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e298ac68
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three.js
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前往新版Gitcode,体验更适合开发者的 AI 搜索 >>
提交
e298ac68
编写于
9月 12, 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
Renamed MeshShaderMaterial => ShaderMaterial
上级
fe1ed04b
变更
42
展开全部
隐藏空白更改
内联
并排
Showing
42 changed file
with
173 addition
and
218 deletion
+173
-218
build/Three.js
build/Three.js
+19
-19
examples/canvas_sandbox.html
examples/canvas_sandbox.html
+10
-8
examples/js/postprocessing/BloomPass.js
examples/js/postprocessing/BloomPass.js
+2
-2
examples/js/postprocessing/DotScreenPass.js
examples/js/postprocessing/DotScreenPass.js
+1
-1
examples/js/postprocessing/FilmPass.js
examples/js/postprocessing/FilmPass.js
+1
-1
examples/js/postprocessing/ShaderPass.js
examples/js/postprocessing/ShaderPass.js
+1
-1
examples/js/postprocessing/TexturePass.js
examples/js/postprocessing/TexturePass.js
+1
-1
examples/webgl_custom_attributes.html
examples/webgl_custom_attributes.html
+1
-1
examples/webgl_custom_attributes_particles.html
examples/webgl_custom_attributes_particles.html
+1
-1
examples/webgl_custom_attributes_particles2.html
examples/webgl_custom_attributes_particles2.html
+1
-1
examples/webgl_custom_attributes_particles3.html
examples/webgl_custom_attributes_particles3.html
+1
-1
examples/webgl_flycamera_earth.html
examples/webgl_flycamera_earth.html
+1
-1
examples/webgl_hdr.html
examples/webgl_hdr.html
+13
-17
examples/webgl_materials_cars.html
examples/webgl_materials_cars.html
+3
-3
examples/webgl_materials_cars_anaglyph.html
examples/webgl_materials_cars_anaglyph.html
+1
-1
examples/webgl_materials_cubemap.html
examples/webgl_materials_cubemap.html
+7
-14
examples/webgl_materials_cubemap_balls_reflection.html
examples/webgl_materials_cubemap_balls_reflection.html
+4
-4
examples/webgl_materials_cubemap_balls_reflection_anaglyph.html
...es/webgl_materials_cubemap_balls_reflection_anaglyph.html
+4
-4
examples/webgl_materials_cubemap_balls_refraction.html
examples/webgl_materials_cubemap_balls_refraction.html
+4
-4
examples/webgl_materials_cubemap_balls_refraction_crosseyed.html
...s/webgl_materials_cubemap_balls_refraction_crosseyed.html
+6
-6
examples/webgl_materials_cubemap_escher.html
examples/webgl_materials_cubemap_escher.html
+7
-16
examples/webgl_materials_cubemap_refraction.html
examples/webgl_materials_cubemap_refraction.html
+7
-15
examples/webgl_materials_normalmap.html
examples/webgl_materials_normalmap.html
+1
-1
examples/webgl_materials_normalmap2.html
examples/webgl_materials_normalmap2.html
+2
-12
examples/webgl_materials_shaders_fresnel.html
examples/webgl_materials_shaders_fresnel.html
+6
-17
examples/webgl_materials_skin.html
examples/webgl_materials_skin.html
+2
-2
examples/webgl_particles_shapes.html
examples/webgl_particles_shapes.html
+1
-1
examples/webgl_postprocessing.html
examples/webgl_postprocessing.html
+2
-2
examples/webgl_postprocessing_dof.html
examples/webgl_postprocessing_dof.html
+1
-1
examples/webgl_rtt.html
examples/webgl_rtt.html
+2
-2
examples/webgl_sandbox.html
examples/webgl_sandbox.html
+12
-10
examples/webgl_shader.html
examples/webgl_shader.html
+3
-3
examples/webgl_shader2.html
examples/webgl_shader2.html
+1
-1
examples/webgl_shader_lava.html
examples/webgl_shader_lava.html
+1
-1
examples/webgl_shadowmap.html
examples/webgl_shadowmap.html
+1
-1
examples/webgl_trackballcamera_earth.html
examples/webgl_trackballcamera_earth.html
+1
-1
src/extras/loaders/Loader.js
src/extras/loaders/Loader.js
+2
-2
src/extras/loaders/SceneLoader.js
src/extras/loaders/SceneLoader.js
+3
-3
src/extras/renderers/AnaglyphWebGLRenderer.js
src/extras/renderers/AnaglyphWebGLRenderer.js
+21
-21
src/materials/ShaderMaterial.js
src/materials/ShaderMaterial.js
+7
-7
src/renderers/WebGLRenderer.js
src/renderers/WebGLRenderer.js
+6
-6
utils/build.py
utils/build.py
+2
-2
未找到文件。
build/Three.js
浏览文件 @
e298ac68
此差异已折叠。
点击以展开。
examples/canvas_sandbox.html
浏览文件 @
e298ac68
...
...
@@ -26,6 +26,7 @@
<script
type=
"text/javascript"
src=
"../src/core/Matrix3.js"
></script>
<script
type=
"text/javascript"
src=
"../src/core/Matrix4.js"
></script>
<script
type=
"text/javascript"
src=
"../src/core/Object3D.js"
></script>
<script
type=
"text/javascript"
src=
"../src/core/Projector.js"
></script>
<script
type=
"text/javascript"
src=
"../src/core/Quaternion.js"
></script>
<script
type=
"text/javascript"
src=
"../src/core/Vertex.js"
></script>
<script
type=
"text/javascript"
src=
"../src/core/Face3.js"
></script>
...
...
@@ -35,6 +36,7 @@
<script
type=
"text/javascript"
src=
"../src/core/Spline.js"
></script>
<script
type=
"text/javascript"
src=
"../src/core/Edge.js"
></script>
<script
type=
"text/javascript"
src=
"../src/cameras/Camera.js"
></script>
<script
type=
"text/javascript"
src=
"../src/cameras/OrthoCamera.js"
></script>
<script
type=
"text/javascript"
src=
"../src/lights/Light.js"
></script>
<script
type=
"text/javascript"
src=
"../src/lights/AmbientLight.js"
></script>
<script
type=
"text/javascript"
src=
"../src/lights/DirectionalLight.js"
></script>
...
...
@@ -48,7 +50,7 @@
<script
type=
"text/javascript"
src=
"../src/materials/MeshDepthMaterial.js"
></script>
<script
type=
"text/javascript"
src=
"../src/materials/MeshNormalMaterial.js"
></script>
<script
type=
"text/javascript"
src=
"../src/materials/MeshFaceMaterial.js"
></script>
<script
type=
"text/javascript"
src=
"../src/materials/
Mesh
ShaderMaterial.js"
></script>
<script
type=
"text/javascript"
src=
"../src/materials/ShaderMaterial.js"
></script>
<script
type=
"text/javascript"
src=
"../src/materials/ParticleBasicMaterial.js"
></script>
<script
type=
"text/javascript"
src=
"../src/materials/ParticleCanvasMaterial.js"
></script>
<script
type=
"text/javascript"
src=
"../src/materials/ParticleDOMMaterial.js"
></script>
...
...
@@ -66,7 +68,6 @@
<script
type=
"text/javascript"
src=
"../src/scenes/Scene.js"
></script>
<script
type=
"text/javascript"
src=
"../src/scenes/Fog.js"
></script>
<script
type=
"text/javascript"
src=
"../src/scenes/FogExp2.js"
></script>
<script
type=
"text/javascript"
src=
"../src/renderers/Projector.js"
></script>
<script
type=
"text/javascript"
src=
"../src/renderers/DOMRenderer.js"
></script>
<script
type=
"text/javascript"
src=
"../src/renderers/CanvasRenderer.js"
></script>
<script
type=
"text/javascript"
src=
"../src/renderers/SVGRenderer.js"
></script>
...
...
@@ -85,6 +86,11 @@
<script
type=
"text/javascript"
src=
"../src/extras/ImageUtils.js"
></script>
<script
type=
"text/javascript"
src=
"../src/extras/SceneUtils.js"
></script>
<script
type=
"text/javascript"
src=
"../src/extras/ShaderUtils.js"
></script>
<script
type=
"text/javascript"
src=
"../src/extras/core/Curve.js"
></script>
<script
type=
"text/javascript"
src=
"../src/extras/core/CurvePath.js"
></script>
<script
type=
"text/javascript"
src=
"../src/extras/core/Path.js"
></script>
<script
type=
"text/javascript"
src=
"../src/extras/core/Shape.js"
></script>
<script
type=
"text/javascript"
src=
"../src/extras/core/TextPath.js"
></script>
<script
type=
"text/javascript"
src=
"../src/extras/animation/AnimationHandler.js"
></script>
<script
type=
"text/javascript"
src=
"../src/extras/animation/Animation.js"
></script>
<script
type=
"text/javascript"
src=
"../src/extras/cameras/FirstPersonCamera.js"
></script>
...
