|
@@ -45,139 +45,157 @@
|
|
|
<script src="js/libs/stats.min.js"></script>
|
|
|
|
|
|
<script>
|
|
|
-
|
|
|
- // Simple form of tiled forward lighting
|
|
|
+
|
|
|
+ // Simple form of tiled forward lighting
|
|
|
// using texels as bitmasks of 32 lights
|
|
|
|
|
|
var RADIUS = 75;
|
|
|
|
|
|
- THREE.ShaderChunk["lights_pars"] += [
|
|
|
- "#if defined TILED_FORWARD",
|
|
|
- "uniform vec4 tileData;",
|
|
|
- "uniform sampler2D tileTexture;",
|
|
|
- "uniform sampler2D lightTexture;",
|
|
|
- "#endif"
|
|
|
- ].join("\n");
|
|
|
-
|
|
|
- THREE.ShaderChunk["lights_template"] += [
|
|
|
- "",
|
|
|
- "#if defined TILED_FORWARD",
|
|
|
- "vec2 tUv = floor(gl_FragCoord.xy / tileData.xy * 32.) / 32. + tileData.zw;",
|
|
|
- "vec4 tile = texture2D(tileTexture, tUv);",
|
|
|
- "for (int i=0; i < 4; i++) {",
|
|
|
- " float tileVal = tile.x * 255.;",
|
|
|
- " tile.xyzw = tile.yzwx;",
|
|
|
- " if(tileVal == 0.){ continue; }",
|
|
|
- " float tileDiv = 128.;",
|
|
|
- " for (int j=0; j < 8; j++) {",
|
|
|
- " if (tileVal < tileDiv) { tileDiv *= 0.5; continue; }",
|
|
|
- " tileVal -= tileDiv;",
|
|
|
- " tileDiv *= 0.5;",
|
|
|
- " PointLight pointlight;",
|
|
|
- " float uvx = (float(8 * i + j) + 0.5) / 32.;",
|
|
|
- " vec4 lightData = texture2D(lightTexture, vec2(uvx, 0.));",
|
|
|
- " vec4 lightColor = texture2D(lightTexture, vec2(uvx, 1.));",
|
|
|
- " pointlight.position = lightData.xyz;",
|
|
|
- " pointlight.distance = lightData.w;",
|
|
|
- " pointlight.color = lightColor.rgb;",
|
|
|
- " pointlight.decay = lightColor.a;",
|
|
|
- " getPointDirectLightIrradiance( pointlight, geometry, directLight );",
|
|
|
- " RE_Direct( directLight, geometry, material, reflectedLight );",
|
|
|
- " }",
|
|
|
- "}",
|
|
|
- "#endif"
|
|
|
- ].join("\n");
|
|
|
+ THREE.ShaderChunk[ 'lights_pars' ] += [
|
|
|
+ '#if defined TILED_FORWARD',
|
|
|
+ 'uniform vec4 tileData;',
|
|
|
+ 'uniform sampler2D tileTexture;',
|
|
|
+ 'uniform sampler2D lightTexture;',
|
|
|
+ '#endif'
|
|
|
+ ].join( '\n' );
|
|
|
+
|
|
|
+ THREE.ShaderChunk[ 'lights_template' ] += [
|
|
|
+ '',
|
|
|
+ '#if defined TILED_FORWARD',
|
|
|
+ 'vec2 tUv = floor(gl_FragCoord.xy / tileData.xy * 32.) / 32. + tileData.zw;',
|
|
|
+ 'vec4 tile = texture2D(tileTexture, tUv);',
|
|
|
+ 'for (int i=0; i < 4; i++) {',
|
|
|
+ ' float tileVal = tile.x * 255.;',
|
|
|
+ ' tile.xyzw = tile.yzwx;',
|
|
|
+ ' if(tileVal == 0.){ continue; }',
|
|
|
+ ' float tileDiv = 128.;',
|
|
|
+ ' for (int j=0; j < 8; j++) {',
|
|
|
