webgl_lights_deferred_morphs.html 21 KB

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  1. <!DOCTYPE HTML>
  2. <html lang="en">
  3. <head>
  4. <title>three.js webgl - deferred rendering [morphs]</title>
  5. <meta charset="utf-8" />
  6. <meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0">
  7. <style>
  8. body {
  9. background-color: #000;
  10. margin: 0px;
  11. overflow: hidden;
  12. }
  13. #info {
  14. position: absolute;
  15. top: 20px; width: 100%;
  16. color: #ffffff;
  17. padding: 5px;
  18. font-family: Monospace;
  19. font-size: 13px;
  20. text-align: center;
  21. }
  22. a {
  23. color: #ff0080;
  24. text-decoration: none;
  25. }
  26. a:hover {
  27. color: #0080ff;
  28. }
  29. #stats { position: absolute; top:10px; left: 5px }
  30. #stats #fps { background: transparent !important }
  31. #stats #fps #fpsText { color: #aaa !important }
  32. #stats #fps #fpsGraph { display: none }
  33. </style>
  34. </head>
  35. <body>
  36. <div id="info">
  37. <a href="http://threejs.org" target="_blank">three.js</a> - webgl deferred rendering with morph animation -
  38. character from <a href="http://www.sintel.org/">Sintel</a>
  39. </div>
  40. <div id="container"></div>
  41. <script src="js/libs/stats.min.js"></script>
  42. <script src="../build/three.min.js"></script>
  43. <script src="js/Detector.js"></script>
  44. <script src="js/ShaderDeferred.js"></script>
  45. <script src="js/shaders/CopyShader.js"></script>
  46. <script src="js/shaders/FXAAShader.js"></script>
  47. <script src="js/shaders/ColorCorrectionShader.js"></script>
  48. <script src="js/postprocessing/EffectComposer.js"></script>
  49. <script src="js/postprocessing/RenderPass.js"></script>
  50. <script src="js/postprocessing/ShaderPass.js"></script>
  51. <script src="js/postprocessing/MaskPass.js"></script>
  52. <script src="js/controls/TrackballControls.js"></script>
  53. <script>
  54. if ( ! Detector.webgl ) Detector.addGetWebGLMessage();
  55. var SCALE = 0.75;
  56. var MARGIN = 100;
  57. var WIDTH = window.innerWidth;
  58. var HEIGHT = window.innerHeight - 2 * MARGIN;
  59. var NEAR = 1.0, FAR = 350.0;
  60. var VIEW_ANGLE = 45;
  61. var ASPECT = WIDTH / HEIGHT;
  62. var mouseX = 0;
  63. var mouseY = 0;
  64. var targetX = 0, targetY = 0;
  65. var angle = 0;
  66. var target = new THREE.Vector3( 0, 0, 0 );
  67. var windowHalfX = window.innerWidth / 2;
  68. var windowHalfY = window.innerHeight / 2;
  69. // core
  70. var renderer, camera, controls, stats, clock;
  71. // scenes and scene nodes
  72. var lightScene, lightNode, scene, sceneNode, emitterScene, emitterNode, quadScene, quadNode;
  73. // rendertargets
  74. var rtColor, rtNormals, rtDepth, rtLightBuffer, rtEmitter, rtFinal;
  75. // composer
  76. var compColor, compNormals, compDepth, compLightBuffer, compFinal, compEmitter, compositePass;
  77. var effectFXAA;
  78. // materials
  79. var normalShader, bumpShader, clipDepthShader, lightShader, unlitShader, compositeShader;
  80. var matNormal, matClipDepth, matBasic, matUnlit;
  81. // lights
  82. var numLights = 50;
  83. var lights = new Array();
  84. // morphs
  85. var morphs = [];
  86. // -----------------------------
  87. function bootstrap() {
  88. renderer = new THREE.WebGLRenderer( { alpha: false } );
  89. renderer.setSize( WIDTH, HEIGHT );
  90. renderer.setClearColorHex( 0x000000, 1 );
  91. renderer.domElement.style.position = "absolute";
  92. renderer.domElement.style.top = MARGIN + "px";
  93. renderer.domElement.style.left = "0px";
  94. var container = document.getElementById( 'container' );
  95. container.appendChild( renderer.domElement );
  96. // scene camera
  97. camera = new THREE.PerspectiveCamera( VIEW_ANGLE, ASPECT, NEAR, FAR );
  98. camera.position.z = 150;