...
@@ -93,11 +99,6 @@
<script
type=
"text/javascript"
src=
"../src/extras/cameras/RollCamera.js"
></script>
<script
type=
"text/javascript"
src=
"../src/extras/cameras/TrackballCamera.js"
></script>
<script
type=
"text/javascript"
src=
"../src/extras/cameras/QuakeCamera.js"
></script>
<script
type=
"text/javascript"
src=
"../src/extras/geometries/Curve.js"
></script>
<script
type=
"text/javascript"
src=
"../src/extras/geometries/CurvePath.js"
></script>
<script
type=
"text/javascript"
src=
"../src/extras/geometries/Path.js"
></script>
<script
type=
"text/javascript"
src=
"../src/extras/geometries/Shape.js"
></script>
<script
type=
"text/javascript"
src=
"../src/extras/geometries/TextPath.js"
></script>
<script
type=
"text/javascript"
src=
"../src/extras/geometries/CubeGeometry.js"
></script>
<script
type=
"text/javascript"
src=
"../src/extras/geometries/CylinderGeometry.js"
></script>
<script
type=
"text/javascript"
src=
"../src/extras/geometries/ExtrudeGeometry.js"
></script>
...
...
@@ -109,8 +110,9 @@
<script
type=
"text/javascript"
src=
"../src/extras/geometries/TorusGeometry.js"
></script>
<script
type=
"text/javascript"
src=
"../src/extras/geometries/TorusKnotGeometry.js"
></script>
<script
type=
"text/javascript"
src=
"../src/extras/loaders/Loader.js"
></script>
<script
type=
"text/javascript"
src=
"../src/extras/loaders/JSONLoader.js"
></script>
<script
type=
"text/javascript"
src=
"../src/extras/loaders/BinaryLoader.js"
></script>
<script
type=
"text/javascript"
src=
"../src/extras/loaders/ColladaLoader.js"
></script>
<script
type=
"text/javascript"
src=
"../src/extras/loaders/JSONLoader.js"
></script>
<script
type=
"text/javascript"
src=
"../src/extras/loaders/SceneLoader.js"
></script>
<script
type=
"text/javascript"
src=
"../src/extras/loaders/UTF8Loader.js"
></script>
<script
type=
"text/javascript"
src=
"../src/extras/objects/MarchingCubes.js"
></script>
...
...
examples/js/postprocessing/BloomPass.js
浏览文件 @
e298ac68
...
...
@@ -24,7 +24,7 @@ THREE.BloomPass = function( strength, kernelSize, sigma, resolution ) {
this
.
screenUniforms
[
"
opacity
"
].
value
=
strength
;
this
.
materialScreen
=
new
THREE
.
Mesh
ShaderMaterial
(
{
this
.
materialScreen
=
new
THREE
.
ShaderMaterial
(
{
uniforms
:
this
.
screenUniforms
,
vertexShader
:
screenShader
.
vertexShader
,
...
...
@@ -43,7 +43,7 @@ THREE.BloomPass = function( strength, kernelSize, sigma, resolution ) {
this
.
convolutionUniforms
[
"
uImageIncrement
"
].
value
=
THREE
.
BloomPass
.
blurx
;
this
.
convolutionUniforms
[
"
cKernel
"
].
value
=
THREE
.
ShaderExtras
.
buildKernel
(
sigma
);
this
.
materialConvolution
=
new
THREE
.
Mesh
ShaderMaterial
(
{
this
.
materialConvolution
=
new
THREE
.
ShaderMaterial
(
{
uniforms
:
this
.
convolutionUniforms
,
vertexShader
:
"
#define KERNEL_SIZE
"
+
kernelSize
+
"
.0
\n
"
+
convolutionShader
.
vertexShader
,
...
...
examples/js/postprocessing/DotScreenPass.js
浏览文件 @
e298ac68
...
...
@@ -14,7 +14,7 @@ THREE.DotScreenPass = function( center, angle, scale ) {
if
(
angle
!==
undefined
)
this
.
uniforms
[
"
angle
"
].
value
=
angle
;
if
(
scale
!==
undefined
)
this
.
uniforms
[
"
scale
"
].
value
=
scale
;
this
.
material
=
new
THREE
.
Mesh
ShaderMaterial
(
{
this
.
material
=
new
THREE
.
ShaderMaterial
(
{
uniforms
:
this
.
uniforms
,
vertexShader
:
shader
.
vertexShader
,
...
...
examples/js/postprocessing/FilmPass.js
浏览文件 @
e298ac68
...
...
@@ -8,7 +8,7 @@ THREE.FilmPass = function( noiseIntensity, scanlinesIntensity, scanlinesCount, g
this
.
uniforms
=
THREE
.
UniformsUtils
.
clone
(
shader
.
uniforms
);
this
.
material
=
new
THREE
.
Mesh
ShaderMaterial
(
{
this
.
material
=
new
THREE
.
ShaderMaterial
(
{
uniforms
:
this
.
uniforms
,
vertexShader
:
shader
.
vertexShader
,
...
...
examples/js/postprocessing/ShaderPass.js
浏览文件 @
e298ac68
...
...
@@ -8,7 +8,7 @@ THREE.ShaderPass = function( shader, textureID ) {
this
.
uniforms
=
THREE
.
UniformsUtils
.
clone
(
shader
.
uniforms
);
this
.
material
=
new
THREE
.
Mesh
ShaderMaterial
(
{
this
.
material
=
new
THREE
.
ShaderMaterial
(
{
uniforms
:
this
.
uniforms
,
vertexShader
:
shader
.
vertexShader
,
...
...
examples/js/postprocessing/TexturePass.js
浏览文件 @
e298ac68
...
...
@@ -11,7 +11,7 @@ THREE.TexturePass = function( texture, opacity ) {
this
.
uniforms
[
"
opacity
"
].
value
=
(
opacity
!==
undefined
)
?
opacity
:
1.0
;
this
.
uniforms
[
"
tDiffuse
"
].
texture
=
texture
;
this
.
material
=
new
THREE
.
Mesh
ShaderMaterial
(
{
this
.
material
=
new
THREE
.
ShaderMaterial
(
{
uniforms
:
this
.
uniforms
,
vertexShader
:
shader
.
vertexShader
,
...
...
examples/webgl_custom_attributes.html
浏览文件 @
e298ac68
...
...
@@ -122,7 +122,7 @@
uniforms
.
texture
.
texture
.
wrapS
=
uniforms
.
texture
.
texture
.
wrapT
=
THREE
.
RepeatWrapping
;
var
shaderMaterial
=
new
THREE
.
Mesh
ShaderMaterial
(
{
var
shaderMaterial
=
new
THREE
.
ShaderMaterial
(
{
uniforms
:
uniforms
,
attributes
:
attributes
,
...
...
examples/webgl_custom_attributes_particles.html
浏览文件 @
e298ac68
...
...
@@ -117,7 +117,7 @@
};
var
shaderMaterial
=
new
THREE
.
Mesh
ShaderMaterial
(
{
var
shaderMaterial
=
new
THREE
.
ShaderMaterial
(
{
uniforms
:
uniforms
,
attributes
:
attributes
,
...
...
examples/webgl_custom_attributes_particles2.html
浏览文件 @
e298ac68
...
...
@@ -115,7 +115,7 @@
uniforms
.
texture
.
texture
.
wrapS
=
uniforms
.
texture
.
texture
.
wrapT
=
THREE
.
RepeatWrapping
;
var
shaderMaterial
=
new
THREE
.
Mesh
ShaderMaterial
(
{
var
shaderMaterial
=
new
THREE
.
ShaderMaterial
(
{
uniforms
:
uniforms
,
attributes
:
attributes
,
...
...
examples/webgl_custom_attributes_particles3.html
浏览文件 @
e298ac68
...
...
@@ -123,7 +123,7 @@
uniforms
.
texture
.
texture
.
wrapS
=
uniforms
.
texture
.
texture
.
wrapT
=
THREE
.
RepeatWrapping
;
var
shaderMaterial
=
new
THREE
.