+ ' if (tileVal < tileDiv) { tileDiv *= 0.5; continue; }',
|
|
|
+ ' tileVal -= tileDiv;',
|
|
|
+ ' tileDiv *= 0.5;',
|
|
|
+ ' PointLight pointlight;',
|
|
|
+ ' float uvx = (float(8 * i + j) + 0.5) / 32.;',
|
|
|
+ ' vec4 lightData = texture2D(lightTexture, vec2(uvx, 0.));',
|
|
|
+ ' vec4 lightColor = texture2D(lightTexture, vec2(uvx, 1.));',
|
|
|
+ ' pointlight.position = lightData.xyz;',
|
|
|
+ ' pointlight.distance = lightData.w;',
|
|
|
+ ' pointlight.color = lightColor.rgb;',
|
|
|
+ ' pointlight.decay = lightColor.a;',
|
|
|
+ ' getPointDirectLightIrradiance( pointlight, geometry, directLight );',
|
|
|
+ ' RE_Direct( directLight, geometry, material, reflectedLight );',
|
|
|
+ ' }',
|
|
|
+ '}',
|
|
|
+ '#endif'
|
|
|
+ ].join( '\n' );
|
|
|
|
|
|
var lights = [], objects = [];
|
|
|
|
|
|
var State = {
|
|
|
- rows:0,
|
|
|
- cols:0,
|
|
|
+ rows: 0,
|
|
|
+ cols: 0,
|
|
|
width: 0,
|
|
|
height: 0,
|
|
|
- tileData : { type: "v4", value: null },
|
|
|
- tileTexture: { type: "t", value: null },
|
|
|
+ tileData: { type: 'v4', value: null },
|
|
|
+ tileTexture: { type: 't', value: null },
|
|
|
lightTexture: {
|
|
|
- type: "t",
|
|
|
- value: new THREE.DataTexture(new Float32Array(32 * 2 * 4), 32, 2, THREE.RGBAFormat, THREE.FloatType)
|
|
|
+ type: 't',
|
|
|
+ value: new THREE.DataTexture( new Float32Array( 32 * 2 * 4 ), 32, 2, THREE.RGBAFormat, THREE.FloatType )
|
|
|
},
|
|
|
};
|
|
|
|
|
|
function resizeTiles() {
|
|
|
+
|
|
|
var width = window.innerWidth;
|
|
|
var height = window.innerHeight;
|
|
|
-
|
|
|
+
|
|
|
State.width = width;
|
|
|
State.height = height;
|
|
|
- State.cols = Math.ceil(width / 32);
|
|
|
- State.rows = Math.ceil(height / 32);
|
|
|
- State.tileData.value = [ width, height, 0.5 / Math.ceil( width / 32), 0.5 / Math.ceil( height / 32) ];
|
|
|
- State.tileTexture.value = new THREE.DataTexture( new Uint8Array(State.cols * State.rows * 4), State.cols, State.rows);
|
|
|
+ State.cols = Math.ceil( width / 32 );
|
|
|
+ State.rows = Math.ceil( height / 32 );
|
|
|
+ State.tileData.value = [ width, height, 0.5 / Math.ceil( width / 32 ), 0.5 / Math.ceil( height / 32 ) ];
|
|
|
+ State.tileTexture.value = new THREE.DataTexture( new Uint8Array( State.cols * State.rows * 4 ), State.cols, State.rows );
|
|
|
+
|
|
|
}
|
|
|
|
|
|
// Generate the light bitmasks and store them in the tile texture
|
|
|
- function tileLights(renderer, scene, camera) {
|
|
|
- if(!camera.projectionMatrix) return;
|
|
|
-
|
|
|
+ function tileLights( renderer, scene, camera ) {
|
|
|
+
|
|
|