  99. controls = new THREE.TrackballControls( camera, renderer.domElement );
  100. // scene for walt's head model
  101. scene = new THREE.Scene();
  102. sceneNode = new THREE.Object3D();
  103. scene.add( sceneNode );
  104. scene.add( camera );
  105. // scene for light proxy geometry
  106. lightScene = new THREE.Scene();
  107. lightNode = new THREE.Object3D();
  108. lightScene.add( lightNode );
  109. // scene for the coloured emitter spheres
  110. emitterScene = new THREE.Scene();
  111. emitterNode = new THREE.Object3D();
  112. emitterScene.add( emitterNode );
  113. // full screen quad for compositing
  114. quadScene = new THREE.Scene();
  115. quadNode = new THREE.Object3D();
  116. quadScene.add( quadNode );
  117. quadNode.add( new THREE.Mesh( new THREE.PlaneGeometry( 1, 1 ) ) );
  118. // stats
  119. stats = new Stats();
  120. stats.domElement.style.position = 'absolute';
  121. stats.domElement.style.top = '8px';
  122. stats.domElement.style.zIndex = 100;
  123. container.appendChild( stats.domElement );
  124. // clock
  125. clock = new THREE.Clock();
  126. }
  127. // -----------------------------
  128. function createRenderTargets() {
  129. var rtParamsFloat = { minFilter: THREE.NearestFilter, magFilter: THREE.LinearFilter, stencilBuffer: false,
  130. format: THREE.RGBAFormat, type: THREE.FloatType };
  131. var rtParamsUByte = { minFilter: THREE.NearestFilter, magFilter: THREE.LinearFilter, stencilBuffer: false,
  132. format: THREE.RGBFormat, type: THREE.UnsignedByteType };
  133. // ----------------------------------------------------------
  134. // g-buffer
  135. // ----------------------------------------------------------
  136. rtNormals = new THREE.WebGLRenderTarget( SCALE * WIDTH, SCALE * HEIGHT, rtParamsFloat );
  137. rtDepth = new THREE.WebGLRenderTarget( SCALE * WIDTH, SCALE * HEIGHT, rtParamsFloat );
  138. rtColor = new THREE.WebGLRenderTarget( SCALE * WIDTH, SCALE * HEIGHT, rtParamsUByte );
  139. rtFinal = new THREE.WebGLRenderTarget( SCALE * WIDTH, SCALE * HEIGHT, rtParamsUByte );
  140. rtNormals.generateMipmaps = false;
  141. rtDepth.generateMipmaps = false;
  142. rtColor.generateMipmaps = false;
  143. rtFinal.generateMipmaps = false;
  144. var passNormals = new THREE.RenderPass( scene, camera );
  145. compNormals = new THREE.EffectComposer( renderer, rtNormals );
  146. compNormals.addPass( passNormals );
  147. var passDepth = new THREE.RenderPass( scene, camera );
  148. compDepth = new THREE.EffectComposer( renderer, rtDepth );
  149. compDepth.addPass( passDepth );
  150. var passColor = new THREE.RenderPass( scene, camera );
  151. compColor = new THREE.EffectComposer( renderer, rtColor );
  152. compColor.addPass( passColor );
  153. // ----------------------------------------------------------
  154. // light emitter spheres
  155. // ----------------------------------------------------------
  156. var emitterPass = new THREE.RenderPass( emitterScene, camera );
  157. rtEmitter = new THREE.WebGLRenderTarget( SCALE * WIDTH, SCALE * HEIGHT, rtParamsUByte );
  158. rtEmitter.generateMipmaps = false;
  159. compEmitter = new THREE.EffectComposer( renderer, rtEmitter );
  160. compEmitter.addPass( emitterPass );
  161. // ----------------------------------------------------------
  162. // lighting pass
  163. // ----------------------------------------------------------
  164. rtLightBuffer = new THREE.WebGLRenderTarget( SCALE * WIDTH, SCALE * HEIGHT, rtParamsFloat );
  165. rtLightBuffer.generateMipmaps = false;
  166. var passLight = new THREE.RenderPass( lightScene, camera );
  167. compLightBuffer = new THREE.EffectComposer( renderer, rtLightBuffer );
  168. compLightBuffer.addPass( passLight );
  169. lightShader.uniforms[ 'samplerColor' ].value = compColor.renderTarget2;
