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
c130a46f
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
体验新版 GitCode,发现更多精彩内容 >>
提交
c130a46f
编写于
12月 06, 2018
作者:
M
Mugen87
浏览文件
操作
浏览文件
下载
电子邮件补丁
差异文件
SoftwareRenderer: Fully support BufferGeometry
上级
7fed3408
变更
3
隐藏空白更改
内联
并排
Showing
3 changed file
with
99 addition
and
57 deletion
+99
-57
examples/js/renderers/SoftwareRenderer.js
examples/js/renderers/SoftwareRenderer.js
+1
-1
examples/software_lines_splines.html
examples/software_lines_splines.html
+35
-24
examples/software_sandbox.html
examples/software_sandbox.html
+63
-32
未找到文件。
examples/js/renderers/SoftwareRenderer.js
浏览文件 @
c130a46f
...
@@ -540,7 +540,7 @@ THREE.SoftwareRenderer = function ( parameters ) {
...
@@ -540,7 +540,7 @@ THREE.SoftwareRenderer = function ( parameters ) {
}
else
{
}
else
{
if
(
material
.
vertexColors
===
THREE
.
FaceColors
)
{
if
(
material
.
vertexColors
===
THREE
.
FaceColors
||
material
.
vertexColors
===
THREE
.
VertexColors
)
{
string
=
[
string
=
[
'
var colorOffset = offset * 4;
'
,
'
var colorOffset = offset * 4;
'
,
...
...
examples/software_lines_splines.html
浏览文件 @
c130a46f
...
@@ -66,9 +66,7 @@
...
@@ -66,9 +66,7 @@
function
init
()
{
function
init
()
{
var
i
,
container
;
var
container
=
document
.
createElement
(
'
div
'
);
container
=
document
.
createElement
(
'
div
'
);
document
.
body
.
appendChild
(
container
);
document
.
body
.
appendChild
(
container
);
camera
=
new
THREE
.
PerspectiveCamera
(
33
,
window
.
innerWidth
/
window
.
innerHeight
,
1
,
10000
);
camera
=
new
THREE
.
PerspectiveCamera
(
33
,
window
.
innerWidth
/
window
.
innerHeight
,
1
,
10000
);
...
@@ -81,38 +79,51 @@
...
@@ -81,38 +79,51 @@
container
.
appendChild
(
renderer
.
domElement
);
container
.
appendChild
(
renderer
.
domElement
);
var
geometry
=
new
THREE
.
Geometry
(),
//
geometry2
=
new
THREE
.
Geometry
(),
geometry3
=
new
THREE
.
Geometry
(),
var
hilbertPoints
=
hilbert3D
(
new
THREE
.
Vector3
(
0
,
0
,
0
),
200.0
,
1
,
0
,
1
,
2
,
3
,
4
,
5
,
6
,
7
);
points
=
hilbert3D
(
new
THREE
.
Vector3
(),
200.0
,
1
,
0
,
1
,
2
,
3
,
4
,
5
,
6
,
7
),
colors
=
[],
colors2
=
[],
colors3
=
[];
var
geometry1
=
new
THREE
.
BufferGeometry
();
var
geometry2
=
new
THREE
.
BufferGeometry
();
var
geometry3
=
new
THREE
.
BufferGeometry
();
var
subdivisions
=
6
;
var
subdivisions
=
6
;
var
spline
=
new
THREE
.
CatmullRomCurve3
(
points
);
var
vertices
=
[];
var
colors1
=
[];
var
colors2
=
[];
var
colors3
=
[];
var
point
=
new
THREE
.
Vector3
();
var
point
=
new
THREE
.
Vector3
();
var
color
=
new
THREE
.
Color
();
var
spline
=
new
THREE
.
CatmullRomCurve3
(
hilbertPoints
);
for
(
var
i
=
0
;
i
<
hilbertPoints
.
length
*
subdivisions
;
i
++
)
{
for
(
i
=
0
;
i
<
points
.
length
*
subdivisions
;
i
++
)
{
var
t
=
i
/
(
hilbertPoints
.
length
*
subdivisions
);
spline
.
getPoint
(
t
,
point
);
var
t
=
i
/
(
points
.
length
*
subdivisions
);
vertices
.
push
(
point
.
x
,
point
.
y
,
point
.
z
);
geometry
.
vertices
[
i
]
=
spline
.
getPoint
(
t
);
color
s
[
i
]
=
new
THREE
.
Color
(
0xffffff
);
color
.
setHSL
(
0.6
,
1.0
,
Math
.
max
(
0
,
-
point
.
x
/
200
)
+
0.5
);
colors
[
i
].
setHSL
(
0.6
,
1.0
,
Math
.
max
(
0
,
-
point
.
x
/
200
)
+
0.5
);
colors
1
.
push
(
color
.
r
,
color
.
g
,
color
.
b
);
color
s2
[
i
]
=
new
THREE
.
