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eab35933
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three.js
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eab35933
编写于
12月 08, 2011
作者:
A
alteredq
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差异文件
Added forgotten example HTML file.
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f811090f
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1 changed file
with
364 addition
and
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+364
-0
examples/webgl_loader_ctm_materials.html
examples/webgl_loader_ctm_materials.html
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未找到文件。
examples/webgl_loader_ctm_materials.html
0 → 100644
浏览文件 @
eab35933
<!doctype html>
<html
lang=
"en"
>
<head>
<title>
three.js webgl - baked illumination
</title>
<meta
charset=
"utf-8"
>
<meta
name=
"viewport"
content=
"width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0"
>
<style>
body
{
background
:
#000
;
color
:
#000
;
padding
:
0
;
margin
:
0
;
overflow
:
hidden
;
font-family
:
monospace
;
font-size
:
13px
;
text-align
:
center
;
}
a
{
color
:
skyblue
}
#info
{
position
:
absolute
;
top
:
0px
;
width
:
100%
;
color
:
#fff
;
background
:
rgba
(
0
,
0
,
0
,
0.65
);
padding
:
5px
;
text-align
:
center
;
z-index
:
100
;
display
:
block
;
}
</style>
</head>
<body>
<div
id=
"info"
>
<a
href=
"http://github.com/mrdoob/three.js"
target=
"_blank"
>
three.js
</a>
webgl - baked + real-time illumination -
using
<a
href=
"http://code.google.com/p/js-openctm/"
>
js-openctm
</a>
-
camaro by
<a
href=
"http://www.turbosquid.com/3d-models/blender-camaro/411348"
target=
"_blank"
>
dskfnwn
</a>
-
skybox by
<a
href=
"http://ict.debevec.org/~debevec/"
target=
"_blank"
>
Paul Debevec
</a>
</div>
<script
src=
"../build/Three.js"
></script>
<script
src=
"js/ctm/lzma.js"
></script>
<script
src=
"js/ctm/ctm.js"
></script>
<script
src=
"js/ctm/CTMLoader.js"
></script>
<script
src=
"js/Detector.js"
></script>
<script
src=
"js/Stats.js"
></script>
<script>
if
(
!
Detector
.
webgl
)
Detector
.
addGetWebGLMessage
();
var
SCREEN_WIDTH
=
window
.
innerWidth
;
var
SCREEN_HEIGHT
=
window
.
innerHeight
;
var
FLOOR
=
-
250
;
var
container
,
stats
;
var
camera
,
scene
,
controls
;
var
renderer
;
var
mesh
;
var
textureCube
;
var
cameraCube
,
sceneCube
,
cubeTarget
;
var
loader
;
var
mouseX
=
0
,
mouseY
=
0
;
var
windowHalfX
=
window
.
innerWidth
/
2
;
var
windowHalfY
=
window
.
innerHeight
/
2
;
init
();
animate
();
function
init
()
{
container
=
document
.
createElement
(
'
div
'
);
document
.
body
.
appendChild
(
container
);
// CAMERA
camera
=
new
THREE
.
PerspectiveCamera
(
25
,
SCREEN_WIDTH
/
SCREEN_HEIGHT
,
1
,
10000
);
camera
.
position
.
set
(
185
,
40
,
170
);
controls
=
new
THREE
.
TrackballControls
(
camera
);
controls
.
dynamicDampingFactor
=
0.25
;
// SCENE
scene
=
new
THREE
.
Scene
();
// SKYBOX
cubeTarget
=
new
THREE
.
Vector3
(
0
,
0
,
0
);
sceneCube
=
new
THREE
.
Scene
();
cameraCube
=
new
THREE
.
PerspectiveCamera
(
25
,
SCREEN_WIDTH
/
SCREEN_HEIGHT
,
1
,
10000
);
var
r
=
"
textures/cube/pisa/
"
;
var
urls
=
[
r
+
"
px.png
"
,
r
+
"
nx.png
"
,
r
+
"
py.png
"
,
r
+
"
ny.png
"
,
r
+
"
pz.png
"
,
r
+
"
nz.png
"
];
textureCube
=
THREE
.
ImageUtils
.
loadTextureCube
(
urls
);
var
shader
=
THREE
.