Mesh
ShaderMaterial
(
{
var
shaderMaterial
=
new
THREE
.
ShaderMaterial
(
{
uniforms
:
uniforms
,
attributes
:
attributes
,
...
...
examples/webgl_flycamera_earth.html
浏览文件 @
e298ac68
...
...
@@ -138,7 +138,7 @@
uniforms
[
"
uShininess
"
].
value
=
30
;
var
parameters
=
{
fragmentShader
:
shader
.
fragmentShader
,
vertexShader
:
shader
.
vertexShader
,
uniforms
:
uniforms
,
lights
:
true
,
fog
:
true
};
var
materialNormalMap
=
new
THREE
.
Mesh
ShaderMaterial
(
parameters
);
var
materialNormalMap
=
new
THREE
.
ShaderMaterial
(
parameters
);
// planet
...
...
examples/webgl_hdr.html
浏览文件 @
e298ac68
...
...
@@ -43,7 +43,9 @@
<script
type=
"text/javascript"
src=
"js/Stats.js"
></script>
<!-- HDR fragment shader -->
<script
id=
"fs-hdr"
type=
"x-shader/x-fragment"
>
uniform
sampler2D
tDiffuse
;
uniform
float
exposure
;
uniform
float
brightMax
;
...
...
@@ -64,8 +66,8 @@
}
void
main
(
void
)
{
void
main
(
)
{
vec4
color
=
texture2D
(
tDiffuse
,
vUv
);
color
.
xyz
=
decode_pnghdr
(
color
);
...
...
@@ -78,18 +80,24 @@
color
*=
YD
;
gl_FragColor
=
vec4
(
color
.
xyz
,
1.0
);
}
</script>
<!-- HDR vertex shader -->
<script
id=
"vs-hdr"
type=
"x-shader/x-vertex"
>
varying
vec2
vUv
;
void
main
(
void
)
{
void
main
(
)
{
vUv
=
uv
;
gl_Position
=
projectionMatrix
*
modelViewMatrix
*
vec4
(
position
,
1.0
);
}
</script>
...
...
@@ -131,7 +139,7 @@
texture
.
minFilter
=
THREE
.
LinearFilter
;
texture
.
magFilter
=
THREE
.
NearestFilter
;
materialHDR
=
new
THREE
.
Mesh
ShaderMaterial
(
{
materialHDR
=
new
THREE
.
ShaderMaterial
(
{
uniforms
:
{
tDiffuse
:
{
type
:
"
t
"
,
value
:
0
,
texture
:
texture
},
...
...
@@ -208,18 +216,6 @@
}
function
is_browser_compatible
()
{
// WebGL support
try
{
var
test
=
new
Float32Array
(
1
);
}
catch
(
e
)
{
return
false
;
}
// Web workers
return
!!
window
.
Worker
;
}
</script>
</body>
</html>
examples/webgl_materials_cars.html
浏览文件 @
e298ac68
...
...
@@ -198,10 +198,10 @@
// Skybox
var
shader
=
THREE
.
ShaderUtils
.
lib
[
"
cube
"
];
shader
.
uniforms
[
"
tCube
"
].
texture
=
textureCube
;
var
shader
=
THREE
.
ShaderUtils
.
lib
[
"
cube
"
];
shader
.
uniforms
[
"
tCube
"
].
texture
=
textureCube
;
var
material
=
new
THREE
.
Mesh
ShaderMaterial
(
{
var
material
=
new
THREE
.
ShaderMaterial
(
{
fragmentShader
:
shader
.
fragmentShader
,
vertexShader
:
shader
.
vertexShader
,
...
...
examples/webgl_materials_cars_anaglyph.html
浏览文件 @
e298ac68
...
...
@@ -197,7 +197,7 @@
var
shader
=
THREE
.
ShaderUtils
.
lib
[
"
cube
"
];
shader
.
uniforms
[
"
tCube
"
].
texture
=
textureCube
;
var
material
=
new
THREE
.
Mesh
ShaderMaterial
(
{
var
material
=
new
THREE
.
ShaderMaterial
(
{
fragmentShader
:
shader
.
fragmentShader
,
vertexShader
:
shader
.
vertexShader
,
...
...
examples/webgl_materials_cubemap.html
浏览文件 @
e298ac68
...
...
@@ -17,7 +17,7 @@
a
:hover
{
color
:
#0080ff
;
}
canvas
{
pointer-events
:
none
;
z-index
:
10
;
}
#log
{
position
:
absolute
;
top
:
50px
;
text-align
:
left
;
display
:
block
;
z-index
:
100
;
pointer-events
:
none
;
}
#d
{
text-align
:
center
;
margin
:
1em
0
-7.5em
0
;
z-index
:
1000
;
position
:
relative
;
display
:
block
}
.button
{
background
:
orange
;
color
:
#fff
;
padding
:
0.2em
0.5em
;
cursor
:
pointer
}
.inactive
{
background
:
#999
;
color
:
#eee
}
...
...
@@ -34,8 +34,6 @@
<p>
Texture by
<a
href=
"http://www.humus.name/index.php?page=Textures"
target=
"_blank"
>
Humus
</a>
</div>
<pre
id=
"log"
></pre>
<script
type=
"text/javascript"
src=
"../build/Three.js"
></script>
<script
type=
"text/javascript"
src=
"js/Detector.js"
></script>
...
...
@@ -90,11 +88,12 @@
scene
.
add
(
pointLight
);
// light representation
sphere
=
new
THREE
.
SphereGeometry
(
100
,
16
,
8
);
lightMesh
=
new
THREE
.
Mesh
(
sphere
,
new
THREE
.
MeshBasicMaterial
(
{
color
:
0xffaa00
}
)
);
lightMesh
=
new
THREE
.
Mesh
(
sphere
,
new
THREE
.
MeshBasicMaterial
(
{
color
:
0xffaa00
}
)
);
lightMesh
.
position
=
pointLight
.
position
;
lightMesh
.
scale
.
x
=
lightMesh
.
scale
.
y
=
lightMesh
.
scale
.
z
=
0.05
;
scene
.
add
(
lightMesh
);
scene
.
add
(
lightMesh
);
var
path
=
"
textures/cube/SwedishRoyalCastle/
"
;
var
format
=
'
.jpg
'
;
...
...
@@ -114,10 +113,10 @@
// Skybox
var
shader
=
THREE
.
ShaderUtils
.
lib
[
"
cube
"
];
shader
.
uniforms
[
"
tCube
"
].
texture
=
reflectionCube
;
var
shader
=
THREE
.
ShaderUtils
.
lib
[
"
cube
"
];
shader
.
uniforms
[
"
tCube
"
].
texture
=
reflectionCube
;
var
material
=
new
THREE
.
Mesh
ShaderMaterial
(
{
var
material
=
new
THREE
.
ShaderMaterial
(
{
fragmentShader
:
shader
.
fragmentShader
,
vertexShader
:
shader
.
vertexShader
,
...
...
@@ -213,12 +212,6 @@
}
function
log
(
text
)
{
var
e
=
document
.
getElementById
(
"
log
"
);
e
.
innerHTML
=
text
+
"
<br/>
"
+
e
.
innerHTML
;
}
</script>
</body>
...
...
examples/webgl_materials_cubemap_balls_reflection.html
浏览文件 @
e298ac68
...
...
@@ -20,7 +20,7 @@
font-family
:
Monospace
;
font-size
:
13px
;
text-align
:
center
;
z-index
:
1000
;
z-index
:
1000
;
}
a
{
...
...
@@ -105,10 +105,10 @@
// Skybox
var
shader
=
THREE
.
ShaderUtils
.
lib
[
"
cube
"
];
shader
.
uniforms
[
"
tCube
"
].
texture
=
textureCube
;
var
shader
=
THREE
.
ShaderUtils
.
lib
[
"
cube
"
];
shader
.
uniforms
[
"
tCube
"
].
texture
=
textureCube
;
var
material
=
new
THREE
.
Mesh
ShaderMaterial
(
{
var
material
=
new
THREE
.
ShaderMaterial
(
{
fragmentShader
:
shader
.
fragmentShader
,
vertexShader
:
shader
.
vertexShader
,
...
...
examples/webgl_materials_cubemap_balls_reflection_anaglyph.html
浏览文件 @
e298ac68
...
...
@@ -20,7 +20,7 @@
font-family
:
Monospace
;
font-size
:
13px
;
text-align
:
center
;
z-index
:
1000
;
z-index
:
1000
;
}
a
{
...
...
