight.shadowCameraNear = 500;
spotLight.shadowCameraFov = 70;
spotLight.shadowBias = 0.001;
spotLight.shadowMapWidth = 1024;
spotLight.shadowMapHeight = 1024;
scene.add( spotLight );
directionalLight2 = new THREE.DirectionalLight( 0xaaff33, 0 );
directionalLight2.position.set( -1, 1, 0.5 ).normalize();
//scene.add( directionalLight2 );
directionalLight3 = new THREE.DirectionalLight( 0xaaff33 );
directionalLight3.position.set( -1, 1, 0.5 ).normalize();
//scene.add( directionalLight3 );
// light representation
var sphere = new THREE.SphereGeometry( 100, 16, 8 );
var path = "textures/cube/SwedishRoyalCastle/";
var format = '.jpg';
var urls = [
path + 'px' + format, path + 'nx' + format,
path + 'py' + format, path + 'ny' + format,
path + 'pz' + format, path + 'nz' + format
];
pointLight = new THREE.PointLight( 0xffffff, 1.25, 1000 );
pointLight.position.set( 0, 0, 600 );
var reflectionCube = THREE.ImageUtils.loadTextureCube( urls );
// common material parameters
var ambient = 0x050505, diffuse = 0x331100, specular = 0xffffff, shininess = 10, scale = 23;
// normal map shader
var shader = THREE.NormalDisplacementShader;
var uniforms = THREE.UniformsUtils.clone( shader.uniforms );
uniforms[ "enableAO" ].value = true;
uniforms[ "enableDiffuse" ].value = false;
uniforms[ "enableSpecular" ].value = false;
uniforms[ "enableReflection" ].value = true;
uniforms[ "enableDisplacement" ].value = true;
uniforms[ "tNormal" ].value = THREE.ImageUtils.loadTexture( "textures/normal/ninja/normal.jpg" );
uniforms[ "tAO" ].value = THREE.ImageUtils.loadTexture( "textures/normal/ninja/ao.jpg" );
uniforms[ "tDisplacement" ].value = THREE.ImageUtils.loadTexture( "textures/normal/ninja/displacement.jpg" );
uniforms[ "uDisplacementBias" ].value = - 0.428408;
uniforms[ "uDisplacementScale" ].value = 2.436143;
uniforms[ "uNormalScale" ].value.y = -1;
uniforms[ "diffuse" ].value.setHex( diffuse );
uniforms[ "specular" ].value.setHex( specular );
uniforms[ "ambient" ].value.setHex( ambient );
uniforms[ "shininess" ].value = shininess;
uniforms[ "tCube" ].value = reflectionCube;
uniforms[ "reflectivity" ].value = 0.1;
uniforms[ "diffuse" ].value.convertGammaToLinear();
uniforms[ "specular" ].value.convertGammaToLinear();
uniforms[ "ambient" ].value.convertGammaToLinear();
var parameters = { fragmentShader: shader.fragmentShader, vertexShader: shader.vertexShader, uniforms: uniforms, lights: true, fog: false };
var material1 = new THREE.ShaderMaterial( parameters );
scene.add( pointLight );
var material2 = new THREE.MeshPhongMaterial( {
color: diffuse,
specular: specular,
ambient: ambient,
shininess: shininess,
normalMap: uniforms[ "tNormal" ].value,
normalScale: uniforms[ "uNormalScale" ].value,
envMap: reflectionCube,
combine: THREE.MixOperation,
reflectivity: 0.1
directionalLight = new THREE.DirectionalLight( 0xffffff );
directionalLight.position.set( 1, -0.5, -1 );
scene.add( directionalLight );
var material = new THREE.MeshPhongMaterial( {
color: 0xdddddd,
ambient: 0x111111,
specular: 0x222222,
shininess: 35,
map: THREE.ImageUtils.loadTexture( "obj/leeperrysmith/Map-COL.jpg" ),
specularMap: THREE.ImageUtils.loadTexture( "obj/leeperrysmith/Map-SPEC.jpg" ),
normalMap: THREE.ImageUtils.loadTexture( "obj/leeperrysmith/Infinite-Level_02_Tangent_SmoothUV.jpg" ),
normalScale: new THREE.Vector2( 0.8, 0.8 ),
wrapRGB: new THREE.Vector3( 0.575, 0.5, 0.5 ),
wrapAround: true
} );
//
loader = new THREE.BinaryLoader( true );
loader = new THREE.JSONLoader( true );
document.body.appendChild( loader.statusDomElement );
loader.load( "obj/ninja/NinjaLo_bin.js", function( geometry ) { createScene( geometry, scale, material1, material2 ) } );
//