  170. lightShader.uniforms[ 'samplerNormals' ].value = compNormals.renderTarget2;
  171. lightShader.uniforms[ 'samplerDepth' ].value = compDepth.renderTarget2;
  172. lightShader.uniforms[ 'samplerLightBuffer' ].value = rtLightBuffer;
  173. var geomEmitter = new THREE.SphereGeometry( 0.7, 7, 7 );
  174. for ( var x = 0; x < numLights; x ++ ) {
  175. var light = lights[ x ];
  176. // setup material
  177. var matLight = new THREE.ShaderMaterial( {
  178. uniforms: THREE.UniformsUtils.clone( lightShader.uniforms ),
  179. vertexShader: lightShader.vertexShader,
  180. fragmentShader: lightShader.fragmentShader,
  181. defines: { "ADDITIVE_SPECULAR": true, "SPECULAR_INTENSITY" : 0.125, "SHININESS": 75.01 },
  182. blending: THREE.AdditiveBlending,
  183. depthWrite: false,
  184. transparent: true
  185. } );
  186. matLight.uniforms[ "lightPos" ].value = light.position;
  187. matLight.uniforms[ "lightRadius" ].value = light.distance;
  188. matLight.uniforms[ "lightIntensity" ].value = light.intensity;
  189. matLight.uniforms[ "lightColor" ].value = light.color;
  190. // setup proxy geometry for this light
  191. var geomLight = new THREE.SphereGeometry( light.distance, 16, 8 );
  192. var meshLight = new THREE.Mesh( geomLight, matLight );
  193. lightNode.add( meshLight );
  194. // create emitter sphere
  195. var matEmitter = new THREE.ShaderMaterial( {
  196. uniforms: THREE.UniformsUtils.clone( unlitShader.uniforms ),
  197. vertexShader: unlitShader.vertexShader,
  198. fragmentShader: unlitShader.fragmentShader
  199. } );
  200. var meshEmitter = new THREE.Mesh( geomEmitter, matEmitter );
  201. meshEmitter.position = light.position;
  202. emitterNode.add( meshEmitter );
  203. // add emitter to light node
  204. meshLight.emitter = meshEmitter;
  205. }
  206. // ----------------------------------------------------------
  207. // composite
  208. // ----------------------------------------------------------
  209. compositeShader.uniforms[ 'samplerLightBuffer' ].value = compLightBuffer.renderTarget2;
  210. compositeShader.uniforms[ 'samplerEmitter' ].value = compEmitter.renderTarget2;
  211. compositePass = new THREE.ShaderPass( compositeShader );
  212. compositePass.needsSwap = true;
  213. effectFXAA = new THREE.ShaderPass( THREE.FXAAShader );
  214. effectFXAA.uniforms[ 'resolution' ].value.set( 1 / ( SCALE * WIDTH ), 1 / ( SCALE * HEIGHT ) );
  215. var effectColor = new THREE.ShaderPass( THREE.ColorCorrectionShader );
  216. effectColor.renderToScreen = true;
  217. effectColor.uniforms[ 'powRGB' ].value.set( 1, 1, 1 );
  218. effectColor.uniforms[ 'mulRGB' ].value.set( 2, 2, 2 );
  219. compFinal = new THREE.EffectComposer( renderer, rtFinal );
  220. compFinal.addPass( compositePass );
  221. compFinal.addPass( effectFXAA );
  222. compFinal.addPass( effectColor );
  223. }
  224. // -----------------------------
  225. function initScene( object, y, scale ) {
  226. var shader = THREE.ShaderLib[ "basic" ];
  227. object.traverse( function( node ) {
  228. if ( node.material ) {
  229. // color material
  230. var uniforms = THREE.UniformsUtils.clone( shader.uniforms );
  231. var defines = { "USE_MAP": !!node.material.map, "GAMMA_INPUT": true };
  232. var material = new THREE.ShaderMaterial( {
  233. fragmentShader: shader.fragmentShader,
  234. vertexShader: shader.vertexShader,
  235. uniforms: uniforms,
  236. defines: defines,
  237. shading: node.material.shading
  238. } );
  239. uniforms.diffuse.value.copy( node.material.color );
  240. uniforms.map.value = node.material.map;
  241. material.vertexColors = node.material.vertexColors;
  242. material.morphTargets = node.material.morphTargets;
  243. material.morphNormals = node.material.morphNormals;
  244. if ( node.material.bumpMap ) {