+ if ( ! camera.projectionMatrix ) return;
|
|
|
+
|
|
|
var d = State.tileTexture.value.image.data;
|
|
|
var ld = State.lightTexture.value.image.data;
|
|
|
-
|
|
|
+
|
|
|
var viewMatrix = camera.matrixWorldInverse;
|
|
|
-
|
|
|
- d.fill(0);
|
|
|
-
|
|
|
+
|
|
|
+ d.fill( 0 );
|
|
|
+
|
|
|
var vector = new THREE.Vector3();
|
|
|
|
|
|
- lights.forEach(function (light, index) {
|
|
|
+ lights.forEach( function ( light, index ) {
|
|
|
|
|
|
vector.setFromMatrixPosition( light.matrixWorld );
|
|
|
-
|
|
|
- var bs = lightBounds(camera, vector, light._light.radius);
|
|
|
-
|
|
|
+
|
|
|
+ var bs = lightBounds( camera, vector, light._light.radius );
|
|
|
+
|
|
|
vector.applyMatrix4( viewMatrix );
|
|
|
- vector.toArray(ld, 4 * index);
|
|
|
- ld[4 * index + 3] = light._light.radius;
|
|
|
- light._light.color.toArray(ld,32 * 4 + 4 * index);
|
|
|
- ld[32 * 4 + 4 * index + 3] = light._light.decay;
|
|
|
-
|
|
|
- if(bs[1] < 0 || bs[0] > State.width || bs[3] < 0 || bs[2] > State.height) return;
|
|
|
- if(bs[0] < 0) bs[0] = 0;
|
|
|
- if(bs[1] > State.width) bs[1] = State.width;
|
|
|
- if(bs[2] < 0) bs[2] = 0;
|
|
|
- if(bs[3] > State.height) bs[3] = State.height;
|
|
|
-
|
|
|
- var i4 = Math.floor(index / 8), i8 = 7 - (index % 8);
|
|
|
- for (var i = Math.floor(bs[2] / 32); i <= Math.ceil(bs[3]/32); i++) {
|
|
|
- for(var j = Math.floor(bs[0]/32); j <= Math.ceil(bs[1]/32); j++) {
|
|
|
- d[(State.cols * i + j) * 4 + i4] |= 1 << i8;
|
|
|
+ vector.toArray( ld, 4 * index );
|
|
|
+ ld[ 4 * index + 3 ] = light._light.radius;
|
|
|
+ light._light.color.toArray( ld, 32 * 4 + 4 * index );
|
|
|
+ ld[ 32 * 4 + 4 * index + 3 ] = light._light.decay;
|
|
|
+
|
|
|
+ if ( bs[ 1 ] < 0 || bs[ 0 ] > State.width || bs[ 3 ] < 0 || bs[ 2 ] > State.height ) return;
|
|
|
+ if ( bs[ 0 ] < 0 ) bs[ 0 ] = 0;
|
|
|
+ if ( bs[ 1 ] > State.width ) bs[ 1 ] = State.width;
|
|
|
+ if ( bs[ 2 ] < 0 ) bs[ 2 ] = 0;
|
|
|
+ if ( bs[ 3 ] > State.height ) bs[ 3 ] = State.height;
|
|
|
+
|
|
|
+ var i4 = Math.floor( index / 8 ), i8 = 7 - ( index % 8 );
|
|
|
+
|
|
|
+ for ( var i = Math.floor( bs[ 2 ] / 32 ); i <= Math.ceil( bs[ 3 ] / 32 ); i ++ ) {
|
|
|
+
|
|
|
+ for ( var j = Math.floor( bs[ 0 ] / 32 ); j <= Math.ceil( bs[ 1 ] / 32 ); j ++ ) {
|
|
|
+
|
|
|
+ d[ ( State.cols * i + j ) * 4 + i4 ] |= 1 << i8;
|
|
|
+
|
|
|
}
|
|
|
- }
|
|
|
- });
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ } );
|
|
|
|
|
|
State.tileTexture.value.needsUpdate = true;
|
|
|
State.lightTexture.value.needsUpdate = true;
|
|
|
+
|
|
|