loader.load( "obj/leeperrysmith/LeePerrySmith.js", function( geometry ) { createScene( geometry, 100, material ) } );
renderer = new THREE.WebGLRenderer();
renderer = new THREE.WebGLRenderer( { antialias: false } );
renderer.setClearColor( 0x111111, 1 );
renderer.setPixelRatio( window.devicePixelRatio );
renderer.setSize( window.innerWidth, window.innerHeight );
container.appendChild( renderer.domElement );
......@@ -220,16 +149,6 @@
//
renderer.shadowMapEnabled = true;
renderer.shadowMapType = THREE.PCFShadowMap;
//
var description = "normal + ao" + ( renderer.supportsVertexTextures() ? " + displacement + environment + shadow" : " + <strike>displacement</strike>" );
document.getElementById( "description" ).innerHTML = description;
document.getElementById( "vt" ).style.display = renderer.supportsVertexTextures() ? "none" : "block";
if ( statsEnabled ) {
stats = new Stats();
......@@ -240,50 +159,73 @@
}
//
// COMPOSER
window.addEventListener( 'resize', onWindowResize, false );
renderer.autoClear = false;
}
var renderModel = new THREE.RenderPass( scene, camera );
function onWindowResize() {
var effectBleach = new THREE.ShaderPass( THREE.BleachBypassShader );
var effectColor = new THREE.ShaderPass( THREE.ColorCorrectionShader );
effectFXAA = new THREE.ShaderPass( THREE.FXAAShader );
windowHalfX = window.innerWidth / 2;
windowHalfY = window.innerHeight / 2;
effectFXAA.uniforms[ 'resolution' ].value.set( 1 / window.innerWidth, 1 / window.innerHeight );
camera.left = window.innerWidth / - 2;
camera.right = window.innerWidth / 2;
camera.top = window.innerHeight / 2;
camera.bottom = window.innerHeight / - 2;
effectBleach.uniforms[ 'opacity' ].value = 0.4;
camera.updateProjectionMatrix();
effectColor.uniforms[ 'powRGB' ].value.set( 1.4, 1.45, 1.45 );
effectColor.uniforms[ 'mulRGB' ].value.set( 1.1, 1.1, 1.1 );
renderer.setSize( window.innerWidth, window.innerHeight );
effectFXAA.renderToScreen = true;
composer = new THREE.EffectComposer( renderer );
composer.addPass( renderModel );
composer.addPass( effectBleach );
composer.addPass( effectColor );
composer.addPass( effectFXAA );
// EVENTS
document.addEventListener( 'mousemove', onDocumentMouseMove, false );
window.addEventListener( 'resize', onWindowResize, false );
}
function createScene( geometry, scale, material1, material2 ) {
function createScene( geometry, scale, material ) {
geometry.computeTangents();
mesh1 = new THREE.Mesh( geometry, material1 );
mesh1.position.x = - scale * 12;
mesh1.scale.set( scale, scale, scale );
mesh1.castShadow = true;
mesh1.receiveShadow = true;
scene.add( mesh1 );
mesh1 = new THREE.Mesh( geometry, material );
mesh2 = new THREE.Mesh( geometry, material2 );
mesh2.position.x = scale * 12;
mesh2.scale.set( scale, scale, scale );
mesh2.castShadow = true;
mesh2.receiveShadow = true;
scene.add( mesh2 );
mesh1.position.y = - 50;
mesh1.scale.x = mesh1.scale.y = mesh1.scale.z = scale;
scene.add( mesh1 );
loader.statusDomElement.style.display = "none";
}
//
function onWindowResize( event ) {
SCREEN_WIDTH = window.innerWidth;
SCREEN_HEIGHT = window.innerHeight;
renderer.setSize( SCREEN_WIDTH, SCREEN_HEIGHT );
camera.aspect = SCREEN_WIDTH / SCREEN_HEIGHT;
camera.updateProjectionMatrix();
composer.reset();
effectFXAA.uniforms[ 'resolution' ].value.set( 1 / SCREEN_WIDTH, 1 / SCREEN_HEIGHT );
}
function onDocumentMouseMove(event) {
mouseX = ( event.clientX - windowHalfX ) * 10;
......@@ -313,23 +255,11 @@
}
if( mesh2 ) {
mesh2.rotation.y = ry;
mesh2.rotation.x = rx;
}
pointLight.position.x = 2500 * Math.cos( r );
pointLight.position.z = 2500 * Math.sin( r );
r += 0.01;
renderer.render( scene, camera );
//renderer.render( scene, camera );
composer.render();
}
</script>
</body>
......
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