/** * @author alteredq / http://alteredqualia.com/ */ THREE.Loader = function ( showStatus ) { this.showStatus = showStatus; this.statusDomElement = showStatus ? THREE.Loader.prototype.addStatusElement() : null; this.onLoadStart = function () {}; this.onLoadProgress = function() {}; this.onLoadComplete = function () {}; }; THREE.Loader.prototype = { addStatusElement: function () { var e = document.createElement( "div" ); e.style.position = "absolute"; e.style.right = "0px"; e.style.top = "0px"; e.style.fontSize = "0.8em"; e.style.textAlign = "left"; e.style.background = "rgba(0,0,0,0.25)"; e.style.color = "#fff"; e.style.width = "120px"; e.style.padding = "0.5em 0.5em 0.5em 0.5em"; e.style.zIndex = 1000; e.innerHTML = "Loading ..."; return e; }, updateProgress: function ( progress ) { var message = "Loaded "; if ( progress.total ) { message += ( 100 * progress.loaded / progress.total ).toFixed(0) + "%"; } else { message += ( progress.loaded / 1000 ).toFixed(2) + " KB"; } this.statusDomElement.innerHTML = message; }, extractUrlbase: function ( url ) { var chunks = url.split( "/" ); chunks.pop(); return chunks.join( "/" ); }, init_materials: function ( scope, materials, texture_path ) { scope.materials = []; for ( var i = 0; i < materials.length; ++ i ) { scope.materials[ i ] = [ THREE.Loader.prototype.createMaterial( materials[ i ], texture_path ) ]; } }, hasNormals: function ( scope ) { var m, i, il = scope.materials.length; for( i = 0; i < il; i++ ) { m = scope.materials[ i ][ 0 ]; if ( m instanceof THREE.ShaderMaterial ) return true; } return false; }, createMaterial: function ( m, texture_path ) { function is_pow2( n ) { var l = Math.log( n ) / Math.LN2; return Math.floor( l ) == l; } function nearest_pow2( n ) { var l = Math.log( n ) / Math.LN2; return Math.pow( 2, Math.round( l ) ); } function load_image( where, url ) { var image = new Image(); image.onload = function () { if ( !is_pow2( this.width ) || !is_pow2( this.height ) ) { var w = nearest_pow2( this.width ), h = nearest_pow2( this.height ); where.image.width = w; where.image.height = h; where.image.getContext("2d").drawImage( this, 0, 0, w, h ); } else { where.image = this; } where.needsUpdate = true; }; image.src = url; } function create_texture ( where, name, sourceFile, repeat, offset, wrap ) { var texture = document.createElement( 'canvas' ); where[ name ] = new THREE.Texture( texture ); where[ name ].sourceFile = sourceFile; if( repeat ) { where[ name ].repeat.set( repeat[ 0 ], repeat[ 1 ] ); if ( repeat[ 0 ] != 1 ) where[ name ].wrapS = THREE.RepeatWrapping; if ( repeat[ 1 ] != 1 ) where[ name ].wrapT = THREE.RepeatWrapping; } if( offset ) { where[ name ].offset.set( offset[ 0 ], offset[ 1 ] ); } if( wrap ) { var wrapMap = { "repeat" : THREE.RepeatWrapping, "mirror" : THREE.MirroredRepeatWrapping } if ( wrapMap[ wrap[ 0 ] ] !== undefined ) where[ name ].wrapS = wrapMap[ wrap[ 0 ] ]; if ( wrapMap[ wrap[ 1 ] ] !