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
927d8018
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
前往新版Gitcode,体验更适合开发者的 AI 搜索 >>
未验证
提交
927d8018
编写于
5月 02, 2021
作者:
M
Michael Herzog
提交者:
GitHub
5月 02, 2021
浏览文件
操作
浏览文件
下载
电子邮件补丁
差异文件
Examples: Clean up. (#21767)
上级
e0b851a6
变更
5
隐藏空白更改
内联
并排
Showing
5 changed file
with
31 addition
and
16 deletion
+31
-16
examples/js/loaders/MD2Loader.js
examples/js/loaders/MD2Loader.js
+1
-1
examples/js/postprocessing/SSAARenderPass.js
examples/js/postprocessing/SSAARenderPass.js
+22
-5
examples/screenshots/webgl_materials_physical_reflectivity.jpg
...les/screenshots/webgl_materials_physical_reflectivity.jpg
+0
-0
examples/webgl_materials_physical_reflectivity.html
examples/webgl_materials_physical_reflectivity.html
+4
-3
examples/webgl_materials_physical_sheen.html
examples/webgl_materials_physical_sheen.html
+4
-7
未找到文件。
examples/js/loaders/MD2Loader.js
浏览文件 @
927d8018
...
...
@@ -102,7 +102,6 @@
const
translation
=
new
THREE
.
Vector3
();
const
scale
=
new
THREE
.
Vector3
();
const
string
=
[];
const
frames
=
[];
offset
=
header
.
offset_frames
;
...
...
@@ -111,6 +110,7 @@
scale
.
set
(
data
.
getFloat32
(
offset
+
0
,
true
),
data
.
getFloat32
(
offset
+
4
,
true
),
data
.
getFloat32
(
offset
+
8
,
true
)
);
translation
.
set
(
data
.
getFloat32
(
offset
+
12
,
true
),
data
.
getFloat32
(
offset
+
16
,
true
),
data
.
getFloat32
(
offset
+
20
,
true
)
);
offset
+=
24
;
const
string
=
[];
for
(
let
j
=
0
;
j
<
16
;
j
++
)
{
...
...
examples/js/postprocessing/SSAARenderPass.js
浏览文件 @
927d8018
...
...
@@ -80,8 +80,16 @@
const
baseSampleWeight
=
1.0
/
jitterOffsets
.
length
;
const
roundingRange
=
1
/
32
;
this
.
copyUniforms
[
'
tDiffuse
'
].
value
=
this
.
sampleRenderTarget
.
texture
;
const
width
=
readBuffer
.
width
,
height
=
readBuffer
.
height
;
// render the scene multiple times, each slightly jitter offset from the last and accumulate the results.
const
viewOffset
=
{
fullWidth
:
readBuffer
.
width
,
fullHeight
:
readBuffer
.
height
,
offsetX
:
0
,
offsetY
:
0
,
width
:
readBuffer
.
width
,
height
:
readBuffer
.
height
};
const
originalViewOffset
=
Object
.
assign
(
{},
this
.
camera
.
view
);
if
(
originalViewOffset
.
enabled
)
Object
.
assign
(
viewOffset
,
originalViewOffset
);
// render the scene multiple times, each slightly jitter offset from the last and accumulate the results.
for
(
let
i
=
0
;
i
<
jitterOffsets
.
length
;
i
++
)
{
...
...
@@ -89,8 +97,8 @@
if
(
this
.
camera
.
setViewOffset
)
{
this
.
camera
.
setViewOffset
(
width
,
height
,
jitterOffset
[
0
]
*
0.0625
,
jitterOffset
[
1
]
*
0.0625
,
// 0.0625 = 1 / 16
width
,
height
);
this
.
camera
.
setViewOffset
(
viewOffset
.
fullWidth
,
viewOffset
.
fullHeight
,
viewOffset
.
offsetX
+
jitterOffset
[
0
]
*
0.0625
,
viewOffset
.
offsetY
+
jitterOffset
[
1
]
*
0.0625
,
// 0.0625 = 1 / 16
viewOffset
.
width
,
viewOffset
.
height
);
}
...
...