ShaderUtils
.
lib
[
"
cube
"
];
shader
.
uniforms
[
"
tCube
"
].
texture
=
textureCube
;
var
material
=
new
THREE
.
ShaderMaterial
(
{
fragmentShader
:
shader
.
fragmentShader
,
vertexShader
:
shader
.
vertexShader
,
uniforms
:
shader
.
uniforms
,
depthWrite
:
false
}
),
mesh
=
new
THREE
.
Mesh
(
new
THREE
.
CubeGeometry
(
100
,
100
,
100
),
material
);
mesh
.
flipSided
=
true
;
sceneCube
.
add
(
mesh
);
// LIGHTS
var
light
=
new
THREE
.
PointLight
(
0xffffff
,
1
);
light
.
position
.
set
(
2
,
5
,
1
);
light
.
position
.
multiplyScalar
(
30
);
scene
.
add
(
light
);
THREE
.
ColorUtils
.
adjustHSV
(
light
.
color
,
0
,
-
0.75
,
0
);
var
light
=
new
THREE
.
PointLight
(
0xffffff
,
0.75
);
light
.
position
.
set
(
-
12
,
4.6
,
2.4
);
light
.
position
.
multiplyScalar
(
30
);
scene
.
add
(
light
);
THREE
.
ColorUtils
.
adjustHSV
(
light
.
color
,
0
,
-
0.5
,
0
);
scene
.
add
(
new
THREE
.
AmbientLight
(
0xffffff
)
);
// RENDERER
renderer
=
new
THREE
.
WebGLRenderer
(
{
antialias
:
true
,
clearColor
:
0xffffff
,
clearAlpha
:
1
}
);
renderer
.
setSize
(
SCREEN_WIDTH
,
SCREEN_HEIGHT
);
renderer
.
domElement
.
style
.
position
=
"
relative
"
;
renderer
.
autoClear
=
false
;
container
.
appendChild
(
renderer
.
domElement
);
//
renderer
.
gammaInput
=
true
;
renderer
.
gammaOutput
=
true
;
renderer
.
physicallyBasedShading
=
true
;
// STATS
stats
=
new
Stats
();
stats
.
domElement
.
style
.
position
=
'
absolute
'
;
stats
.
domElement
.
style
.
top
=
'
5px
'
;
stats
.
domElement
.
style
.
zIndex
=
100
;
container
.
appendChild
(
stats
.
domElement
);
stats
.
domElement
.
children
[
0
].
children
[
0
].
style
.
color
=
"
#aaa
"
;
stats
.
domElement
.
children
[
0
].
style
.
background
=
"
transparent
"
;
stats
.
domElement
.
children
[
0
].
children
[
1
].
style
.
display
=
"
none
"
;
// EVENTS
window
.
addEventListener
(
'
resize
'
,
onWindowResize
,
false
);
window
.
addEventListener
(
'
mousemove
'
,
onDocumentMouseMove
,
false
);
// LOADER
var
start
=
Date
.
now
();
// classic way via BinaryLoader
/*
loader = new THREE.BinaryLoader( true );
document.body.appendChild( loader.statusDomElement );
var callbackScene = function( geometry ) {
createScene( geometry, 0, 0, 0, 30 );
var end = Date.now();
console.log( "load time:", end - start, "ms" );
};
loader.load( "obj/camaro_bake/camaro_bake.js", callbackScene );
*/
// new way via CTMLoader and separate parts
var
useWorker
=
true
,
useBuffers
=
true
;
loaderCTM
=
new
THREE
.
CTMLoader
(
renderer
.
context
,
true
);
document
.
body
.
appendChild
(
loaderCTM
.
statusDomElement
);
var
position
=
new
THREE
.
Vector3
(
-
105
,
-
78
,
-
40
);
var
scale
=
new
THREE
.
Vector3
(
30
,
30
,
30
);
loaderCTM
.
loadParts
(
"
ctm/camaro/camaro.js
"
,
function
(
geometries
,
materials
)
{
hackMaterials
(
materials
);
for
(
var
i
=
0
;
i
<
geometries
.
length
;
i
++
)
{
var
mesh
=
new
THREE
.