  245. var offset = node.material.bumpMap.offset;
  246. var repeat = node.material.bumpMap.repeat;
  247. uniforms.offsetRepeat.value.set( offset.x, offset.y, repeat.x, repeat.y );
  248. }
  249. if ( node.material.transparent ) {
  250. material.alphaTest = 0.1;
  251. }
  252. if ( node.material.name === "eyetrans" ) {
  253. material.visible = false;
  254. }
  255. node.properties.colorMaterial = material;
  256. // normal material
  257. if ( node.material.bumpMap ) {
  258. var uniforms = THREE.UniformsUtils.clone( bumpShader.uniforms );
  259. var normalMaterial = new THREE.ShaderMaterial( {
  260. uniforms: uniforms,
  261. vertexShader: bumpShader.vertexShader,
  262. fragmentShader: bumpShader.fragmentShader,
  263. defines: { "USE_BUMPMAP": true }
  264. } );
  265. uniforms.bumpMap.value = node.material.bumpMap;
  266. uniforms.bumpScale.value = node.material.bumpScale;
  267. var offset = node.material.bumpMap.offset;
  268. var repeat = node.material.bumpMap.repeat;
  269. uniforms.offsetRepeat.value.set( offset.x, offset.y, repeat.x, repeat.y );
  270. node.properties.normalMaterial = normalMaterial;
  271. } else if ( node.material.morphTargets ) {
  272. var normalMaterial = new THREE.ShaderMaterial( {
  273. uniforms: THREE.UniformsUtils.clone( normalShader.uniforms ),
  274. vertexShader: normalShader.vertexShader,
  275. fragmentShader: normalShader.fragmentShader,
  276. shading: node.material.shading
  277. } );
  278. normalMaterial.morphTargets = node.material.morphTargets;
  279. normalMaterial.morphNormals = node.material.morphNormals;
  280. node.properties.normalMaterial = normalMaterial;
  281. } else {
  282. node.properties.normalMaterial = matNormal;
  283. }
  284. // depth material
  285. if ( node.material.morphTargets ) {
  286. var depthMaterial = new THREE.ShaderMaterial({
  287. uniforms: THREE.UniformsUtils.clone( clipDepthShader.uniforms ),
  288. vertexShader: clipDepthShader.vertexShader,
  289. fragmentShader: clipDepthShader.fragmentShader
  290. });
  291. depthMaterial.morphTargets = node.material.morphTargets;
  292. node.properties.depthMaterial = depthMaterial;
  293. } else {
  294. node.properties.depthMaterial = matClipDepth;
  295. }
  296. }
  297. } );
  298. object.position.y = y;
  299. object.scale.set( scale, scale, scale );
  300. sceneNode.add( object );
  301. }
  302. // -----------------------------
  303. function initMaterials() {
  304. // -----------------------
  305. // shader definitions
  306. // -----------------------
  307. normalShader = THREE.ShaderDeferred[ "normals" ];
  308. bumpShader = THREE.ShaderDeferred[ "bump" ];
  309. clipDepthShader = THREE.ShaderDeferred[ "clipDepth" ];
  310. unlitShader = THREE.ShaderDeferred[ "unlit" ];
  311. lightShader = THREE.ShaderDeferred[ "light" ];
  312. compositeShader = THREE.ShaderDeferred[ "composite" ];
  313. unlitShader.uniforms[ "viewWidth" ].value = SCALE * WIDTH;
  314. unlitShader.uniforms[ "viewHeight" ].value = SCALE * HEIGHT;
  315. lightShader.uniforms[ "viewWidth" ].value = SCALE * WIDTH;
  316. lightShader.uniforms[ "viewHeight" ].value = SCALE * HEIGHT;
  317. // -----------------------
  318. // default materials
  319. // -----------------------
  320. matNormal = new THREE.ShaderMaterial( {
  321. uniforms: THREE.UniformsUtils.clone( normalShader.uniforms ),
  322. vertexShader: normalShader.vertexShader,
  323. fragmentShader: normalShader.fragmentShader
  324. } );
  325. matClipDepth = new THREE.ShaderMaterial({
  326. uniforms: THREE.UniformsUtils.clone( clipDepthShader.uniforms ),
  327. vertexShader: clipDepthShader.vertexShader,
  328. fragmentShader: clipDepthShader.fragmentShader
  329. });
  330. }
  331. // -----------------------------
  332. function initLights() {
  333. var distance = 40;
