1. 25 12月, 2010 1 次提交
  2. 21 12月, 2010 2 次提交
  3. 18 12月, 2010 1 次提交
    • A
      Retired MeshCubeMaterial: replaced it with MeshShaderMaterial "cube" defined in ShaderUtils. · 5e74c741
      alteredq 提交于
      Instant performance boost in all cube mapping demos ;)
      
      With panoramas there were insane amounts of unnecessary computations done in fragment shader - basically every pixel on the screen was computing the whole ubershader - ouch ouch ouch!
      
      This was the lowest hanging fruit, still some more performance can be gained by removing other stuff from ubershader.
      
      Big thanks to mrdoob for starting to question sanity of ubershader ;)
      5e74c741
  4. 14 12月, 2010 1 次提交
  5. 13 12月, 2010 1 次提交
  6. 08 12月, 2010 1 次提交
  7. 06 12月, 2010 1 次提交
  8. 05 12月, 2010 2 次提交
  9. 04 12月, 2010 1 次提交
  10. 01 12月, 2010 2 次提交
  11. 30 11月, 2010 2 次提交
  12. 28 11月, 2010 1 次提交
  13. 27 11月, 2010 1 次提交
  14. 23 11月, 2010 3 次提交
  15. 22 11月, 2010 4 次提交
    • A
      Added texture wrapping parameter to Texture.js. Fixed OBJ converter example to have tiled texture. · 558e7c5d
      alteredq 提交于
      Wrapping options follow WebGL specs: ClampToEdge [default], Repeat, MirroredRepeat.
      558e7c5d
    • M
      THREE.loadImageArray ⟶ ImageUtils.loadArray · 3ce86f1a
      Mr.doob 提交于
      Made up MeshCubeMaterial (missing from alteredq branch)
      3ce86f1a
    • M
      Merging with alteredq's branch. · 45553e88
      Mr.doob 提交于
      45553e88
    • A
      Added MeshCubeMaterial: WebGLRenderer specific material for more efficient... · 0cdd188e
      alteredq 提交于
      Added MeshCubeMaterial: WebGLRenderer specific material for more efficient rendering of panoramas when doing cube mapping.
      
      Also moved loadImageArray utility function from examples into TextureCube.js
      
      To be used like this:
      
          var urls = [ "px.jpg", "nx.jpg", "py.jpg", "ny.jpg", "pz.jpg", "nz.jpg" ];
          var images = THREE.loadImageArray( urls );
          var textureCube = new THREE.TextureCube( images );
      
          // create scene
      
          var objectMaterial = new THREE.MeshBasicMaterial( { color: 0xffffff, env_map: textureCube } )
          createScene( objectMaterial );
      
          // create panorama
      
          var size = 100000;
          var panoMaterial = new THREE.MeshCubeMaterial( { env_map: textureCube } );
          var mesh = new THREE.Mesh( new Cube( size, size, size, 1, 1, null, true ), panoMaterial );
          sceneCube.addObject( mesh );
      
      Warning: this functionality is currently changing a lot, expect things to get broken before stabilization.
      0cdd188e
  16. 21 11月, 2010 1 次提交
    • M
      Added a proper Cube. · c663b054
      Mr.doob 提交于
      Updated some examples.
      CanvasRenderer: Skip render when opacity is 0.
      c663b054
  17. 20 11月, 2010 2 次提交
    • M
      Merging alteredq's branch · 4901440e
      Mr.doob 提交于
      4901440e
    • A
      Added refractive mapping and mixing combination mode for the environment map... · fbd12838
      alteredq 提交于
      Added refractive mapping and mixing combination mode for the environment map and the underlying material.
      