Mesh
(
geometries
[
i
],
materials
[
i
]
);
mesh
.
position
=
position
;
mesh
.
scale
=
scale
;
mesh
.
doubleSided
=
true
;
scene
.
add
(
mesh
);
}
loaderCTM
.
statusDomElement
.
style
.
display
=
"
none
"
;
var
end
=
Date
.
now
();
console
.
log
(
"
load time:
"
,
end
-
start
,
"
ms
"
);
},
useWorker
,
useBuffers
);
}
//
function
hackMaterials
(
materials
)
{
for
(
var
i
=
0
;
i
<
materials
.
length
;
i
++
)
{
var
m
=
materials
[
i
];
if
(
m
.
name
.
indexOf
(
"
Body
"
)
!==
-
1
)
{
var
mm
=
new
THREE
.
MeshPhongMaterial
(
{
map
:
m
.
map
}
);
mm
.
envMap
=
textureCube
;
mm
.
combine
=
THREE
.
MixOperation
;
mm
.
reflectivity
=
0.75
;
materials
[
i
]
=
mm
;
}
else
if
(
m
.
name
.
indexOf
(
"
mirror
"
)
!==
-
1
)
{
var
mm
=
new
THREE
.
MeshPhongMaterial
(
{
map
:
m
.
map
}
);
mm
.
envMap
=
textureCube
;
mm
.
combine
=
THREE
.
MultiplyOperation
;
materials
[
i
]
=
mm
;
}
else
if
(
m
.
name
.
indexOf
(
"
glass
"
)
!==
-
1
)
{
var
mm
=
new
THREE
.
MeshPhongMaterial
(
{
map
:
m
.
map
}
);
mm
.
envMap
=
textureCube
;
mm
.
color
.
copy
(
m
.
color
);
mm
.
combine
=
THREE
.
MixOperation
;
mm
.
reflectivity
=
0.25
;
mm
.
opacity
=
m
.
opacity
;
mm
.
transparent
=
true
;
materials
[
i
]
=
mm
;
}
else
if
(
m
.
name
.
indexOf
(
"
Material.001
"
)
!==
-
1
)
{
var
mm
=
new
THREE
.
MeshPhongMaterial
(
{
map
:
m
.
map
}
);
mm
.
shininess
=
30
;
mm
.
color
.
setHex
(
0x404040
);
mm
.
metal
=
true
;
mm
.
perPixel
=
true
;
materials
[
i
]
=
mm
;
}
}
}
//
function
createScene
(
geometry
,
x
,
y
,
z
,
s
)
{
loader
.
statusDomElement
.
style
.
display
=
"
none
"
;
THREE
.
GeometryUtils
.
center
(
geometry
);
hackMaterials
(
geometry
.
materials
);
var
material
=
new
THREE
.
MeshFaceMaterial
();
mesh
=
new
THREE
.
Mesh
(
geometry
,
material
);
mesh
.
position
.
set
(
x
,
y
,
z
);
mesh
.
scale
.
set
(
s
,
s
,
s
);
mesh
.
doubleSided
=
true
;
scene
.
add
(
mesh
);
}
//
function
onWindowResize
(
event
)
{
SCREEN_WIDTH
=
window
.
innerWidth
;
SCREEN_HEIGHT
=
window
.
innerHeight
;
renderer
.
setSize
(
SCREEN_WIDTH
,
SCREEN_HEIGHT
);
camera
.
aspect
=
SCREEN_WIDTH
/
SCREEN_HEIGHT
;
camera
.
updateProjectionMatrix
();
cameraCube
.
aspect
=
SCREEN_WIDTH
/
SCREEN_HEIGHT
;
cameraCube
.
updateProjectionMatrix
();
}
function
onDocumentMouseMove
(
event
)
{
mouseX
=
(
event
.
clientX
-
windowHalfX
);
mouseY
=
(
event
.
clientY
-
windowHalfY
);
}
//
function
animate
()
{
requestAnimationFrame
(
animate
);
render
();
stats
.
update
();
}
function
render
()
{
controls
.
update
();
cubeTarget
.
x
=
-
camera
.
position
.
x
;
cubeTarget
.
y
=
-
camera
.
position
.
y
;
cubeTarget
.
z
=
-
camera
.
position
.
z
;
cameraCube
.
lookAt
(
cubeTarget
);
renderer
.
clear
();
renderer
.
render
(
sceneCube
,
cameraCube
);
renderer
.
render
(
scene
,
camera
);
}
</script>
</body>
</html>
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