Color
(
0xffffff
);
color
.
setHSL
(
0.9
,
1.0
,
Math
.
max
(
0
,
-
point
.
y
/
200
)
+
0.5
);
colors2
[
i
].
setHSL
(
0.9
,
1.0
,
Math
.
max
(
0
,
-
point
.
y
/
200
)
+
0.5
);
colors2
.
push
(
color
.
r
,
color
.
g
,
color
.
b
);
color
s3
[
i
]
=
new
THREE
.
Color
(
0xffffff
);
color
.
setHSL
(
i
/
(
hilbertPoints
.
length
*
subdivisions
),
1.0
,
0.5
);
colors3
[
i
].
setHSL
(
i
/
(
points
.
length
*
subdivisions
),
1.0
,
0.5
);
colors3
.
push
(
color
.
r
,
color
.
g
,
color
.
b
);
}
}
geometry2
.
vertices
=
geometry3
.
vertices
=
geometry
.
vertices
;
geometry1
.
addAttribute
(
'
position
'
,
new
THREE
.
Float32BufferAttribute
(
vertices
,
3
)
);
geometry2
.
addAttribute
(
'
position
'
,
new
THREE
.
Float32BufferAttribute
(
vertices
,
3
)
);
geometry3
.
addAttribute
(
'
position
'
,
new
THREE
.
Float32BufferAttribute
(
vertices
,
3
)
);
geometry
.
colors
=
colors
;
geometry
1
.
addAttribute
(
'
color
'
,
new
THREE
.
Float32BufferAttribute
(
colors1
,
3
)
)
;
geometry2
.
colors
=
colors2
;
geometry2
.
addAttribute
(
'
color
'
,
new
THREE
.
Float32BufferAttribute
(
colors2
,
3
)
)
;
geometry3
.
colors
=
colors3
;
geometry3
.
addAttribute
(
'
color
'
,
new
THREE
.
Float32BufferAttribute
(
colors3
,
3
)
)
;
// lines
// lines
...
@@ -120,12 +131,12 @@
...
@@ -120,12 +131,12 @@
var
line
,
p
,
scale
=
0.3
,
d
=
225
;
var
line
,
p
,
scale
=
0.3
,
d
=
225
;
var
parameters
=
[
var
parameters
=
[
[
material
,
scale
*
1.5
,
[
-
d
,
0
,
0
],
geometry
],
[
material
,
scale
*
1.5
,
[
-
d
,
0
,
0
],
geometry
1
],
[
material
,
scale
*
1.5
,
[
0
,
0
,
0
],
geometry2
],
[
material
,
scale
*
1.5
,
[
0
,
0
,
0
],
geometry2
],
[
material
,
scale
*
1.5
,
[
d
,
0
,
0
],
geometry3
]
[
material
,
scale
*
1.5
,
[
d
,
0
,
0
],
geometry3
]
];
];
for
(
i
=
0
;
i
<
parameters
.
length
;
++
i
)
{
for
(
var
i
=
0
;
i
<
parameters
.
length
;
++
i
)
{
p
=
parameters
[
i
];
p
=
parameters
[
i
];
line
=
new
THREE
.
Line
(
p
[
3
],
p
[
0
]
);
line
=
new
THREE
.
Line
(
p
[
3
],
p
[
0
]
);
...
...
examples/software_sandbox.html
浏览文件 @
c130a46f
...
@@ -7,14 +7,31 @@
...
@@ -7,14 +7,31 @@
<style>
<style>
body
{
body
{
font-family
:
Monospace
;
font-family
:
Monospace
;
background-color
:
#f0f0f0
;
margin
:
0px
;
margin
:
0px
;
overflow
:
hidden
;
overflow
:
hidden
;
}
}
a
{
color
:
#0078ff
;
}
#info
{
position
:
absolute
;
top
:
10px
;
width
:
100%
;
color
:
#ffffff
;
padding
:
5px
;
font-family
:
Monospace
;
font-size
:
13px
;
text-align
:
center
;
z-index
:
100
;
}
</style>
</style>
</head>
</head>
<body>
<body>
<div
id=
"info"
>
<a
href=
"http://threejs.org"
target=
"_blank"
rel=
"noopener"
>
three.js
</a>
- software renderer
</br>
drag to change the point of view
</div>
<script
src=
"../build/three.js"
></script>
<script
src=
"../build/three.js"
></script>
<script
src=
"js/geometries/hilbert3D.js"
></script>
<script
src=
"js/geometries/hilbert3D.js"
></script>
<script
src=
"js/controls/TrackballControls.js"
></script>
<script
src=
"js/controls/TrackballControls.js"
></script>
...