}
|
|
|
|
|
|
// Screen rectangle bounds from light sphere's world AABB
|
|
|
- var lightBounds = function (){
|
|
|
+ var lightBounds = function () {
|
|
|
+
|
|
|
v = new THREE.Vector3();
|
|
|
- return function (camera, pos, r) {
|
|
|
+ return function ( camera, pos, r ) {
|
|
|
+
|
|
|
var minX = State.width, maxX = 0, minY = State.height, maxY = 0, hw = State.width / 2, hh = State.height / 2;
|
|
|
- for(var i = 0; i < 8; i++){
|
|
|
- v.copy(pos);
|
|
|
- v.x += i & 1 ? r : -r;
|
|
|
- v.y += i & 2 ? r : -r;
|
|
|
- v.z += i & 4 ? r : -r;
|
|
|
- var vector = v.project(camera);
|
|
|
- var x = (vector.x * hw) + hw;
|
|
|
- var y = (vector.y * hh) + hh;
|
|
|
- minX = Math.min(minX, x);
|
|
|
- maxX = Math.max(maxX, x);
|
|
|
- minY = Math.min(minY, y);
|
|
|
- maxY = Math.max(maxY, y);
|
|
|
- }
|
|
|
- return [minX, maxX, minY, maxY];
|
|
|
- }
|
|
|
+
|
|
|
+ for ( var i = 0; i < 8; i ++ ) {
|
|
|
+
|
|
|
+ v.copy( pos );
|
|
|
+ v.x += i & 1 ? r : - r;
|
|
|
+ v.y += i & 2 ? r : - r;
|
|
|
+ v.z += i & 4 ? r : - r;
|
|
|
+ var vector = v.project( camera );
|
|
|
+ var x = ( vector.x * hw ) + hw;
|
|
|
+ var y = ( vector.y * hh ) + hh;
|
|
|
+ minX = Math.min( minX, x );
|
|
|
+ maxX = Math.max( maxX, x );
|
|
|
+ minY = Math.min( minY, y );
|
|
|
+ maxY = Math.max( maxY, y );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ return [ minX, maxX, minY, maxY ];
|
|
|
+
|
|
|
+ };
|
|
|
+
|
|
|
}();
|
|
|
|
|
|
|
|
@@ -193,15 +211,15 @@
|
|
|
var renderer = new THREE.WebGLRenderer( { antialias: false } );
|
|
|
renderer.toneMapping = THREE.LinearToneMapping;
|
|
|
container.appendChild( renderer.domElement );
|
|
|
-
|
|
|
+
|
|
|
var renderTarget = new THREE.WebGLRenderTarget();
|
|
|
|
|
|
scene.add( new THREE.AmbientLight( 0xffffff, 0.33 ) );
|
|
|
- // At least one regular Pointlight is needed to activate light support
|
|
|
- scene.add(new THREE.PointLight( 0xff0000, 0.1, 0.1 ));
|
|
|
-
|
|
|
+ // At least one regular Pointlight is needed to activate light support
|
|
|
+ scene.add( new THREE.PointLight( 0xff0000, 0.1, 0.1 ) );
|
|
|
+
|
|
|
var bloom = new THREE.UnrealBloomPass( new THREE.Vector2(), 0.8, 0.6, 0.8 );
|
|
|
- bloom.renderToScreen = true;
|
|
|
+ bloom.renderToScreen = true;
|
|
|
|
|
|
var stats = new Stats();
|
|
|
container.appendChild( stats.dom );
|
|
@@ -209,104 +227,129 @@
|
|
|
controls = new THREE.OrbitControls( camera, renderer.domElement );
|
|
|
controls.minDistance = 120;
|
|
|
controls.maxDistance = 320;
|
|
|
-
|
|
|
+
|
|
|
var materials = [];