@@ -101,10 +101,10 @@
// Skybox
var
shader
=
THREE
.
ShaderUtils
.
lib
[
"
cube
"
];
shader
.
uniforms
[
"
tCube
"
].
texture
=
textureCube
;
var
shader
=
THREE
.
ShaderUtils
.
lib
[
"
cube
"
];
shader
.
uniforms
[
"
tCube
"
].
texture
=
textureCube
;
var
material
=
new
THREE
.
Mesh
ShaderMaterial
(
{
var
material
=
new
THREE
.
ShaderMaterial
(
{
fragmentShader
:
shader
.
fragmentShader
,
vertexShader
:
shader
.
vertexShader
,
...
...
examples/webgl_materials_cubemap_balls_refraction.html
浏览文件 @
e298ac68
...
...
@@ -20,7 +20,7 @@
font-family
:
Monospace
;
font-size
:
13px
;
text-align
:
center
;
z-index
:
1000
;
z-index
:
1000
;
}
a
{
...
...
@@ -104,10 +104,10 @@
// Skybox
var
shader
=
THREE
.
ShaderUtils
.
lib
[
"
cube
"
];
shader
.
uniforms
[
"
tCube
"
].
texture
=
textureCube
;
var
shader
=
THREE
.
ShaderUtils
.
lib
[
"
cube
"
];
shader
.
uniforms
[
"
tCube
"
].
texture
=
textureCube
;
var
material
=
new
THREE
.
Mesh
ShaderMaterial
(
{
var
material
=
new
THREE
.
ShaderMaterial
(
{
fragmentShader
:
shader
.
fragmentShader
,
vertexShader
:
shader
.
vertexShader
,
...
...
examples/webgl_materials_cubemap_balls_refraction_crosseyed.html
浏览文件 @
e298ac68
...
...
@@ -20,7 +20,7 @@
font-family
:
Monospace
;
font-size
:
13px
;
text-align
:
center
;
z-index
:
1000
;
z-index
:
1000
;
}
a
{
...
...
@@ -103,10 +103,10 @@
// Skybox
var
shader
=
THREE
.
ShaderUtils
.
lib
[
"
cube
"
];
shader
.
uniforms
[
"
tCube
"
].
texture
=
textureCube
;
var
shader
=
THREE
.
ShaderUtils
.
lib
[
"
cube
"
];
shader
.
uniforms
[
"
tCube
"
].
texture
=
textureCube
;
var
material
=
new
THREE
.
Mesh
ShaderMaterial
(
{
var
material
=
new
THREE
.
ShaderMaterial
(
{
fragmentShader
:
shader
.
fragmentShader
,
vertexShader
:
shader
.
vertexShader
,
...
...
@@ -137,10 +137,10 @@
function
onKeyDown
(
event
)
{
switch
(
event
.
keyCode
)
{
/* O */
case
79
:
webglRenderer
.
separation
-=
0.5
;
break
;
/* P */
case
80
:
webglRenderer
.
separation
+=
0.5
;
break
;
...
...
examples/webgl_materials_cubemap_escher.html
浏览文件 @
e298ac68
...
...
@@ -15,8 +15,8 @@
}
a
{
color
:
#ff0080
;
text-decoration
:
none
;
}
a
:hover
{
color
:
#0080ff
;
}
#log
{
position
:
absolute
;
top
:
50px
;
text-align
:
left
;
display
:
block
;
z-index
:
100
;
pointer-events
:
none
;
}
#d
{
text-align
:
center
;
margin
:
1em
auto
-9.0em
;
z-index
:
1000
;
position
:
relative
;
display
:
block
;
#d
{
text-align
:
center
;
margin
:
1em
auto
-9.0em
;
z-index
:
1000
;
position
:
relative
;
display
:
block
;
background
:
rgba
(
0
,
0
,
0
,
0.75
);
padding
:
0.25em
;
width
:
300px
;
border-radius
:
10px
;
-webkit-box-shadow
:
0px
0px
10px
rgba
(
0
,
0
,
0
,
0.5
)
}
#oldie
{
margin-top
:
15em
!important
}
</style>
...
...
@@ -29,8 +29,6 @@
<p>
Texture by
<a
href=
"http://brainwagon.org/2002/12/05/fun-with-environment-maps/"
target=
"_blank"
>
Mark VandeWettering
</a>
</div>
<pre
id=
"log"
></pre>
<script
type=
"text/javascript"
src=
"../build/Three.js"
></script>
<script
type=
"text/javascript"
src=
"js/Detector.js"
></script>
...
...
@@ -75,8 +73,8 @@
var
r
=
"
textures/cube/Escher/
"
;
var
urls
=
[
r
+
"
px.jpg
"
,
r
+
"
nx.jpg
"
,
r
+
"
py.jpg
"
,
r
+
"
ny.jpg
"
,
var
urls
=
[
r
+
"
px.jpg
"
,
r
+
"
nx.jpg
"
,
r
+
"
py.jpg
"
,
r
+
"
ny.jpg
"
,
r
+
"
pz.jpg
"
,
r
+
"
nz.jpg
"
];
var
textureCube
=
THREE
.
ImageUtils
.
loadTextureCube
(
urls
);
...
...
@@ -89,10 +87,10 @@
// Skybox
var
shader
=
THREE
.
ShaderUtils
.
lib
[
"
cube
"
];
shader
.
uniforms
[
"
tCube
"
].
texture
=
textureCube
;
var
shader
=
THREE
.
ShaderUtils
.
lib
[
"
cube
"
];
shader
.
uniforms
[
"
tCube
"
].
texture
=
textureCube
;
var
material
=
new
THREE
.
Mesh
ShaderMaterial
(
{
var
material
=
new
THREE
.
ShaderMaterial
(
{
fragmentShader
:
shader
.
fragmentShader
,
vertexShader
:
shader
.
vertexShader
,
...
...
@@ -148,13 +146,6 @@
}
function
log
(
text
)
{
var
e
=
document
.
getElementById
(
"
log
"
);
e
.
innerHTML
=
text
+
"
<br/>
"
+
e
.
innerHTML
;
}
</script>
</body>
...
...
examples/webgl_materials_cubemap_refraction.html
浏览文件 @
e298ac68
...
...
@@ -17,8 +17,8 @@
a
:hover
{
color
:
#0080ff
;
}
canvas
{
pointer-events
:
none
;
z-index
:
10
;
}
#log
{
position
:
absolute
;
top
:
50px
;
text-align
:
left
;
display
:
block
;
z-index
:
100
;
pointer-events
:
none
;
}
#d
{
text-align
:
center
;
margin
:
1em
auto
-9.5em
;
z-index
:
200
;
position
:
relative
;
display
:
block
;
#d
{
text-align
:
center
;
margin
:
1em
auto
-9.5em
;
z-index
:
200
;
position
:
relative
;
display
:
block
;
background
:
rgba
(
0
,
0
,
0
,
0.5
);
padding
:
0.5em
;
width
:
400px
;
border-radius
:
15px
;
-webkit-box-shadow
:
0px
0px
10px
rgba
(
0
,
0
,
0
,
0.5
)
}
#oldie
{
margin-top
:
15em
!important
}
...
...
@@ -33,8 +33,6 @@
<p>
Texture by
<a
href=
"http://www.humus.name/index.php?page=Textures"
target=
"_blank"
>
Humus
</a>
</div>
<pre
id=
"log"
></pre>
<script
type=
"text/javascript"
src=
"../build/Three.js"
></script>
<script
type=
"text/javascript"
src=
"js/Detector.js"
></script>
...
...
@@ -99,8 +97,8 @@
var
r
=
"
textures/cube/Park3Med/
"
;
var
urls
=
[
r
+
"
px.jpg
"
,
r
+
"
nx.jpg
"
,
r
+
"
py.jpg
"
,
r
+
"
ny.jpg
"
,
var
urls
=
[
r
+
"
px.jpg
"
,
r
+
"
nx.jpg
"
,
r
+
"
py.jpg
"
,
r
+
"
ny.jpg
"
,
r
+
"
pz.jpg
"
,
r
+
"
nz.jpg
"
];
var
textureCube
=
THREE
.
ImageUtils
.
loadTextureCube
(
urls
,
new
THREE
.
CubeRefractionMapping
()
);
...
...
@@ -111,10 +109,10 @@
// Skybox
var
shader
=
THREE
.
ShaderUtils
.
lib
[
"
cube
"
];
shader
.
uniforms
[
"
tCube
"
].
texture
=
textureCube
;
var
shader
=
THREE
.
