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9433bd14
T
three.js
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体验新版 GitCode,发现更多精彩内容 >>
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9433bd14
编写于
10月 24, 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
Got ParallaxBarrierWebGLRenderer working.
上级
eda6d2ad
变更
2
隐藏空白更改
内联
并排
Showing
2 changed file
with
39 addition
and
25 deletion
+39
-25
examples/webgl_materials_cars_parallaxbarrier.html
examples/webgl_materials_cars_parallaxbarrier.html
+3
-0
src/extras/renderers/ParallaxBarrierWebGLRenderer.js
src/extras/renderers/ParallaxBarrierWebGLRenderer.js
+36
-25
未找到文件。
examples/webgl_materials_cars_parallaxbarrier.html
浏览文件 @
9433bd14
...
...
@@ -56,6 +56,7 @@
</div>
<script
src=
"../build/Three.js"
></script>
<script
src=
"../src/extras/renderers/ParallaxBarrierWebGLRenderer.js"
></script>
<script
src=
"js/Detector.js"
></script>
...
...
@@ -165,6 +166,8 @@
scene
=
new
THREE
.
Scene
();
scene
.
add
(
camera
);
// LIGHTS
var
ambient
=
new
THREE
.
AmbientLight
(
0x555555
);
...
...
src/extras/renderers/ParallaxBarrierWebGLRenderer.js
浏览文件 @
9433bd14
/**
* @author mrdoob / http://mrdoob.com/
* @author marklundin / http://mark-lundin.com/
* @author alteredq / http://alteredqualia.com/
*/
if
(
THREE
.
WebGLRenderer
)
{
...
...
@@ -9,6 +10,8 @@ if ( THREE.WebGLRenderer ) {
THREE
.
WebGLRenderer
.
call
(
this
,
parameters
);
this
.
autoUpdateScene
=
false
;
var
_this
=
this
,
_setSize
=
this
.
setSize
,
_render
=
this
.
render
;
var
_cameraL
=
new
THREE
.
PerspectiveCamera
(),
...
...
@@ -17,7 +20,7 @@ if ( THREE.WebGLRenderer ) {
var
eyeRight
=
new
THREE
.
Matrix4
(),
eyeLeft
=
new
THREE
.
Matrix4
(),
focalLength
=
125
,
aspect
,
near
,
fov
;
_aspect
,
_near
,
_far
,
_
fov
;
_cameraL
.
matrixAutoUpdate
=
_cameraR
.
matrixAutoUpdate
=
false
;
...
...
@@ -80,6 +83,8 @@ if ( THREE.WebGLRenderer ) {
var
_scene
=
new
THREE
.
Scene
();
_scene
.
add
(
new
THREE
.
Mesh
(
new
THREE
.
PlaneGeometry
(
2
,
2
),
_material
)
);
_scene
.
add
(
_camera
);
this
.
setSize
=
function
(
width
,
height
)
{
_setSize
.
call
(
_this
,
width
,
height
);
...
...
@@ -100,59 +105,65 @@ if ( THREE.WebGLRenderer ) {
this
.
render
=
function
(
scene
,
camera
,
renderTarget
,
forceClear
)
{
//camera.update( null, true
);
scene
.
updateMatrixWorld
(
);
var
hasCameraChanged
=
aspect
!==
camera
.
aspect
||
near
!==
camera
.
near
||
fov
!==
camera
.
fov
;
var
hasCameraChanged
=
(
_aspect
!==
camera
.
aspect
)
||
(
_near
!==
camera
.
near
)
||
(
_far
!==
camera
.
far
)
||
(
_fov
!==
camera
.
fov
)
;
if
(
hasCameraChanged
)
{
aspect
=
camera
.
aspect
;
near
=
camera
.
near
;
fov
=
camera
.
fov
;
_aspect
=
camera
.
aspect
;
_near
=
camera
.
near
;
_far
=
camera
.
far
;
_fov
=
camera
.
fov
;
var
projectionMatrix
=
camera
.
projectionMatrix
.
clone
(),
eyeSep
=
focalLength
/
30
*
0.5
,
eyeSepOnProjection
=
eyeSep
*
near
/
focalLength
,
ymax
=
near
*
Math
.
tan
(
fov
*
Math
.
PI
/
360
),
eyeSepOnProjection
=
eyeSep
*
_
near
/
focalLength
,
ymax
=
_near
*
Math
.
tan
(
_
fov
*
Math
.
PI
/
360
),
xmin
,
xmax
;
//translate xOffset
//
translate xOffset
eyeRight
.
n14
=
eyeSep
;
eyeLeft
.
n14
=
-
eyeSep
;
//
F
or left eye
//
f
or left eye
xmin
=
-
ymax
*
aspect
+
eyeSepOnProjection
;
xmax
=
ymax
*
aspect
+
eyeSepOnProjection
;
projectionMatrix
.
n11
=
2
*
near
/
(
xmax
-
xmin
);
xmin
=
-
ymax
*
_aspect
+
eyeSepOnProjection
;
xmax
=
ymax
*
_aspect
+
eyeSepOnProjection
;
projectionMatrix
.
n11
=
2
*
_near
/
(
xmax
-
xmin
);
projectionMatrix
.
n13
=
(
xmax
+
xmin
)
/
(
xmax
-
xmin
);
_cameraL
.
projectionMatrix
=
projectionMatrix
.
clone
();
//for right eye
_cameraL
.
projectionMatrix
.
copy
(
projectionMatrix
);
// for right eye
xmin
=
-
ymax
*
aspect
-
eyeSepOnProjection
;
xmax
=
ymax
*
aspect
-
eyeSepOnProjection
;
projectionMatrix
.
n11
=
2
*
near
/
(
xmax
-
xmin
);
xmin
=
-
ymax
*
_aspect
-
eyeSepOnProjection
;
xmax
=
ymax
*
_aspect
-
eyeSepOnProjection
;
projectionMatrix
.
n11
=
2
*
_near
/
(
xmax
-
xmin
);
projectionMatrix
.
n13
=
(
xmax
+
xmin
)
/
(
xmax
-
xmin
);
_cameraR
.
projectionMatrix
=
projectionMatrix
.
clone
();
_cameraR
.
projectionMatrix
.
copy
(
projectionMatrix
);
}
_cameraL
.
matrix
=
camera
.
matrixWorld
.
clone
().
multiplySelf
(
eyeLeft
);
//_cameraL.update( null, true );
_cameraL
.
matrixWorld
.
copy
(
camera
.
matrixWorld
).
multiplySelf
(
eyeLeft
);
_cameraL
.
position
.
copy
(
camera
.
position
);
_cameraL
.
near
=
near
;
_cameraL
.
near
=
camera
.
near
;
_cameraL
.
far
=
camera
.
far
;
_render
.
call
(
_this
,
scene
,
_cameraL
,
_renderTargetL
,
true
);
_cameraR
.
matrix
=
camera
.
matrixWorld
.
clone
().
multiplySelf
(
eyeRight
);
//_cameraR.update( null, true );
_cameraR
.
matrixWorld
.
copy
(
camera
.
matrixWorld
).
multiplySelf
(
eyeRight
);
_cameraR
.
position
.
copy
(
camera
.
position
);
_cameraR
.
near
=
near
;
_cameraR
.
near
=
camera
.
near
;
_cameraR
.
far
=
camera
.
far
;
_render
.
call
(
_this
,
scene
,
_cameraR
,
_renderTargetR
,
true
);
_scene
.
updateMatrixWorld
();
_render
.
call
(
_this
,
_scene
,
_camera
);
};
...
...
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