@@ -23,9 +40,7 @@
...
@@ -23,9 +40,7 @@
<script
src=
"js/libs/stats.min.js"
></script>
<script
src=
"js/libs/stats.min.js"
></script>
<script>
<script>
var
container
,
stats
;
var
camera
,
controls
,
scene
,
renderer
,
stats
;
var
camera
,
controls
,
scene
,
renderer
;
var
torus
,
cube
,
texCube
;
var
torus
,
cube
,
texCube
;
...
@@ -36,17 +51,9 @@
...
@@ -36,17 +51,9 @@
function
init
()
{
function
init
()
{
container
=
document
.
createElement
(
'
div
'
);
var
container
=
document
.
createElement
(
'
div
'
);
document
.
body
.
appendChild
(
container
);
document
.
body
.
appendChild
(
container
);
var
info
=
document
.
createElement
(
'
div
'
);
info
.
style
.
position
=
'
absolute
'
;
info
.
style
.
top
=
'
10px
'
;
info
.
style
.
width
=
'
100%
'
;
info
.
style
.
textAlign
=
'
center
'
;
info
.
innerHTML
=
'
<a href="http://threejs.org" target="_blank" rel="noopener">three.js<a/> - software renderer<br/>drag to change the point of view
'
;
container
.
appendChild
(
info
);
camera
=
new
THREE
.
PerspectiveCamera
(
70
,
window
.
innerWidth
/
window
.
innerHeight
,
1
,
2000
);
camera
=
new
THREE
.
PerspectiveCamera
(
70
,
window
.
innerWidth
/
window
.
innerHeight
,
1
,
2000
);
camera
.
position
.
z
=
600
;
camera
.
position
.
z
=
600
;
...
@@ -55,34 +62,47 @@
...
@@ -55,34 +62,47 @@
scene
=
new
THREE
.
Scene
();
scene
=
new
THREE
.
Scene
();
// Torus
// Torus
var
geometry
=
new
THREE
.
TorusKnotGeometry
(
150
);
var
torusGeometry
=
new
THREE
.
TorusKnotBufferGeometry
(
150
,
10
);
torusGeometry
=
torusGeometry
.
toNonIndexed
();
for
(
var
i
=
0
,
j
=
geometry
.
faces
.
length
;
i
<
j
;
i
++
)
{
var
colors
=
[];
var
color
=
new
THREE
.
Color
();
geometry
.
faces
[
i
].
color
.
setHex
(
Math
.
random
()
*
0xffffff
);
for
(
var
i
=
0
;
i
<
torusGeometry
.
attributes
.
position
.
count
;
i
++
)
{
color
.
setHex
(
Math
.
random
()
*
0xffffff
);
colors
.
push
(
color
.
r
,
color
.
g
,
color
.
b
);
}
}
torus
=
new
THREE
.
Mesh
(
geometry
,
new
THREE
.
MeshBasicMaterial
(
{
color
:
0x0000ff
,
vertexColors
:
THREE
.
FaceColors
}
)
);
torusGeometry
.
addAttribute
(
'
color
'
,
new
THREE
.
Float32BufferAttribute
(
colors
,
3
)
);
torus
=
new
THREE
.
Mesh
(
torusGeometry
,
new
THREE
.
MeshBasicMaterial
(
{
color
:
0x0000ff
,
vertexColors
:
THREE
.
VertexColors
}
)
);
scene
.
add
(
torus
);
scene
.
add
(
torus
);
// Cube
// Cube
var
geometry
=
new
THREE
.
BoxGeometry
(
200
,
200
,
200
);
var
boxGeometry
=
new
THREE
.
BoxBufferGeometry
(
200
,
200
,
200
);
boxGeometry
=
boxGeometry
.
toNonIndexed
();
for
(
var
i
=
0
,
j
=
geometry
.
faces
.
length
;
i
<
j
;
i
++
)
{
colors
=
[];
geometry
.
faces
[
i
].
color
.
setHex
(
Math
.
random
()
*
0xffffff
);
for
(
var
i
=
0
;
i
<
boxGeometry
.
attributes
.
position
.
count
;
i
++
)
{
color
.
setHex
(
Math
.
random
()
*
0xffffff
);
colors
.
push
(
color
.
r
,
color
.
g
,
color
.
b
);
}
}
cube
=
new
THREE
.
Mesh
(
geometry
,
new
THREE
.
MeshBasicMaterial
(
{
color
:
0x00ff00
,
vertexColors
:
THREE
.
FaceColors
}
)
);
boxGeometry
.
addAttribute
(
'
color
'
,
new
THREE
.
Float32BufferAttribute
(
colors
,
3
)
);
cube
=
new
THREE
.