  334. // front light
  335. var light = new THREE.PointLight();
  336. light.color = new THREE.Vector3( 1, 1, 1 );
  337. light.intensity = 1.5;
  338. light.distance = 1.5 * distance;
  339. lights.push( light );
  340. // random lights
  341. for ( var i = 1; i < numLights; i ++ ) {
  342. var light = new THREE.PointLight();
  343. light.color = new THREE.Vector3( Math.random(), Math.random(), Math.random() ).normalize();
  344. // gamma to linear
  345. light.color.x *= light.color.x;
  346. light.color.y *= light.color.y;
  347. light.color.z *= light.color.z;
  348. light.intensity = 2.0;
  349. light.distance = distance;
  350. lights.push( light );
  351. }
  352. }
  353. // -----------------------------
  354. function onDocumentMouseMove( event ) {
  355. mouseX = ( event.clientX - windowHalfX ) * 1;
  356. mouseY = ( event.clientY - windowHalfY ) * 1;
  357. }
  358. // -----------------------------
  359. function animate() {
  360. var delta = clock.getDelta();
  361. requestAnimationFrame( animate );
  362. //controls.update( delta );
  363. targetX = mouseX * .001;
  364. targetY = mouseY * .001;
  365. angle += 0.05 * ( targetX - angle );
  366. camera.position.x = -Math.sin( angle ) * 150;
  367. camera.position.z = Math.cos( angle ) * 150;
  368. camera.lookAt( target );
  369. for ( var i = 0; i < morphs.length; i ++ ) {
  370. morph = morphs[ i ];
  371. morph.updateAnimation( 1000 * delta );
  372. morph.position.x += morph.properties.delta * delta;
  373. if ( morph.position.x < -50 ) morph.position.x = 200;
  374. }
  375. stats.update();
  376. render();
  377. }
  378. // -----------------------------
  379. function render() {
  380. // -----------------------------
  381. // g-buffer color
  382. // -----------------------------
  383. sceneNode.traverse( function( node ) {
  384. if ( node.material ) {
  385. node.material = node.properties.colorMaterial;
  386. }
  387. } );
  388. compColor.render();
  389. // -----------------------------
  390. // g-buffer depth
  391. // -----------------------------
  392. sceneNode.traverse( function( node ) {
  393. if ( node.material ) {
  394. node.material = node.properties.depthMaterial;
  395. }
  396. } );
  397. compDepth.render();
  398. // -----------------------------
  399. // g-buffer normals
  400. // -----------------------------
  401. sceneNode.traverse( function( node ) {
  402. if ( node.material ) {
  403. node.material = node.properties.normalMaterial;
  404. }
  405. } );
  406. compNormals.render();
  407. // -----------------------------
  408. // emitter pass
  409. // -----------------------------
  410. for ( var i = 0, il = lightNode.children.length; i < il; i ++ ) {
  411. var light = lightNode.children[ i ];
  412. var color = light.material.uniforms[ "lightColor" ].value;
  413. var emitter = light.emitter;
  414. emitter.material.uniforms[ "samplerDepth" ].value = compDepth.renderTarget2;
  415. emitter.material.uniforms[ "lightColor" ].value = color;
  416. }
  417. compEmitter.render();
  418. // -----------------------------
  419. // light pass
  420. // -----------------------------
  421. camera.projectionMatrixInverse.getInverse( camera.projectionMatrix );
  422. for ( var i = 0, il = lightNode.children.length; i < il; i ++ ) {
  423. var uniforms = lightNode.children[ i ].material.uniforms;
  424. uniforms[ "matProjInverse" ].value = camera.projectionMatrixInverse;
  425. uniforms[ "matView" ].value = camera.matrixWorldInverse;
  426. }
  427. var time = Date.now() * 0.0005;
  428. // update lights
  429. var x, y, z;
  430. for ( var i = 0; i < numLights; i ++ ) {
  431. if ( i > 0 ) {
  432. x = Math.sin( time + i * 1.7 ) * 80;
  433. y = Math.cos( time + i * 1.5 ) * 40;
  434. z = Math.cos( time + i * 1.3 ) * 30;
  435. } else {