      This commit has handful of things going on:
      
      - had to sacrifice one light to please ANGLE, making it again up to 4 instead of up to 5 total lights :(
      
      - Basic / Lambert / Phong materials now have new parameters:
      
          "combine": THREE.Mix | THREE.Multiply [default]
      
            - tells how to combine environment map with the original material:
      
               - "Multiply" creates chrome-like metallic look (it's what was already there),
                 color of the underlying material is multiplied with the environment map,
                 this creates different colored metals
      
               - "Mix" creates shiny plastic look
                  color of the underlying material is lerped with the environment map,
                  amount of the contribution from the environment map is controlled
                  by another new parameter "reflectivity"
      
          "reflectivity": <float> [from <0.0, 1.0>]
      
             - controls mixing of underlying material and environment map for "Mix" combine mode
                0: pure underlying material, zero contribution from environment map (Basic/Lambert/Phong)
                1: pure environment map, zero contribution from underlying material (uncolored chrome look)
      
          "refraction_ratio": <float>
      
            - controls refractive mapping, ratio of the index of refraction in the medium containing the incident ray
              to that of the medium being entered
            - sensible values seem to be from ~0.6 - 1.0
              (in theory, e.g. air/glass should be 0.75, but this looks weird, values between 0.9 - 1.0 give the most interesting results,
               though maybe there is bug somewhere in my code)
      
            - for use refraction mapping, just add parameter to TextureCube like this (default is reflection mapping)
      
                "new THREE.TextureCube( images, THREE.RefractionMap )"
      fbd12838
  18. 19 11月, 2010 1 次提交
    • M
      Cleaned up the escher cubemap code a bit. Also, I think it looks much nicer... · d21c2979
      Mr.doob 提交于
      Cleaned up the escher cubemap code a bit. Also, I think it looks much nicer without illumination... ?
      At first I though the cube around the sphere was x-inverted (unless the in tention is to simulate refraction...) I've tried changing that but the effect is still weird. I guess those textures work mainly for the sphere and not for the panorama.
      
      I reused the code and did another example using the skymap. More to come ;)
      
      I can see some lines at the edges of the planes though. I guess that's antialiasing kicking in. Should be fixed with a proper cube mesh I guess.
      
      CanvasRenderer has a property called `autoClear` which is true by default. By making it false you have control of when the renderer cleans the screen (by calling renderer.clear()). I wonder if something like that can be added to the WebGLRenderer? That way we can render the cube outside the spheres from a diferent camera (centered in the middle of the screen) than the spheres floating.
      
      Also, added `shading` parameter to `MeshBasicMaterial` (environment mapping was being rendered faceted when using `MeshBasicMaterial` because `shading` was missing (and thus Faceted)).
      d21c2979
  19. 18 11月, 2010 1 次提交
    • A
      Added cube mapping to WebGLRenderer. Also added cube map example. Finally ;) · 3ee99dc4
      alteredq 提交于
      TODO:
      
        - maybe image array loader should go into TextureCube.js so that people could just reuse the code
      
        - it may be worth to be able to specify different combination of environment map and underlying material (in single render pass),
          currently color/color map/environment map are multiplied, though addition also produces very interesting looking materials
      3ee99dc4
  20. 17 11月, 2010 2 次提交
    • M
      Removed alpha component from the Color class · 51f91fdd
      Mr.doob 提交于
      GouraudShading and PhongShading ⟶ SmoothShading
      51f91fdd
    • A
      Added support to "shading" materials parameter in WebGLRenderer. · 3d370891
      alteredq 提交于
      This is actually tricky due to multimaterials and vertex normals.
      
      The practical effects of "shading" parameter in WebGLRenderer are currently following:
      
      - if your model has vertex normals, now you can "dumb down" its shading by specifying THREE.FlatShading for MeshLambertMaterial and MeshPhongMaterial
      - if your model has only face normals, it will always have just flat shading, no matter which shading you set, no escape from this
      - if your model has multiple materials, smooth shading always "wins", meaning if there is at least one smooth shaded material in multimaterial group, all other materials in this group will be also smooth shaded (this is solvable by having multiple normal buffers, but seems wasteful, at least for the moment, till there are no practical use cases)
      
      Currently implemented shading / material combinations:
      
        - MeshNormalMaterial: FlatShading [default], GouradShading
        - MeshDepthMaterial:  no shading parameter in material, uses own specific shading
        - MeshBasicMaterial: no shading parameter in material, uses own specific shading
        - MeshLambertMaterial: FlatShading, GouraudShading [default]
        - MeshPhongMaterial: FlatShading, PhongShading [default]
      3d370891
  21. 16 11月, 2010 3 次提交
  22. 15 11月, 2010 5 次提交
  23. 13 11月, 2010 1 次提交