@@ -124,7 +132,16 @@
}
if
(
this
.
camera
.
clearViewOffset
)
this
.
camera
.
clearViewOffset
();
if
(
this
.
camera
.
setViewOffset
&&
originalViewOffset
.
enabled
)
{
this
.
camera
.
setViewOffset
(
originalViewOffset
.
fullWidth
,
originalViewOffset
.
fullHeight
,
originalViewOffset
.
offsetX
,
originalViewOffset
.
offsetY
,
originalViewOffset
.
width
,
originalViewOffset
.
height
);
}
else
if
(
this
.
camera
.
clearViewOffset
)
{
this
.
camera
.
clearViewOffset
();
}
renderer
.
autoClear
=
autoClear
;
renderer
.
setClearColor
(
this
.
_oldClearColor
,
oldClearAlpha
);
...
...
examples/screenshots/webgl_materials_physical_reflectivity.jpg
查看替换文件 @
e0b851a6
浏览文件 @
927d8018
8.1 KB
|
W:
|
H:
6.9 KB
|
W:
|
H:
2-up
Swipe
Onion skin
examples/webgl_materials_physical_reflectivity.html
浏览文件 @
927d8018
...
...
@@ -29,9 +29,9 @@
const
params
=
{
projection
:
'
normal
'
,
autoRotate
:
true
,
reflectivity
:
1
.0
,
reflectivity
:
1
,
background
:
false
,
exposure
:
1
.0
,
exposure
:
1
,
gemColor
:
'
Green
'
};
let
camera
,
scene
,
renderer
;
...
...
@@ -155,6 +155,7 @@
renderer
.
setPixelRatio
(
window
.
devicePixelRatio
);
renderer
.
setSize
(
window
.
innerWidth
,
window
.
innerHeight
);
renderer
.
shadowMap
.
enabled
=
true
;
renderer
.
toneMapping
=
THREE
.
ACESFilmicToneMapping
;
container
.
appendChild
(
renderer
.
domElement
);
renderer
.
outputEncoding
=
THREE
.
sRGBEncoding
;
...
...
@@ -171,7 +172,7 @@
const
gui
=
new
GUI
();
gui
.
add
(
params
,
'
reflectivity
'
,
0
,
1
);
gui
.
add
(
params
,
'
exposure
'
,
0
.1
,
2
);
gui
.
add
(
params
,
'
exposure
'
,
0
,
2
);
gui
.
add
(
params
,
'
autoRotate
'
);
gui
.
add
(
params
,
'
gemColor
'
,
[
'
Blue
'
,
'
Green
'
,
'
Red
'
,
'
White
'
,
'
Black
'
]
);
gui
.
open
();
...
...
examples/webgl_materials_physical_sheen.html
浏览文件 @
927d8018
...
...
@@ -37,8 +37,7 @@
color
:
new
THREE
.
Color
(
255
,
0
,
127
),
sheenBRDF
:
true
,
sheen
:
new
THREE
.
Color
(
10
,
10
,
10
),
// corresponds to .04 reflectance
roughness
:
.
9
,
exposure
:
2
,
roughness
:
0.9
};
// model
...
...
@@ -57,7 +56,7 @@
scene
=
new
THREE
.
Scene
();
scene
.
background
=
new
THREE
.
Color
(
0xbfd1e5
);
mesh
.
scale
.
multiplyScalar
(
.
5
);
mesh
.
scale
.
multiplyScalar
(
0
.5
);
scene
.
add
(
mesh
);
//
...
...
@@ -95,12 +94,12 @@
controls
.
target
.
set
(
0
,
2
,
0
);
controls
.
update
();
directionalLight
=
new
THREE
.
DirectionalLight
(
0xffffff
,
.
5
);
directionalLight
=
new
THREE
.
DirectionalLight
(
0xffffff
,
0
.5
);
directionalLight
.
position
.
set
(
0
,
10
,
0
);
directionalLight
.
castShadow
=
true
;
directionalLight
.
add
(
new
THREE
.
Mesh
(
new
THREE
.
SphereGeometry
(
.
5
),
new
THREE
.
SphereGeometry
(
0
.5
),
new
THREE
.
MeshBasicMaterial
(
{
color
:
0xffffff
}
)
)
);
...
...
@@ -141,7 +140,6 @@
gui
.
add
(
params
,
'
sheenBRDF
'
).
onChange
(
onUpdate
);
gui
.
addColor
(
params
,
'
sheen
'
);
gui
.
add
(
params
,
'
roughness
'
,
0
,
1
);
gui
.
add
(
params
,
'
exposure
'
,
0
,
3
);
gui
.
open
();
onUpdate
();
...
...
@@ -190,7 +188,6 @@
//
renderer
.
toneMappingExposure
=
params
.
exposure
;
renderer
.
render
(
scene
,
camera
);
}
...
...
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