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@@ -44,40 +44,6 @@
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<script src="js/Cloth.js"></script>
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- <script type="x-shader/x-fragment" id="fragmentShaderDepth">
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-
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- #include <packing>
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-
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- uniform sampler2D texture;
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- varying vec2 vUV;
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-
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- void main() {
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-
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- vec4 pixel = texture2D( texture, vUV );
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-
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- if ( pixel.a < 0.5 ) discard;
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-
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- gl_FragData[ 0 ] = packDepthToRGBA( gl_FragCoord.z );
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-
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- }
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- </script>
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-
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- <script type="x-shader/x-vertex" id="vertexShaderDepth">
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-
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- varying vec2 vUV;
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-
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- void main() {
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-
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- vUV = 0.75 * uv;
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-
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- vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );
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-
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- gl_Position = projectionMatrix * mvPosition;
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-
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- }
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-
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- </script>
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-
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<script>
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/* testing cloth simulation */
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@@ -134,10 +100,7 @@
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// camera
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camera = new THREE.PerspectiveCamera( 30, window.innerWidth / window.innerHeight, 1, 10000 );
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- camera.position.x = 1000;
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- camera.position.y = 50;
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- camera.position.z = 1500;
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- scene.add( camera );
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+ camera.position.set( 1000, 50, 1500 );
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// lights
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@@ -145,8 +108,8 @@
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scene.add( new THREE.AmbientLight( 0x666666 ) );
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- light = new THREE.DirectionalLight( 0xdfebff, 1.75 );
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- light.position.set( 50, 200, 100 );
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+ light = new THREE.DirectionalLight( 0xdfebff, 1 );
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+ light.position.set( -50, 200, -100 );
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light.position.multiplyScalar( 1.3 );
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light.castShadow = true;
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@@ -170,6 +133,8 @@
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var loader = new THREE.TextureLoader();
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var clothTexture = loader.load( 'textures/patterns/circuit_pattern.png' );
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clothTexture.wrapS = clothTexture.wrapT = THREE.RepeatWrapping;
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+ clothTexture.offset.set( 0.1, 0.1 );
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+ clothTexture.repeat.set( 0.5, 0.5 );
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clothTexture.anisotropy = 16;
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var clothMaterial = new THREE.MeshPhongMaterial( {
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@@ -180,12 +145,8 @@
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} );
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// cloth geometry
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- clothGeometry = new THREE.ParametricGeometry( clothFunction, cloth.w, cloth.h );
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- clothGeometry.dynamic = true;
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- var uniforms = { texture: { value: clothTexture } };
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- var vertexShader = document.getElementById( 'vertexShaderDepth' ).textContent;
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- var fragmentShader = document.getElementById( 'fragmentShaderDepth' ).textContent;
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+ clothGeometry = new THREE.ParametricGeometry( clothFunction, cloth.w, cloth.h );
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// cloth mesh
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@@ -194,16 +155,17 @@
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object.castShadow = true;
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scene.add( object );
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- object.customDepthMaterial = new THREE.ShaderMaterial( {
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- uniforms: uniforms,
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- vertexShader: vertexShader,
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- fragmentShader: fragmentShader,
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- side: THREE.DoubleSide
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+ object.customDepthMaterial = new THREE.MeshDepthMaterial( {
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+
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+ depthPacking: THREE.RGBADepthPacking,
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+ map: clothTexture,
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+ alphaTest: 0.5
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+
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} );
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// sphere
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- var ballGeo = new THREE.SphereGeometry( ballSize, 20, 20 );
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+ var ballGeo = new THREE.SphereBufferGeometry( ballSize, 32, 16 );
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var ballMaterial = new THREE.MeshPhongMaterial( { color: 0xaaaaaa } );
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sphere = new THREE.Mesh( ballGeo, ballMaterial );
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@@ -228,7 +190,7 @@
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// poles
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- var poleGeo = new THREE.BoxGeometry( 5, 375, 5 );
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+ var poleGeo = new THREE.BoxBufferGeometry( 5, 375, 5 );
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var poleMat = new THREE.MeshPhongMaterial( { color: 0xffffff, specular: 0x111111, shininess: 100 } );
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var mesh = new THREE.Mesh( poleGeo, poleMat );
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@@ -245,14 +207,14 @@
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mesh.castShadow = true;
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scene.add( mesh );
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- var mesh = new THREE.Mesh( new THREE.BoxGeometry( 255, 5, 5 ), poleMat );
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+ var mesh = new THREE.Mesh( new THREE.BoxBufferGeometry( 255, 5, 5 ), poleMat );
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mesh.position.y = - 250 + ( 750 / 2 );
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mesh.position.x = 0;
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mesh.receiveShadow = true;
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mesh.castShadow = true;
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scene.add( mesh );
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- var gg = new THREE.BoxGeometry( 10, 10, 10 );
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+ var gg = new THREE.BoxBufferGeometry( 10, 10, 10 );
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var mesh = new THREE.Mesh( gg, poleMat );
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mesh.position.y = - 250;
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mesh.position.x = 125;
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@@ -285,7 +247,7 @@
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var controls = new THREE.OrbitControls( camera, renderer.domElement );
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controls.maxPolarAngle = Math.PI * 0.5;
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controls.minDistance = 1000;
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- controls.maxDistance = 7500;
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+ controls.maxDistance = 5000;
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// performance monitor
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@@ -341,16 +303,13 @@
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}
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+ clothGeometry.verticesNeedUpdate = true;
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+
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clothGeometry.computeFaceNormals();
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clothGeometry.computeVertexNormals();
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- clothGeometry.normalsNeedUpdate = true;
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- clothGeometry.verticesNeedUpdate = true;
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-
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sphere.position.copy( ballPosition );
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- camera.lookAt( scene.position );
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-
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renderer.render( scene, camera );
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}
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