提交 8eeb69a9 编写于 作者: M Mr.doob

Fixed more examples on iOS.

上级 976f78bb
......@@ -14,7 +14,6 @@
overflow: hidden;
}
#info{ position: absolute; width: 100%; padding: 5px; }
#container canvas{ position: absolute; left: 0; top: 0; width: 100%; height: 100%; bottom: 0;}
</style>
</head>
<body>
......@@ -34,7 +33,7 @@
var container = document.getElementById( 'container' );
var renderer, scene, helperScene, camera, fov = 45;
var renderer, scene, camera, fov = 45;
var mesh, decal;
var raycaster;
var line;
......@@ -44,7 +43,7 @@
point: new THREE.Vector3(),
normal: new THREE.Vector3()
};
var controls, renderHelpers = false;
var controls;
var mouseVector = new THREE.Vector3();
var mouse = new THREE.Vector2();
......@@ -100,7 +99,6 @@
container.appendChild( renderer.domElement );
scene = new THREE.Scene();
helperScene = new THREE.Scene();
camera = new THREE.PerspectiveCamera( fov, window.innerWidth / window.innerHeight, 1, 1000 );
camera.position.z = 100;
......@@ -341,9 +339,7 @@
requestAnimationFrame( render );
renderer.autoClear = false;
renderer.render( scene, camera );
if( renderHelpers ) renderer.render( helperScene, camera );
}
......
......@@ -132,14 +132,14 @@
try {
webglRenderer = new THREE.WebGLRenderer( { antialias: true, alpha: true } );
renderer.setPixelRatio( window.devicePixelRatio );
webglRenderer.setPixelRatio( window.devicePixelRatio );
webglRenderer.setSize( SCREEN_WIDTH, SCREEN_HEIGHT );
webglRenderer.domElement.style.position = "relative";
container.appendChild( webglRenderer.domElement );
has_gl = 1;
}
catch (e) {
} catch (e) {
}
}
......
......@@ -23,8 +23,7 @@
font-weight: bold;
position: absolute;
top: 0px; width: 100%;
padding: 5px;
top: 5px; width: 100%;
}
a {
......
......@@ -185,7 +185,7 @@
renderer = new THREE.WebGLRenderer({antialias:true});
renderer.setPixelRatio( window.devicePixelRatio );
renderer.setSize( container.offsetWidth, container.offsetHeight );
renderer.setSize( window.innerWidth, window.innerHeight );
if (sceneInfo.shadows) {
renderer.shadowMapEnabled = true;
......@@ -320,7 +320,7 @@
cameras[i].updateProjectionMatrix();
}
renderer.setSize( container.offsetWidth, container.offsetHeight );
renderer.setSize( window.innerWidth, window.innerHeight );
}
......
......@@ -121,7 +121,7 @@ https://github.com/creationix/msgpack-js-browser
camera.aspect = container.offsetWidth / container.offsetHeight;
camera.updateProjectionMatrix();
renderer.setSize( container.offsetWidth, container.offsetHeight );
renderer.setSize( window.innerWidth, window.innerHeight );
render();
}
......@@ -136,7 +136,7 @@ https://github.com/creationix/msgpack-js-browser
renderer = new THREE.WebGLRenderer( { antialias: true, alpha: true } );
renderer.setClearColor( 0x000000, 0 );
renderer.setPixelRatio( window.devicePixelRatio );
renderer.setSize( container.offsetWidth, container.offsetHeight );
renderer.setSize( window.innerWidth, window.innerHeight );
container.appendChild( renderer.domElement );
var aspect = container.offsetWidth / container.offsetHeight;
......
......@@ -24,8 +24,7 @@
#info {
color:#fff;
position: absolute;
top: 0px; width: 100%;
padding: 5px;
top: 5px; width: 100%;
z-index:100;
}
......