== undefined ) where[ name ].wrapT = wrapMap[ wrap[ 1 ] ]; } load_image( where[ name ], texture_path + "/" + sourceFile ); } function rgb2hex ( rgb ) { return ( rgb[ 0 ] * 255 << 16 ) + ( rgb[ 1 ] * 255 << 8 ) + rgb[ 2 ] * 255; } var material, mtype, mpars, color, specular, ambient, vertexColors; // defaults mtype = "MeshLambertMaterial"; // vertexColors mpars = { color: 0xeeeeee, opacity: 1.0, map: null, lightMap: null, normalMap: null, wireframe: m.wireframe }; // parameters from model file if ( m.shading ) { if ( m.shading == "Phong" ) mtype = "MeshPhongMaterial"; else if ( m.shading == "Basic" ) mtype = "MeshBasicMaterial"; } if ( m.blending ) { if ( m.blending == "Additive" ) mpars.blending = THREE.AdditiveBlending; else if ( m.blending == "Subtractive" ) mpars.blending = THREE.SubtractiveBlending; else if ( m.blending == "Multiply" ) mpars.blending = THREE.MultiplyBlending; } if ( m.transparent !== undefined || m.opacity < 1.0 ) { mpars.transparent = m.transparent; } if ( m.depthTest !== undefined ) { mpars.depthTest = m.depthTest; } if ( m.vertexColors !== undefined ) { if ( m.vertexColors == "face" ) { mpars.vertexColors = THREE.FaceColors; } else if ( m.vertexColors ) { mpars.vertexColors = THREE.VertexColors; } } // colors if ( m.colorDiffuse ) { mpars.color = rgb2hex( m.colorDiffuse ); } else if ( m.DbgColor ) { mpars.color = m.DbgColor; } if ( m.colorSpecular ) { mpars.specular = rgb2hex( m.colorSpecular ); } if ( m.colorAmbient ) { mpars.ambient = rgb2hex( m.colorAmbient ); } // modifiers if ( m.transparency ) { mpars.opacity = m.transparency; } if ( m.specularCoef ) { mpars.shininess = m.specularCoef; } // textures if ( m.mapDiffuse && texture_path ) { create_texture( mpars, "map", m.mapDiffuse, m.mapDiffuseRepeat, m.mapDiffuseOffset, m.mapDiffuseWrap ); } if ( m.mapLight && texture_path ) { create_texture( mpars, "lightMap", m.mapLight, m.mapLightRepeat, m.mapLightOffset, m.mapLightWrap ); } if ( m.mapNormal && texture_path ) { create_texture( mpars, "normalMap", m.mapNormal, m.mapNormalRepeat, m.mapNormalOffset, m.mapNormalWrap ); } if ( m.mapSpecular && texture_path ) { create_texture( mpars, "specularMap", m.mapSpecular, m.mapSpecularRepeat, m.mapSpecularOffset, m.mapSpecularWrap ); } // special case for normal mapped material if ( m.mapNormal ) { var shader = THREE.ShaderUtils.lib[ "normal" ]; var uniforms = THREE.UniformsUtils.clone( shader.uniforms ); var diffuse = mpars.color; var specular = mpars.specular; var ambient = mpars.ambient; var shininess = mpars.shininess; uniforms[ "tNormal" ].texture = mpars.normalMap; if ( m.mapNormalFactor ) { uniforms[ "uNormalScale" ].value = m.mapNormalFactor; } if ( mpars.map ) { uniforms[ "tDiffuse" ].texture = mpars.map; uniforms[ "enableDiffuse" ].value = true; } if ( mpars.specularMap ) { uniforms[ "tSpecular" ].texture = mpars.specularMap; uniforms[ "enableSpecular" ].value = true; } if ( mpars.lightMap ) { uniforms[ "tAO" ].texture = mpars.lightMap; uniforms[ "enableAO" ].value = true; } // for the moment don't handle displacement texture uniforms[ "uDiffuseColor" ].value.setHex( diffuse ); uniforms[ "uSpecularColor" ].value.setHex( specular ); uniforms[ "uAmbientColor" ].value.setHex( ambient ); uniforms[ "uShininess" ].value = shininess; if ( mpars.opacity ) { uniforms[ "uOpacity" ].value = mpars.opacity; } var parameters = { fragmentShader: shader.fragmentShader, vertexShader: shader.vertexShader, uniforms: uniforms, lights: true, fog: true }; material = new THREE.ShaderMaterial( parameters ); } else { material = new THREE[ mtype ]( mpars ); } return material; }, constructor : THREE.Loader };