|
|
|
|
|
|
var Heads = [
|
|
|
- { type: "physical", uniforms: { diffuse: 0x888888, metalness: 1.0, roughness: 0.66}, defines: {} },
|
|
|
- { type: "standard", uniforms: { diffuse: 0x666666, metalness: 0.1, roughness: 0.33}, defines: {} },
|
|
|
- { type: "phong", uniforms: { diffuse: 0x777777, shininess: 20}, defines: {} },
|
|
|
- { type: "phong", uniforms: { diffuse: 0x555555, shininess: 10}, defines: { TOON: 1} }
|
|
|
+ { type: 'physical', uniforms: { diffuse: 0x888888, metalness: 1.0, roughness: 0.66 }, defines: {} },
|
|
|
+ { type: 'standard', uniforms: { diffuse: 0x666666, metalness: 0.1, roughness: 0.33 }, defines: {} },
|
|
|
+ { type: 'phong', uniforms: { diffuse: 0x777777, shininess: 20 }, defines: {} },
|
|
|
+ { type: 'phong', uniforms: { diffuse: 0x555555, shininess: 10 }, defines: { TOON: 1 } }
|
|
|
];
|
|
|
|
|
|
- function init (geom) {
|
|
|
+ function init( geom ) {
|
|
|
+
|
|
|
var sphereGeom = new THREE.SphereBufferGeometry( 0.5, 32, 32 );
|
|
|
- var tIndex = Math.round(Math.random() * 3);
|
|
|
- Object.keys(Heads).forEach(function(t, index) {
|
|
|
+ var tIndex = Math.round( Math.random() * 3 );
|
|
|
+ Object.keys( Heads ).forEach( function ( t, index ) {
|
|
|
+
|
|
|
var g = new THREE.Group();
|
|
|
- var conf = Heads[t];
|
|
|
- var ml = THREE.ShaderLib[conf.type];
|
|
|
- var mtl = new THREE.ShaderMaterial({
|
|
|
+ var conf = Heads[ t ];
|
|
|
+ var ml = THREE.ShaderLib[ conf.type ];
|
|
|
+ var mtl = new THREE.ShaderMaterial( {
|
|
|
lights: true,
|
|
|
fragmentShader: ml.fragmentShader,
|
|
|
vertexShader: ml.vertexShader,
|
|
|
- uniforms: THREE.UniformsUtils.clone(ml.uniforms),
|
|
|
+ uniforms: THREE.UniformsUtils.clone( ml.uniforms ),
|
|
|
defines: conf.defines,
|
|
|
transparent: tIndex === index ? true : false,
|
|
|
|
|
|
- });
|
|
|
+ } );
|
|
|
+
|
|
|
mtl.uniforms.opacity.value = tIndex === index ? 0.9 : 1;
|
|
|
mtl.uniforms.tileData = State.tileData;
|
|
|
mtl.uniforms.tileTexture = State.tileTexture;
|
|
|
mtl.uniforms.lightTexture = State.lightTexture;
|
|
|
- for( var u in conf.uniforms ) {
|
|
|
- var vu = conf.uniforms[u];
|
|
|
- if(mtl.uniforms[u].value.set) {
|
|
|
- mtl.uniforms[u].value.set(vu);
|
|
|
+
|
|
|
+ for ( var u in conf.uniforms ) {
|
|
|
+
|
|
|
+ var vu = conf.uniforms[ u ];
|
|
|
+
|
|
|
+ if ( mtl.uniforms[ u ].value.set ) {
|
|
|
+
|
|
|
+ mtl.uniforms[ u ].value.set( vu );
|
|
|
+
|
|
|
} else {
|
|
|
- mtl.uniforms[u].value = vu;
|
|
|
+
|
|
|
+ mtl.uniforms[ u ].value = vu;
|
|
|
+
|
|
|
}
|
|
|
+
|
|
|
}
|