ShaderUtils
.
lib
[
"
cube
"
];
shader
.
uniforms
[
"
tCube
"
].
texture
=
textureCube
;
var
material
=
new
THREE
.
Mesh
ShaderMaterial
(
{
var
material
=
new
THREE
.
ShaderMaterial
(
{
fragmentShader
:
shader
.
fragmentShader
,
vertexShader
:
shader
.
vertexShader
,
...
...
@@ -211,12 +209,6 @@
}
function
log
(
text
)
{
var
e
=
document
.
getElementById
(
"
log
"
);
e
.
innerHTML
=
text
+
"
<br/>
"
+
e
.
innerHTML
;
}
</script>
</body>
...
...
examples/webgl_materials_normalmap.html
浏览文件 @
e298ac68
...
...
@@ -140,7 +140,7 @@
uniforms
[
"
uShininess
"
].
value
=
shininess
;
var
parameters
=
{
fragmentShader
:
shader
.
fragmentShader
,
vertexShader
:
shader
.
vertexShader
,
uniforms
:
uniforms
,
lights
:
true
};
var
material1
=
new
THREE
.
Mesh
ShaderMaterial
(
parameters
);
var
material1
=
new
THREE
.
ShaderMaterial
(
parameters
);
var
material2
=
new
THREE
.
MeshPhongMaterial
(
{
color
:
diffuse
,
specular
:
specular
,
ambient
:
ambient
,
shininess
:
shininess
}
);
...
...
examples/webgl_materials_normalmap2.html
浏览文件 @
e298ac68
...
...
@@ -35,13 +35,10 @@
#vt
,
#vt
a
{
color
:
orange
;
}
.code
{
}
#log
{
position
:
absolute
;
top
:
50px
;
text-align
:
left
;
display
:
block
;
z-index
:
100
}
</style>
</head>
<body>
<pre
id=
"log"
></pre>
<div
id=
"info"
>
<a
href=
"http://github.com/mrdoob/three.js"
target=
"_blank"
>
three.js
</a>
- webgl normalmap demo.
<a
href=
"http://www.ir-ltd.net/infinite-3d-head-scan-released/"
target=
"_blank"
>
Lee Perry-Smith
</a>
head.
...
...
@@ -115,7 +112,7 @@
var
shader
=
THREE
.
ShaderUtils
.
lib
[
"
normal
"
];
var
uniforms
=
THREE
.
UniformsUtils
.
clone
(
shader
.
uniforms
);
uniforms
[
"
tNormal
"
].
texture
=
THREE
.
ImageUtils
.
loadTexture
(
"
obj/leeperrysmith/Infinite-Level_02_Tangent_SmoothUV.jpg
"
);
uniforms
[
"
uNormalScale
"
].
value
=
-
0.75
;
...
...
@@ -132,7 +129,7 @@
uniforms
[
"
uShininess
"
].
value
=
shininess
;
var
parameters
=
{
fragmentShader
:
shader
.
fragmentShader
,
vertexShader
:
shader
.
vertexShader
,
uniforms
:
uniforms
,
lights
:
true
};
var
material
=
new
THREE
.
Mesh
ShaderMaterial
(
parameters
);
var
material
=
new
THREE
.
ShaderMaterial
(
parameters
);
loader
=
new
THREE
.
JSONLoader
(
true
);
document
.
body
.
appendChild
(
loader
.
statusDomElement
);
...
...
@@ -203,13 +200,6 @@
}
function
log
(
text
)
{
var
e
=
document
.
getElementById
(
"
log
"
);
e
.
innerHTML
=
text
+
"
<br/>
"
+
e
.
innerHTML
;
}
</script>
</body>
...
...
examples/webgl_materials_shaders_fresnel.html
浏览文件 @
e298ac68
...
...
@@ -20,20 +20,16 @@
font-family
:
Monospace
;
font-size
:
13px
;
text-align
:
center
;
z-index
:
1000
;
z-index
:
1000
;
}
a
{
color
:
#ffffff
;
}
#log
{
position
:
absolute
;
top
:
50px
;
text-align
:
left
;
display
:
block
;
z-index
:
100
}
a
{
color
:
#ffffff
;
}
#oldie
a
{
color
:
#0b0
}
</style>
</head>
<body>
<pre
id=
"log"
></pre>
<div
id=
"info"
><a
href=
"http://github.com/mrdoob/three.js"
target=
"_blank"
>
three.js
</a>
- webgl cube Fresnel shader demo. texture by
<a
href=
"http://www.humus.name/index.php?page=Textures"
target=
"_blank"
>
Humus
</a>
</div>
...
...
@@ -98,7 +94,7 @@
uniforms
[
"
tCube
"
].
texture
=
textureCube
;
var
parameters
=
{
fragmentShader
:
shader
.
fragmentShader
,
vertexShader
:
shader
.
vertexShader
,
uniforms
:
uniforms
};
var
material
=
new
THREE
.
Mesh
ShaderMaterial
(
parameters
);
var
material
=
new
THREE
.
ShaderMaterial
(
parameters
);
for
(
var
i
=
0
;
i
<
500
;
i
++
)
{
...
...
@@ -117,10 +113,10 @@
// Skybox
var
shader
=
THREE
.
ShaderUtils
.
lib
[
"
cube
"
];
shader
.
uniforms
[
"
tCube
"
].
texture
=
textureCube
;
var
shader
=
THREE
.
ShaderUtils
.
lib
[
"
cube
"
];
shader
.
uniforms
[
"
tCube
"
].
texture
=
textureCube
;
var
material
=
new
THREE
.
Mesh
ShaderMaterial
(
{
var
material
=
new
THREE
.
ShaderMaterial
(
{
fragmentShader
:
shader
.
fragmentShader
,
vertexShader
:
shader
.
vertexShader
,
...
...
@@ -183,13 +179,6 @@
}
function
log
(
text
)
{
var
e
=
document
.
getElementById
(
"
log
"
);
e
.
innerHTML
=
text
+
"
<br/>
"
+
e
.
innerHTML
;
}
</script>
</body>
...
...
examples/webgl_materials_skin.html
浏览文件 @
e298ac68
...
...
@@ -139,8 +139,8 @@
var
parametersUV
=
{
fragmentShader
:
shader
.
fragmentShader
,
vertexShader
:
shader
.
vertexShaderUV
,
uniforms
:
uniformsUV
,
lights
:
true
};
material
=
new
THREE
.
Mesh
ShaderMaterial
(
parameters
);
var
materialUV
=
new
THREE
.
Mesh
ShaderMaterial
(
parametersUV
);
material
=
new
THREE
.
ShaderMaterial
(
parameters
);
var
materialUV
=
new
THREE
.
ShaderMaterial
(
parametersUV
);
// LOADER
...
...
examples/webgl_particles_shapes.html
浏览文件 @
e298ac68
...
...
@@ -321,7 +321,7 @@
}
var
shaderMaterial
=
new
THREE
.
Mesh
ShaderMaterial
(
{
var
shaderMaterial
=
new
THREE
.
ShaderMaterial
(
{
uniforms
:
uniforms
,
attributes
:
attributes
,
...
...
examples/webgl_postprocessing.html
浏览文件 @
e298ac68
...
...
@@ -139,7 +139,7 @@
sceneBG
=
new
THREE
.
Scene
();
materialColor
=
new
THREE
.
Mesh
ShaderMaterial
(
{
materialColor
=
new
THREE
.
ShaderMaterial
(
{
uniforms
:
{
time
:
{
type
:
"
f
"
,
value
:
0.0
}
},
vertexShader
:
getText
(
'
vs-generic
'
),
...
...
@@ -354,7 +354,7 @@
uniforms
[
"
uShininess
"
].
value
=
shininess
;
var
parameters
=
{
fragmentShader
:
shader
.
fragmentShader
,
vertexShader
:
shader
.
vertexShader
,
uniforms
:
uniforms
,
lights
:
true
};
var
mat2
=
new
THREE
.
Mesh
ShaderMaterial
(
parameters
);
var
mat2
=
new
THREE
.
ShaderMaterial
(
parameters
);
mesh
=
new
THREE
.
Mesh
(
geometry
,
mat2
);
mesh
.
position
.
set
(
0
,
-
50
,
0
);
...
...
examples/webgl_postprocessing_dof.html
浏览文件 @
e298ac68
...
...
@@ -250,7 +250,7 @@
postprocessing
.
bokeh_uniforms
[
"
focus
"
].
value
=
1.1
;
postprocessing
.
bokeh_uniforms
[
"
aspect
"
].
value
=
window
.
innerWidth
/
height
;
postprocessing
.
materialBokeh
=
new
THREE
.