Mesh
(
boxGeometry
,
new
THREE
.
MeshBasicMaterial
(
{
color
:
0x00ff00
,
vertexColors
:
THREE
.
VertexColors
}
)
);
scene
.
position
.
set
(
100
,
0
,
0
);
scene
.
position
.
set
(
100
,
0
,
0
);
scene
.
add
(
cube
);
scene
.
add
(
cube
);
// Cube with texture
// Cube with texture
var
loader
=
new
THREE
.
TextureLoader
();
var
loader
=
new
THREE
.
TextureLoader
();
var
map
=
loader
.
load
(
'
textures/brick_diffuse.jpg
'
);
var
map
=
loader
.
load
(
'
textures/brick_diffuse.jpg
'
);
texCube
=
new
THREE
.
Mesh
(
g
eometry
,
new
THREE
.
MeshLambertMaterial
(
{
map
:
map
}
)
);
texCube
=
new
THREE
.
Mesh
(
boxG
eometry
,
new
THREE
.
MeshLambertMaterial
(
{
map
:
map
}
)
);
texCube
.
position
.
set
(
-
300
,
0
,
0
);
texCube
.
position
.
set
(
-
300
,
0
,
0
);
scene
.
add
(
texCube
);
scene
.
add
(
texCube
);
...
@@ -101,22 +121,31 @@
...
@@ -101,22 +121,31 @@
scene
.
add
(
texSprite
);
scene
.
add
(
texSprite
);
// Line
// Line
var
points
=
hilbert3D
(
new
THREE
.
Vector3
(
0
,
0
,
0
),
200.0
,
1
,
0
,
1
,
2
,
3
,
4
,
5
,
6
,
7
);
var
hilbertPoints
=
hilbert3D
(
new
THREE
.
Vector3
(
0
,
0
,
0
),
200.0
,
1
,
0
,
1
,
2
,
3
,
4
,
5
,
6
,
7
);
var
spline
=
new
THREE
.
CatmullRomCurve3
(
points
);
var
n_sub
=
6
,
colors
=
[];
var
lineGeometry
=
new
THREE
.
BufferGeometry
();
var
subdivisions
=
6
;
var
vertices
=
[];
colors
=
[];
var
lineGeometry
=
new
THREE
.
Geometry
();
var
point
=
new
THREE
.
Vector3
();
var
vertices
=
lineGeometry
.
vertices
;
color
.
setHex
(
0x88aaff
)
;
for
(
var
i
=
0
;
i
<
points
.
length
*
n_sub
;
i
++
)
{
var
spline
=
new
THREE
.
CatmullRomCurve3
(
hilbertPoints
);
var
t
=
i
/
(
points
.
length
*
n_sub
);
for
(
var
i
=
0
;
i
<
hilbertPoints
.
length
*
subdivisions
;
i
++
)
{
vertices
[
i
]
=
spline
.
getPoint
(
t
);
colors
[
i
]
=
new
THREE
.
Color
(
0x88aaff
);
var
t
=
i
/
(
hilbertPoints
.
length
*
subdivisions
);
spline
.
getPoint
(
t
,
point
);
vertices
.
push
(
point
.
x
,
point
.
y
,
point
.
z
);
colors
.
push
(
color
.
r
,
color
.
g
,
color
.
b
);
}
}
lineGeometry
.
colors
=
colors
;
lineGeometry
.
addAttribute
(
'
position
'
,
new
THREE
.
Float32BufferAttribute
(
vertices
,
3
)
);
lineGeometry
.
addAttribute
(
'
color
'
,
new
THREE
.
Float32BufferAttribute
(
colors
,
3
)
);
var
material
=
new
THREE
.
LineBasicMaterial
(
{
opacity
:
1
,
linewidth
:
3
,
vertexColors
:
THREE
.
VertexColors
}
);
var
material
=
new
THREE
.
LineBasicMaterial
(
{
opacity
:
1
,
linewidth
:
3
,
vertexColors
:
THREE
.
VertexColors
}
);
var
line
=
new
THREE
.
Line
(
lineGeometry
,
material
);
var
line
=
new
THREE
.
Line
(
lineGeometry
,
material
);
...
@@ -124,6 +153,8 @@
...
@@ -124,6 +153,8 @@
line
.
position
.
set
(
0
,
-
200
,
0
);
line
.
position
.
set
(
0
,
-
200
,
0
);
scene
.
add
(
line
);
scene
.
add
(
line
);
//
renderer
=
new
THREE
.
SoftwareRenderer
();
renderer
=
new
THREE
.
SoftwareRenderer
();
renderer
.
setSize
(
window
.
innerWidth
,
window
.
innerHeight
);
renderer
.
setSize
(
window
.
innerWidth
,
window
.
innerHeight
);
...
...
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