|
|
- mtl.defines["TILED_FORWARD"] = 1;
|
|
|
- materials.push(mtl);
|
|
|
- var obj = new THREE.Mesh(geom, mtl);
|
|
|
+
|
|
|
+ mtl.defines[ 'TILED_FORWARD' ] = 1;
|
|
|
+ materials.push( mtl );
|
|
|
+ var obj = new THREE.Mesh( geom, mtl );
|
|
|
mtl.side = tIndex === index ? THREE.FrontSide : THREE.DoubleSide;
|
|
|
-
|
|
|
+
|
|
|
g.rotation.y = index * Math.PI / 2;
|
|
|
- g.position.x = Math.sin(index * Math.PI / 2) * RADIUS;
|
|
|
- g.position.z = Math.cos(index * Math.PI / 2) * RADIUS;
|
|
|
- g.add(obj);
|
|
|
+ g.position.x = Math.sin( index * Math.PI / 2 ) * RADIUS;
|
|
|
+ g.position.z = Math.cos( index * Math.PI / 2 ) * RADIUS;
|
|
|
+ g.add( obj );
|
|
|
+
|
|
|
+ for ( var i = 0; i < 8; i ++ ) {
|
|
|
|
|
|
- for(var i=0; i < 8; i++) {
|
|
|
- var sat = Math.floor(33 + 33 * Math.random());
|
|
|
- var chroma = Math.random() * 100;
|
|
|
+ var color = new THREE.Color().setHSL( Math.random(), 1.0, 0.5 );
|
|
|
var l = new THREE.Group();
|
|
|
|
|
|
- l.add(new THREE.Mesh(
|
|
|
- sphereGeom,
|
|
|
- new THREE.MeshBasicMaterial( { color: new THREE.Color("hsl(" + chroma + ", " + sat + "%, 50%)") } )
|
|
|
- ));
|
|
|
- l.add(new THREE.Mesh(
|
|
|
- sphereGeom,
|
|
|
- new THREE.MeshBasicMaterial( {
|
|
|
- color: new THREE.Color("hsl(" + chroma + ", " + sat + "%, 50%)"),
|
|
|
+ l.add( new THREE.Mesh(
|
|
|
+ sphereGeom,
|
|
|
+ new THREE.MeshBasicMaterial( {
|
|
|
+ color: color
|
|
|
+ } )
|
|
|
+ ) );
|
|
|
+
|
|
|
+ l.add( new THREE.Mesh(
|
|
|
+ sphereGeom,
|
|
|
+ new THREE.MeshBasicMaterial( {
|
|
|
+ color: color,
|
|
|
transparent: true,
|
|
|
opacity: 0.033
|
|
|
} )
|
|
|
- ));
|
|
|
- l.children[1].scale.set(6.66,6.66,6.66);
|
|
|
+ ) );
|
|
|
+
|
|
|
+ l.children[ 1 ].scale.set( 6.66, 6.66, 6.66 );
|
|
|
|
|
|
l._light = {
|
|
|
- color: new THREE.Color("hsl(" + chroma + ", " + sat + "%, 50%)"),
|
|
|
+ color: color,
|
|
|
radius: RADIUS,
|
|
|
decay: 1,
|
|
|
sy: Math.random(),
|
|
|
sr: Math.random(),
|
|
|
- sc: Math.random() ,
|
|
|
- py: Math.random() * Math.PI ,
|
|
|
- pr: Math.random() * Math.PI ,
|
|
|
- pc: Math.random() * Math.PI ,
|
|
|
- dir: Math.random() > 0.5 ? 1:-1
|
|
|
+ sc: Math.random(),
|
|
|
+ py: Math.random() * Math.PI,
|
|
|
+ pr: Math.random() * Math.PI,
|
|
|
+ pc: Math.random() * Math.PI,
|
|
|
+ dir: Math.random() > 0.5 ? 1 : - 1
|
|
|
};
|
|
|
|
|
|
- lights.push(l);
|
|
|
- g.add(l);
|
|
|
+ lights.push( l );
|
|
|
+ g.add( l );
|
|
|
+
|
|
|
}
|
|
|
- scene.add(g);
|
|
|
- });
|
|
|
+
|
|
|
+ scene.add( g );
|
|
|
+
|
|
|
+ } );
|