......@@ -41,29 +41,14 @@
<script src="../build/three.min.js"></script>
<script src="js/shaders/CopyShader.js"></script>
<script src="js/shaders/FXAAShader.js"></script>
<script src="js/shaders/HorizontalTiltShiftShader.js"></script>
<script src="js/shaders/VerticalTiltShiftShader.js"></script>
<script src="js/shaders/VignetteShader.js"></script>
<script src="js/postprocessing/EffectComposer.js"></script>
<script src="js/postprocessing/RenderPass.js"></script>
<script src="js/postprocessing/BloomPass.js"></script>
<script src="js/postprocessing/ShaderPass.js"></script>
<script src="js/postprocessing/MaskPass.js"></script>
<script src="js/postprocessing/SavePass.js"></script>
<script src="js/controls/TrackballControls.js"></script>
<script src="js/Detector.js"></script>
<script src="js/libs/stats.min.js"></script>
<script src="js/libs/tween.min.js"></script>
<script src='js/libs/dat.gui.min.js'></script>
<script>
var MARGIN = 0;
......@@ -90,8 +75,6 @@
var morph;
var composer, effectFXAA, hblur, vblur;
var parameters, tweenDirection, tweenDay, tweenNight;
var clock = new THREE.Clock();
......@@ -340,7 +323,7 @@
// RENDERER
renderer = new THREE.WebGLRenderer( { antialias: false } );
renderer = new THREE.WebGLRenderer( { antialias: true } );
renderer.setClearColor( scene.fog.color, 1 );
renderer.setPixelRatio( window.devicePixelRatio );
renderer.setSize( SCREEN_WIDTH, SCREEN_HEIGHT );
......@@ -389,47 +372,6 @@
window.addEventListener( 'resize', onWindowResize, false );
document.addEventListener( 'keydown', onKeyDown, false );
// COMPOSER
renderer.autoClear = false;
var renderTargetParameters = { minFilter: THREE.LinearFilter, magFilter: THREE.LinearFilter, format: THREE.RGBFormat, stencilBuffer: false };
renderTarget = new THREE.WebGLRenderTarget( SCREEN_WIDTH, SCREEN_HEIGHT, renderTargetParameters );
effectFXAA = new THREE.ShaderPass( THREE.FXAAShader );
var effectVignette = new THREE.ShaderPass( THREE.VignetteShader );
hblur = new THREE.ShaderPass( THREE.HorizontalTiltShiftShader );
vblur = new THREE.ShaderPass( THREE.VerticalTiltShiftShader );
var bluriness = 4;
hblur.uniforms[ 'h' ].value = bluriness / SCREEN_WIDTH;
vblur.uniforms[ 'v' ].value = bluriness / SCREEN_HEIGHT;
hblur.uniforms[ 'r' ].value = vblur.uniforms[ 'r' ].value = 0.5;
effectFXAA.uniforms[ 'resolution' ].value.set( 1 / SCREEN_WIDTH, 1 / SCREEN_HEIGHT );
composer = new THREE.EffectComposer( renderer, renderTarget );
var renderModel = new THREE.RenderPass( scene, camera );
effectVignette.renderToScreen = true;
vblur.renderToScreen = true;
effectFXAA.renderToScreen = true;
composer = new THREE.EffectComposer( renderer, renderTarget );
composer.addPass( renderModel );
composer.addPass( effectFXAA );
//composer.addPass( hblur );
//composer.addPass( vblur );
//composer.addPass( effectVignette );
// TWEEN
parameters = { control: 0 };
......@@ -496,12 +438,6 @@
camera.updateProjectionMatrix();
renderer.setSize( SCREEN_WIDTH, SCREEN_HEIGHT );
composer.setSize( SCREEN_WIDTH, SCREEN_HEIGHT );
hblur.uniforms[ 'h' ].value = 4 / SCREEN_WIDTH;
vblur.uniforms[ 'v' ].value = 4 / SCREEN_HEIGHT;
effectFXAA.uniforms[ 'resolution' ].value.set( 1 / SCREEN_WIDTH, 1 / SCREEN_HEIGHT );
controls.handleResize();
......@@ -582,9 +518,7 @@
// render scene
//renderer.render( scene, camera );
//renderer.clearTarget( null, 1, 1, 1 );
composer.render( 0.1 );
renderer.render( scene, camera );
}
......
......@@ -6,7 +6,6 @@
<meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0">
<style>
body {
background:#fff;
padding:0;
margin:0;
font-weight: bold;
......
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