未验证 提交 aa044f69 编写于 作者: M Mr.doob 提交者: GitHub

Merge pull request #15038 from WestLangley/dev-tonemapping_example

Tonemapping example: clean up
......@@ -76,9 +76,9 @@
Cineon: THREE.CineonToneMapping
};
var camera, scene, renderer, controls, group;
var camera, scene, renderer, controls, mesh;
var composer;
var standardMaterial, standardMaterialPremultiplied, floorMaterial;
var standardMaterial, floorMaterial;
init();
animate();
......@@ -105,14 +105,17 @@
} );
var textureLoader = new THREE.TextureLoader();
textureLoader.load( "textures/brick_diffuse.jpg", function( map ) {
map.wrapS = THREE.RepeatWrapping;
map.wrapT = THREE.RepeatWrapping;
map.encoding = THREE.sRGBEncoding;
map.anisotropy = 4;
map.repeat.set( 9, 0.5 );
standardMaterial.map = map;
standardMaterial.needsUpdate = true;
} );
textureLoader.load( "textures/brick_bump.jpg", function( map ) {
map.wrapS = THREE.RepeatWrapping;
map.wrapT = THREE.RepeatWrapping;
......@@ -121,6 +124,7 @@
standardMaterial.bumpMap = map;
standardMaterial.needsUpdate = true;
} );
textureLoader.load( "textures/brick_roughness.jpg", function( map ) {
map.wrapS = THREE.RepeatWrapping;
map.wrapT = THREE.RepeatWrapping;
......@@ -130,14 +134,11 @@
standardMaterial.needsUpdate = true;
} );
group = new THREE.Group();
scene.add( group );
var geometry = new THREE.TorusKnotBufferGeometry( 18, 8, 150, 20 );
var mesh = new THREE.Mesh( geometry, standardMaterial );
mesh = new THREE.Mesh( geometry, standardMaterial );
mesh.castShadow = true;
mesh.receiveShadow = true;
group.add( mesh );
scene.add( mesh );
floorMaterial = new THREE.MeshStandardMaterial( {
map: null,
......@@ -149,11 +150,11 @@
} );
var geometry = new THREE.BoxBufferGeometry( 200, 200, 200 );
var mesh = new THREE.Mesh( geometry, floorMaterial );
mesh.position.y = 50;
mesh.rotation.x = - Math.PI * 0.5;
mesh.receiveShadow = true;
scene.add( mesh );
var floor = new THREE.Mesh( geometry, floorMaterial );
floor.position.y = 50;
floor.rotation.x = - Math.PI * 0.5;
floor.receiveShadow = true;
scene.add( floor );
// Materials
var hdrpath = "textures/cube/pisaHDR/";
......@@ -199,7 +200,6 @@
renderer.shadowMap.enabled = true;
container.appendChild( renderer.domElement );
renderer.gammaInput = true;
renderer.gammaOutput = true;
composer = new THREE.EffectComposer( renderer );
......@@ -272,14 +272,7 @@
renderer.toneMappingExposure = params.exposure;
renderer.toneMappingWhitePoint = params.whitePoint;
camera.lookAt( scene.position );
for ( var i = 0, l = group.children.length; i < l; i ++ ) {
var object = group.children[ i ];
object.rotation.y += 0.005;
}
mesh.rotation.y += 0.005;
if( params.renderMode === "Composer" ) {
......
Markdown is supported
0% .
You are about to add 0 people to the discussion. Proceed with caution.
先完成此消息的编辑!
想要评论请 注册