Mesh
ShaderMaterial
(
{
postprocessing
.
materialBokeh
=
new
THREE
.
ShaderMaterial
(
{
uniforms
:
postprocessing
.
bokeh_uniforms
,
vertexShader
:
bokeh_shader
.
vertexShader
,
...
...
examples/webgl_rtt.html
浏览文件 @
e298ac68
...
...
@@ -130,7 +130,7 @@
rtTexture
=
new
THREE
.
WebGLRenderTarget
(
window
.
innerWidth
,
window
.
innerHeight
,
{
minFilter
:
THREE
.
LinearFilter
,
magFilter
:
THREE
.
NearestFilter
,
format
:
THREE
.
RGBFormat
}
);
material
=
new
THREE
.
Mesh
ShaderMaterial
(
{
material
=
new
THREE
.
ShaderMaterial
(
{
uniforms
:
{
time
:
{
type
:
"
f
"
,
value
:
0.0
}
},
vertexShader
:
document
.
getElementById
(
'
vertexShader
'
).
textContent
,
...
...
@@ -138,7 +138,7 @@
}
);
var
materialScreen
=
new
THREE
.
Mesh
ShaderMaterial
(
{
var
materialScreen
=
new
THREE
.
ShaderMaterial
(
{
uniforms
:
{
tDiffuse
:
{
type
:
"
t
"
,
value
:
0
,
texture
:
rtTexture
}
},
vertexShader
:
document
.
getElementById
(
'
vertexShader
'
).
textContent
,
...
...
examples/webgl_sandbox.html
浏览文件 @
e298ac68
...
...
@@ -45,6 +45,7 @@
<script
type=
"text/javascript"
src=
"../src/core/Matrix3.js"
></script>
<script
type=
"text/javascript"
src=
"../src/core/Matrix4.js"
></script>
<script
type=
"text/javascript"
src=
"../src/core/Object3D.js"
></script>
<script
type=
"text/javascript"
src=
"../src/core/Projector.js"
></script>
<script
type=
"text/javascript"
src=
"../src/core/Quaternion.js"
></script>
<script
type=
"text/javascript"
src=
"../src/core/Vertex.js"
></script>
<script
type=
"text/javascript"
src=
"../src/core/Face3.js"
></script>
...
...
@@ -54,6 +55,7 @@
<script
type=
"text/javascript"
src=
"../src/core/Spline.js"
></script>
<script
type=
"text/javascript"
src=
"../src/core/Edge.js"
></script>
<script
type=
"text/javascript"
src=
"../src/cameras/Camera.js"
></script>
<script
type=
"text/javascript"
src=
"../src/cameras/OrthoCamera.js"
></script>
<script
type=
"text/javascript"
src=
"../src/lights/Light.js"
></script>
<script
type=
"text/javascript"
src=
"../src/lights/AmbientLight.js"
></script>
<script
type=
"text/javascript"
src=
"../src/lights/DirectionalLight.js"
></script>
...
...
@@ -67,7 +69,7 @@
<script
type=
"text/javascript"
src=
"../src/materials/MeshDepthMaterial.js"
></script>
<script
type=
"text/javascript"
src=
"../src/materials/MeshNormalMaterial.js"
></script>
<script
type=
"text/javascript"
src=
"../src/materials/MeshFaceMaterial.js"
></script>
<script
type=
"text/javascript"
src=
"../src/materials/
Mesh
ShaderMaterial.js"
></script>
<script
type=
"text/javascript"
src=
"../src/materials/ShaderMaterial.js"
></script>
<script
type=
"text/javascript"
src=
"../src/materials/ParticleBasicMaterial.js"
></script>
<script
type=
"text/javascript"
src=
"../src/materials/ParticleCanvasMaterial.js"
></script>
<script
type=
"text/javascript"
src=
"../src/materials/ParticleDOMMaterial.js"
></script>
...
...
@@ -85,7 +87,6 @@
<script
type=
"text/javascript"
src=
"../src/scenes/Scene.js"
></script>
<script
type=
"text/javascript"
src=
"../src/scenes/Fog.js"
></script>
<script
type=
"text/javascript"
src=
"../src/scenes/FogExp2.js"
></script>
<script
type=
"text/javascript"
src=
"../src/renderers/Projector.js"
></script>
<script
type=
"text/javascript"
src=
"../src/renderers/DOMRenderer.js"
></script>
<script
type=
"text/javascript"
src=
"../src/renderers/CanvasRenderer.js"
></script>
<script
type=
"text/javascript"
src=
"../src/renderers/SVGRenderer.js"
></script>
...
...
@@ -104,6 +105,11 @@
<script
type=
"text/javascript"
src=
"../src/extras/ImageUtils.js"
></script>
<script
type=
"text/javascript"
src=
"../src/extras/SceneUtils.js"
></script>
<script
type=
"text/javascript"
src=
"../src/extras/ShaderUtils.js"
></script>
<script
type=
"text/javascript"
src=
"../src/extras/core/Curve.js"
></script>
<script
type=
"text/javascript"
src=
"../src/extras/core/CurvePath.js"
></script>
<script
type=
"text/javascript"
src=
"../src/extras/core/Path.js"
></script>
<script
type=
"text/javascript"
src=
"../src/extras/core/Shape.js"
></script>
<script
type=
"text/javascript"
src=
"../src/extras/core/TextPath.js"
></script>
<script
type=
"text/javascript"
src=
"../src/extras/animation/AnimationHandler.js"
></script>
<script
type=
"text/javascript"
src=
"../src/extras/animation/Animation.js"
></script>
<script
type=
"text/javascript"
src=
"../src/extras/cameras/FirstPersonCamera.js"
></script>
...
...
@@ -112,11 +118,6 @@
<script
type=
"text/javascript"
src=
"../src/extras/cameras/RollCamera.js"
></script>
<script
type=
"text/javascript"
src=
"../src/extras/cameras/TrackballCamera.js"
></script>
<script
type=
"text/javascript"
src=
"../src/extras/cameras/QuakeCamera.js"
></script>
<script
type=
"text/javascript"
src=
"../src/extras/geometries/Curve.js"
></script>
<script
type=
"text/javascript"
src=
"../src/extras/geometries/CurvePath.js"
></script>
<script
type=
"text/javascript"
src=
"../src/extras/geometries/Path.js"
></script>
<script
type=
"text/javascript"
src=
"../src/extras/geometries/Shape.js"
></script>
<script
type=
"text/javascript"
src=
"../src/extras/geometries/TextPath.js"
></script>
<script
type=
"text/javascript"
src=
"../src/extras/geometries/CubeGeometry.js"
></script>
<script
type=
"text/javascript"
src=
"../src/extras/geometries/CylinderGeometry.js"
></script>
<script
type=
"text/javascript"
src=
"../src/extras/geometries/ExtrudeGeometry.js"
></script>
...
...
@@ -128,8 +129,9 @@
<script
type=
"text/javascript"
src=
"../src/extras/geometries/TorusGeometry.js"
></script>
<script
type=
"text/javascript"
src=
"../src/extras/geometries/TorusKnotGeometry.js"
></script>
<script
type=
"text/javascript"
src=
"../src/extras/loaders/Loader.js"
></script>
<script
type=
"text/javascript"
src=
"../src/extras/loaders/JSONLoader.js"
></script>
<script
type=
"text/javascript"
src=
"../src/extras/loaders/BinaryLoader.js"
></script>
<script
type=
"text/javascript"
src=
"../src/extras/loaders/ColladaLoader.js"
></script>
<script
type=
"text/javascript"
src=
"../src/extras/loaders/JSONLoader.js"
></script>
<script
type=
"text/javascript"
src=
"../src/extras/loaders/SceneLoader.js"
></script>
<script
type=
"text/javascript"
src=
"../src/extras/loaders/UTF8Loader.js"
></script>
<script
type=
"text/javascript"
src=
"../src/extras/objects/MarchingCubes.js"
></script>
...
...
@@ -190,7 +192,7 @@
new
THREE
.
MeshBasicMaterial
(
{
map
:
texture
,
fog
:
false
}
),
new
THREE
.
MeshBasicMaterial
(
{
map
:
THREE
.
ImageUtils
.
loadTexture
(
'
textures/land_ocean_ice_cloud_2048.jpg
'
)
}
),
new
THREE
.
MeshBasicMaterial
(
{
map
:
texture2
,
envMap
:
THREE
.