|
|
+
|
|
|
}
|
|
|
|
|
|
- function update(now) {
|
|
|
- lights.forEach(function (l) {
|
|
|
+ function update( now ) {
|
|
|
+
|
|
|
+ lights.forEach( function ( l ) {
|
|
|
+
|
|
|
var ld = l._light;
|
|
|
- var radius = 0.8 + 0.2 * Math.sin(ld.pr + (0.6 + 0.3 * ld.sr) * now);
|
|
|
- l.position.x =(Math.sin(ld.pc + (0.8 + 0.2 * ld.sc) * now * ld.dir)) * radius * RADIUS;
|
|
|
- l.position.z =(Math.cos(ld.pc + (0.8 + 0.2 * ld.sc) * now * ld.dir)) * radius * RADIUS;
|
|
|
- l.position.y = Math.sin(ld.py + (0.8 + 0.2 * ld.sy) * now) * radius * 32;
|
|
|
- });
|
|
|
+ var radius = 0.8 + 0.2 * Math.sin( ld.pr + ( 0.6 + 0.3 * ld.sr ) * now );
|
|
|
+ l.position.x = ( Math.sin( ld.pc + ( 0.8 + 0.2 * ld.sc ) * now * ld.dir ) ) * radius * RADIUS;
|
|
|
+ l.position.z = ( Math.cos( ld.pc + ( 0.8 + 0.2 * ld.sc ) * now * ld.dir ) ) * radius * RADIUS;
|
|
|
+ l.position.y = Math.sin( ld.py + ( 0.8 + 0.2 * ld.sy ) * now ) * radius * 32;
|
|
|
+
|
|
|
+ } );
|
|
|
+
|
|
|
}
|
|
|
|
|
|
function resize() {
|
|
|
+
|
|
|
renderer.setPixelRatio( window.devicePixelRatio );
|
|
|
renderer.setSize( window.innerWidth, window.innerHeight );
|
|
|
renderTarget.setSize( window.innerWidth, window.innerHeight );
|
|
@@ -314,10 +357,13 @@
|
|
|
camera.aspect = window.innerWidth / window.innerHeight;
|
|
|
camera.updateProjectionMatrix();
|
|
|
resizeTiles();
|
|
|
+
|
|
|
}
|
|
|
|
|
|
- function postEffect(renderer, scene, camera) {
|
|
|
- bloom.render(renderer, null, renderTarget);
|
|
|
+ function postEffect( renderer, scene, camera ) {
|
|
|
+
|
|
|
+ bloom.render( renderer, null, renderTarget );
|
|
|
+
|
|
|
}
|
|
|
|
|
|
scene.onBeforeRender = tileLights;
|
|
@@ -326,18 +372,23 @@
|
|
|
|
|
|
var loader = new THREE.JSONLoader();
|
|
|
|
|
|
- loader.load('./obj/walt/WaltHead_slim.js', function(geometry) {
|
|
|
- window.addEventListener("resize", resize);
|
|
|
- init(geometry);
|
|
|
+ loader.load( './obj/walt/WaltHead_slim.js', function ( geometry ) {
|
|
|
+
|
|
|
+ window.addEventListener( 'resize', resize );
|
|
|
+ init( geometry );
|
|
|
resize();
|
|
|
-
|
|
|
- renderer.animate( function(time) {
|
|
|
- update(time/1000);
|
|
|
+
|
|
|
+ renderer.animate( function ( time ) {
|
|
|
+
|
|
|
+ update( time / 1000 );
|
|
|
stats.begin();
|
|
|
- renderer.render(scene, camera, renderTarget);
|
|
|
+ renderer.render( scene, camera, renderTarget );
|
|
|
stats.end();
|
|
|
- });
|
|
|
- });
|
|
|
+
|
|
|
+ } );
|
|
|
+
|
|
|
+ } );
|
|
|
+
|
|
|
</script>
|
|
|
</body>
|
|
|
-</html>
|
|
|
+</html>
|