  436. x = Math.sin( time * 3 ) * 20;
  437. y = 15;
  438. z = Math.cos( time * 3 ) * 25 + 10;
  439. }
  440. var light = lightNode.children[ i ];
  441. var lightPosition = light.material.uniforms[ "lightPos" ].value;
  442. lightPosition.x = x;
  443. lightPosition.y = y;
  444. lightPosition.z = z;
  445. light.emitter.position = lightPosition;
  446. light.position = lightPosition;
  447. light.frustumCulled = false;
  448. }
  449. compLightBuffer.render();
  450. // -----------------------------
  451. // composite pass
  452. // -----------------------------
  453. compFinal.render( 0.1 );
  454. }
  455. function generateBox() {
  456. var object = new THREE.Object3D();
  457. var mapHeight2 = THREE.ImageUtils.loadTexture( "obj/lightmap/rocks.jpg" );
  458. mapHeight2.repeat.set( 3, 1.5 );
  459. mapHeight2.wrapS = mapHeight2.wrapT = THREE.RepeatWrapping;
  460. mapHeight2.anisotropy = 4;
  461. mapHeight2.format = THREE.RGBFormat;
  462. var mapHeight3 = THREE.ImageUtils.loadTexture( "textures/water.jpg" );
  463. mapHeight3.repeat.set( 16, 8 );
  464. mapHeight3.wrapS = mapHeight3.wrapT = THREE.RepeatWrapping;
  465. mapHeight3.anisotropy = 4;
  466. mapHeight3.format = THREE.RGBFormat;
  467. var geoPlane = new THREE.PlaneGeometry( 40, 20 );
  468. var matPlane = new THREE.MeshPhongMaterial( { color: 0x000000, bumpMap: mapHeight2, bumpScale: 0.5 } );
  469. var matPlane2 = new THREE.MeshPhongMaterial( { color: 0x000000, bumpMap: mapHeight3, bumpScale: 0.5 } );
  470. var matPlane3 = new THREE.MeshPhongMaterial( { color: 0x000000, bumpMap: mapHeight3, bumpScale: 1 } );
  471. // bottom
  472. var mesh = new THREE.Mesh( geoPlane, matPlane2 );
  473. mesh.position.z = -2;
  474. mesh.position.y = -6;
  475. mesh.rotation.x = -Math.PI/2;
  476. object.add( mesh );
  477. // top
  478. var mesh = new THREE.Mesh( geoPlane, matPlane3 );
  479. mesh.position.z = -2;
  480. mesh.position.y = 7;
  481. mesh.rotation.x = Math.PI/2;
  482. object.add( mesh );
  483. // back
  484. var mesh = new THREE.Mesh( geoPlane, matPlane );
  485. mesh.position.z = -4;
  486. mesh.position.y = 0;
  487. object.add( mesh );
  488. // right
  489. var mesh = new THREE.Mesh( geoPlane, matPlane );
  490. mesh.position.z = 0;
  491. mesh.position.y = 0;
  492. mesh.position.x = 13;
  493. mesh.rotation.y = -Math.PI/2;
  494. //object.add( mesh );
  495. // left
  496. var mesh = new THREE.Mesh( geoPlane, matPlane );
  497. mesh.position.z = 0;
  498. mesh.position.y = 0;
  499. mesh.position.x = -13;
  500. mesh.rotation.y = Math.PI/2;
  501. //object.add( mesh );
  502. return object;
  503. }
  504. // -----------------------------
  505. // entry point
  506. // -----------------------------
  507. bootstrap();
  508. initMaterials();
  509. initLights();
  510. createRenderTargets();
  511. // create animated model
  512. var loader = new THREE.JSONLoader();
  513. loader.load( "models/animated/elderlyWalk.js", function( geometry ) {
  514. geometry.computeMorphNormals();
  515. var material = new THREE.MeshPhongMaterial( { color: 0xffffff, morphTargets: true, morphNormals: true, vertexColors: THREE.NoColors, shading: THREE.FlatShading } );
  516. var meshAnim = new THREE.MorphAnimMesh( geometry, material );
  517. meshAnim.duration = 3000;
  518. meshAnim.properties.delta = -13;
  519. var s = 1;
  520. meshAnim.scale.set( s, s, s );
  521. meshAnim.position.x = 180;
  522. meshAnim.position.z = -10;
  523. meshAnim.rotation.y = -Math.PI/2;
  524. morphs.push( meshAnim );
  525. initScene( meshAnim, -48, 50 );
  526. } );
  527. // create box
  528. var object = generateBox();
  529. initScene( object, 0, 8 );
  530. animate();
  531. document.addEventListener( 'mousemove', onDocumentMouseMove, false );
  532. </script>
  533. </body>
  534. </html>