ImageUtils
.
loadTexture
(
'
textures/envmap.png
'
,
new
THREE
.
SphericalReflectionMapping
()
)
}
),
new
THREE
.
Mesh
ShaderMaterial
(
{
uniforms
:
uniforms
,
vertexShader
:
vertexShader
,
fragmentShader
:
fragmentShader
}
)
new
THREE
.
ShaderMaterial
(
{
uniforms
:
uniforms
,
vertexShader
:
vertexShader
,
fragmentShader
:
fragmentShader
}
)
/*
new THREE.MeshLambertMaterial( { color: 0xdddddd, shading: THREE.FlatShading } ),
...
...
@@ -203,7 +205,7 @@
new THREE.MeshBasicMaterial( { envMap: texture2, fog: false } ),
new THREE.MeshLambertMaterial( { map: ImageUtils.loadTexture( 'textures/land_ocean_ice_cloud_2048.jpg' ) } ),
new THREE.MeshLambertMaterial( { map: texture2, envMap: ImageUtils.loadTexture( 'textures/envmap.png', new THREE.SphericalReflectionMapping() ) } ),
new THREE.
Mesh
ShaderMaterial( { uniforms: uniforms, vertexShader: vertexShader, fragmentShader: fragmentShader } )
new THREE.ShaderMaterial( { uniforms: uniforms, vertexShader: vertexShader, fragmentShader: fragmentShader } )
*/
];
...
...
examples/webgl_shader.html
浏览文件 @
e298ac68
...
...
@@ -32,8 +32,8 @@
</head>
<body>
<div
id=
"container"
></div>
<div
id=
"info"
><a
href=
"http://github.com/mrdoob/three.js"
target=
"_blank"
>
three.js
</a>
- shader demo. featuring
<a
href=
"http://www.pouet.net/prod.php?which=52761"
target=
"_blank"
>
Monjori by Mic
</a></div>
<div
id=
"container"
></div>
<div
id=
"info"
><a
href=
"http://github.com/mrdoob/three.js"
target=
"_blank"
>
three.js
</a>
- shader demo. featuring
<a
href=
"http://www.pouet.net/prod.php?which=52761"
target=
"_blank"
>
Monjori by Mic
</a></div>
<script
type=
"text/javascript"
src=
"../build/Three.js"
></script>
...
...
@@ -117,7 +117,7 @@
resolution
:
{
type
:
"
v2
"
,
value
:
new
THREE
.
Vector2
()
}
};
material
=
new
THREE
.
Mesh
ShaderMaterial
(
{
material
=
new
THREE
.
ShaderMaterial
(
{
uniforms
:
uniforms
,
vertexShader
:
document
.
getElementById
(
'
vertexShader
'
).
textContent
,
...
...
examples/webgl_shader2.html
浏览文件 @
e298ac68
...
...
@@ -218,7 +218,7 @@
for
(
var
i
=
0
;
i
<
params
.
length
;
i
++
)
{
material
=
new
THREE
.
Mesh
ShaderMaterial
(
{
material
=
new
THREE
.
ShaderMaterial
(
{
uniforms
:
params
[
i
][
1
],
vertexShader
:
document
.
getElementById
(
'
vertexShader
'
).
textContent
,
...
...
examples/webgl_shader_lava.html
浏览文件 @
e298ac68
...
...
@@ -163,7 +163,7 @@
var
size
=
0.65
;
material
=
new
THREE
.
Mesh
ShaderMaterial
(
{
material
=
new
THREE
.
ShaderMaterial
(
{
uniforms
:
uniforms
,
vertexShader
:
document
.
getElementById
(
'
vertexShader
'
).
textContent
,
...
...
examples/webgl_shadowmap.html
浏览文件 @
e298ac68
...
...
@@ -143,7 +143,7 @@
var
shader
=
THREE
.
ShaderExtras
[
"
screen
"
];
var
uniforms
=
new
THREE
.
UniformsUtils
.
clone
(
shader
.
uniforms
);
hudMaterial
=
new
THREE
.
Mesh
ShaderMaterial
(
{
vertexShader
:
shader
.
vertexShader
,
fragmentShader
:
shader
.
fragmentShader
,
uniforms
:
uniforms
}
);
hudMaterial
=
new
THREE
.
ShaderMaterial
(
{
vertexShader
:
shader
.
vertexShader
,
fragmentShader
:
shader
.
fragmentShader
,
uniforms
:
uniforms
}
);
var
hudGeo
=
new
THREE
.
PlaneGeometry
(
SHADOW_MAP_WIDTH
/
2
,
SHADOW_MAP_HEIGHT
/
2
);
var
hudMesh
=
new
THREE
.
Mesh
(
hudGeo
,
hudMaterial
);
...
...
examples/webgl_trackballcamera_earth.html
浏览文件 @
e298ac68
...
...
@@ -153,7 +153,7 @@
uniforms
[
"
uShininess
"
].
value
=
30
;
var
materialNormalMap
=
new
THREE
.
Mesh
ShaderMaterial
({
var
materialNormalMap
=
new
THREE
.
ShaderMaterial
({
fragmentShader
:
shader
.
fragmentShader
,
vertexShader
:
shader
.
vertexShader
,
uniforms
:
uniforms
,
...
...
src/extras/loaders/Loader.js
浏览文件 @
e298ac68
...
...
@@ -83,7 +83,7 @@ THREE.Loader.prototype = {
m
=
scope
.
materials
[
i
][
0
];
if
(
m
instanceof
THREE
.
Mesh
ShaderMaterial
)
return
true
;
if
(
m
instanceof
THREE
.
ShaderMaterial
)
return
true
;
}
...
...
@@ -356,7 +356,7 @@ THREE.Loader.prototype = {
var
parameters
=
{
fragmentShader
:
shader
.
fragmentShader
,
vertexShader
:
shader
.
vertexShader
,
uniforms
:
uniforms
,
lights
:
true
,
fog
:
true
};
material
=
new
THREE
.
Mesh
ShaderMaterial
(
parameters
);
material
=
new
THREE
.
ShaderMaterial
(
parameters
);
}
else
{
...
...
src/extras/loaders/SceneLoader.js
浏览文件 @
e298ac68
...
...
@@ -139,7 +139,7 @@ THREE.SceneLoader.prototype = {
materials
[
i
]
=
result
.
materials
[
o
.
materials
[
i
]
];
hasNormals
=
materials
[
i
]
instanceof
THREE
.
Mesh
ShaderMaterial
;
hasNormals
=
materials
[
i
]
instanceof
THREE
.
ShaderMaterial
;
}
...
...
@@ -741,7 +741,7 @@ THREE.SceneLoader.prototype = {
var
parameters
=
{
fragmentShader
:
shader
.
fragmentShader
,
vertexShader
:
shader
.
vertexShader
,
uniforms
:
uniforms
,
lights
:
true
,
fog
:
true
};
material
=
new
THREE
.
Mesh
ShaderMaterial
(
parameters
);
material
=
new
THREE
.
ShaderMaterial
(
parameters
);
}
else
{
...
...
@@ -764,7 +764,7 @@ THREE.SceneLoader.prototype = {
};
},
constructor
:
THREE
.
SceneLoader
};
src/extras/renderers/AnaglyphWebGLRenderer.js
浏览文件 @
e298ac68
...
...
@@ -5,7 +5,7 @@
if
(
THREE
.
WebGLRenderer
)
{
THREE
.
AnaglyphWebGLRenderer
=
function
(
parameters
)
{
THREE
.
AnaglyphWebGLRenderer
=
function
(
parameters
)
{
THREE
.
WebGLRenderer
.
call
(
this
,
parameters
);
...
...
@@ -15,7 +15,7 @@ if ( THREE.WebGLRenderer ) {
eyeLeft
=
new
THREE
.
Matrix4
(),
focalLength
=
125
,
aspect
,
near
,
fov
;
_cameraL
.
useTarget
=
_cameraR
.
useTarget
=
false
;
_cameraL
.
matrixAutoUpdate
=
_cameraR
.
matrixAutoUpdate
=
false
;
...
...
@@ -25,7 +25,7 @@ if ( THREE.WebGLRenderer ) {
var
_camera
=
new
THREE
.
Camera
(
53
,
1
,
1
,
10000
);
_camera
.
position
.
z
=
2
;
_material
=
new
THREE
.
Mesh
ShaderMaterial
(
{
_material
=
new
THREE
.
ShaderMaterial
(
{
uniforms
:
{
...
...
@@ -85,23 +85,23 @@ if ( THREE.WebGLRenderer ) {
};
/*
* Renderer now uses an asymmetric perspective projection (http://paulbourke.net/miscellaneous/stereographics/stereorender/).
* Renderer now uses an asymmetric perspective projection (http://paulbourke.net/miscellaneous/stereographics/stereorender/).
* Each camera is offset by the eye seperation and its projection matrix is also skewed asymetrically back to converge on the same
* projection plane. Added a focal length parameter to, this is where the parallax is equal to 0.
* projection plane. Added a focal length parameter to, this is where the parallax is equal to 0.
*/
this
.
render
=
function
(
scene
,
camera
,
renderTarget
,
forceClear
)
{
this
.
render
=
function
(
scene
,
camera
,
renderTarget
,
forceClear
)
{
camera
.
update
(
null
,
true
);
var
hasCameraChanged
=
aspect
!==
camera
.
aspect
||
near
!==
camera
.
near
||
fov
!==
camera
.
fov
;
if
(
hasCameraChanged
)
{
aspect
=
camera
.
aspect
;
near
=
camera
.
near
;
fov
=
camera
.
fov
;
fov
=
camera
.
fov
;
var
projectionMatrix
=
camera
.
projectionMatrix
.
clone
(),
eyeSep
=
focalLength
/
30
*
0.5
,
eyeSepOnProjection
=
eyeSep
*
near
/
focalLength
,
...
...
@@ -111,23 +111,23 @@ if ( THREE.WebGLRenderer ) {
//translate xOffset
eyeRight
.
n14
=
eyeSep
;
eyeLeft
.
n14
=
-
eyeSep
;
//For left eye
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
//for right eye
xmin
=
-
ymax
*
aspect
-
eyeSepOnProjection
;
xmax
=
ymax
*
aspect
-
eyeSepOnProjection
;
projectionMatrix
.
n11
=
2
*
near
/
(
xmax
-
xmin
);
projectionMatrix
.
n13
=
(
xmax
+
xmin
)
/
(
xmax
-
xmin
);
_cameraR
.
projectionMatrix
=
projectionMatrix
.
clone
();
}
}
_cameraL
.
matrix
=
camera
.
matrixWorld
.
clone
().
multiplySelf
(
eyeLeft
);
_cameraL
.
update
(
null
,
true
);
_cameraL
.
position
.
copy
(
camera
.
position
);
...
...
@@ -141,11 +141,11 @@ if ( THREE.WebGLRenderer ) {
_cameraR
.
near
=
near
;
_cameraR
.
far
=
camera
.
far
;
_render
.
call
(
_this
,
scene
,
_cameraR
,
_renderTargetR
,
true
);
_render
.
call
(
_this
,
_scene
,
_camera
);
};
};
}
src/materials/
Mesh
ShaderMaterial.js
→
src/materials/ShaderMaterial.js
浏览文件 @
e298ac68
...
...
@@ -4,16 +4,16 @@
* parameters = {
* fragmentShader: <string>,
* vertexShader: <string>,
* uniforms: { "parameter1": { type: "f", value: 1.0 }, "parameter2": { type: "i" value2: 2 } },
* shading: THREE.SmoothShading,
* blending: THREE.NormalBlending,
* depthTest: <bool>,
* wireframe: <boolean>,
* wireframeLinewidth: <float>,
* lights: <bool>,
* vertexColors: <bool>,
* skinning: <bool>,
...
...
@@ -21,7 +21,7 @@
* }
*/
THREE
.
Mesh
ShaderMaterial
=
function
(
parameters
)
{
THREE
.
ShaderMaterial
=
function
(
parameters
)
{
THREE
.
Material
.
call
(
this
,
parameters
);
...
...
@@ -45,5 +45,5 @@ THREE.MeshShaderMaterial = function ( parameters ) {
};
THREE
.
Mesh
ShaderMaterial
.
prototype
=
new
THREE
.
Material
();
THREE
.
MeshShaderMaterial
.
prototype
.
constructor
=
THREE
.
Mesh
ShaderMaterial
;
THREE
.
ShaderMaterial
.
prototype
=
new
THREE
.
Material
();
THREE
.
ShaderMaterial
.
prototype
.
constructor
=
THREE
.
ShaderMaterial
;
src/renderers/WebGLRenderer.js
浏览文件 @
e298ac68
...
...
@@ -105,9 +105,9 @@ THREE.WebGLRenderer = function ( parameters ) {
var
depthShader
=
THREE
.
ShaderLib
[
"
depthRGBA
"
];
var
depthUniforms
=
THREE
.
UniformsUtils
.
clone
(
depthShader
.
uniforms
);
var
_depthMaterial
=
new
THREE
.
Mesh
ShaderMaterial
(
{
fragmentShader
:
depthShader
.
fragmentShader
,
vertexShader
:
depthShader
.
vertexShader
,
uniforms
:
depthUniforms
}
);
var
_depthMaterial
=
new
THREE
.
ShaderMaterial
(
{
fragmentShader
:
depthShader
.
fragmentShader
,
vertexShader
:
depthShader
.
vertexShader
,
uniforms
:
depthUniforms
}
);
var
_depthMaterialMorph
=
new
THREE
.
Mesh
ShaderMaterial
(
{
fragmentShader
:
depthShader
.
fragmentShader
,
vertexShader
:
depthShader
.
vertexShader
,
uniforms
:
depthUniforms
,
morphTargets
:
true
}
);
var
_depthMaterialMorph
=
new
THREE
.
ShaderMaterial
(
{
fragmentShader
:
depthShader
.
fragmentShader
,
vertexShader
:
depthShader
.
vertexShader
,
uniforms
:
depthUniforms
,
morphTargets
:
true
}
);
_depthMaterial
.
_shadowPass
=
true
;
_depthMaterialMorph
.
_shadowPass
=
true
;
...
...
@@ -2762,7 +2762,7 @@ THREE.WebGLRenderer = function ( parameters ) {
// load material specific uniforms
// (shader material also gets them for the sake of genericity)
if
(
material
instanceof
THREE
.
Mesh
ShaderMaterial
||
if
(
material
instanceof
THREE
.
ShaderMaterial
||
material
instanceof
THREE
.
MeshPhongMaterial
||
material
.
envMap
)
{
...
...
@@ -2774,7 +2774,7 @@ THREE.WebGLRenderer = function ( parameters ) {
}
if
(
material
instanceof
THREE
.
Mesh
ShaderMaterial
||
if
(
material
instanceof
THREE
.
ShaderMaterial
||
material
.
envMap
||
material
.
skinning
||
object
.
receiveShadow
)
{
...
...
@@ -2789,7 +2789,7 @@ THREE.WebGLRenderer = function ( parameters ) {
if
(
material
instanceof
THREE
.
MeshPhongMaterial
||
material
instanceof
THREE
.
MeshLambertMaterial
||
material
instanceof
THREE
.
Mesh
ShaderMaterial
||
material
instanceof
THREE
.
ShaderMaterial
||
material
.
skinning
)
{
if
(
p_uniforms
.
viewMatrix
!==
null
)
{
...
...
@@ -5537,7 +5537,7 @@ THREE.WebGLRenderer = function ( parameters ) {
m
=
materials
[
i
];
if
(
m
.
map
||
m
.
lightMap
||
m
instanceof
THREE
.
Mesh
ShaderMaterial
)
{
if
(
m
.
map
||
m
.
lightMap
||
m
instanceof
THREE
.
ShaderMaterial
)
{
return
true
;
...
...
utils/build.py
浏览文件 @
e298ac68
...
...
@@ -46,7 +46,7 @@ COMMON_FILES = [
'materials/MeshDepthMaterial.js'
,
'materials/MeshNormalMaterial.js'
,
'materials/MeshFaceMaterial.js'
,
'materials/
Mesh
ShaderMaterial.js'
,
'materials/ShaderMaterial.js'
,
'materials/ParticleBasicMaterial.js'
,
'materials/ParticleCanvasMaterial.js'
,
'materials/ParticleDOMMaterial.js'
,
...
...
@@ -280,7 +280,7 @@ WEBGL_FILES = [
'materials/MeshDepthMaterial.js'
,
'materials/MeshNormalMaterial.js'
,
'materials/MeshFaceMaterial.js'
,
'materials/
Mesh
ShaderMaterial.js'
,
'materials/ShaderMaterial.js'
,
'materials/ParticleBasicMaterial.js'
,
'textures/Texture.js'
,
'textures/DataTexture.js'
,
...
...
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