materials_gl.html 8.0 KB

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  1. <!DOCTYPE HTML>
  2. <html lang="en">
  3. <head>
  4. <title>three.js - materials WebGL</title>
  5. <meta charset="utf-8">
  6. <style type="text/css">
  7. body {
  8. font-family: Monospace;
  9. background-color: #000;
  10. margin: 0px;
  11. overflow: hidden;
  12. }
  13. #log { color:#fff; position:absolute; top:50px; text-align:left; display:block; z-index:100; pointer-events:none; }
  14. </style>
  15. </head>
  16. <body>
  17. <pre id="log"></pre>
  18. <script type="text/javascript" src="../build/Three.js"></script>
  19. <script type="text/javascript" src="../src/extras/primitives/Sphere.js"></script>
  20. <script type="text/javascript" src="../src/extras/primitives/Plane.js"></script>
  21. <script type="text/javascript" src="js/Stats.js"></script>
  22. <script type="text/javascript">
  23. var container, stats;
  24. var camera, scene, renderer, objects;
  25. var particleLight, pointLight;
  26. init();
  27. setInterval( loop, 1000 / 60 );
  28. function init() {
  29. container = document.createElement('div');
  30. document.body.appendChild(container);
  31. camera = new THREE.Camera( 45, window.innerWidth / window.innerHeight, 1, 2000 );
  32. camera.position.y = 200;
  33. camera.position.z = 800;
  34. scene = new THREE.Scene();
  35. // Grid
  36. var geometry = new THREE.Geometry();
  37. geometry.vertices.push( new THREE.Vertex( new THREE.Vector3( - 500, 0, 0 ) ) );
  38. geometry.vertices.push( new THREE.Vertex( new THREE.Vector3( 500, 0, 0 ) ) );
  39. for ( var i = 0; i <= 10; i ++ ) {
  40. var line = new THREE.Line( geometry, new THREE.LineBasicMaterial( { color: 0xffffff, opacity: 0.2 } ) );
  41. line.position.y = - 120;
  42. line.position.z = ( i * 100 ) - 500;
  43. scene.addObject( line );
  44. var line = new THREE.Line( geometry, new THREE.LineBasicMaterial( { color: 0xffffff, opacity: 0.2 } ) );
  45. line.position.x = ( i * 100 ) - 500;
  46. line.position.y = - 120;
  47. line.rotation.y = 90 * Math.PI / 180;
  48. scene.addObject( line );
  49. }
  50. var generatedTexture = new THREE.Texture( generateTexture() );
  51. generatedTexture.image.loaded = 1;
  52. var materials = [];
  53. materials.push( { material: new THREE.MeshLambertMaterial( { color: 0xdddddd, shading: THREE.FlatShading } ), overdraw: true, doubleSided: false } );
  54. materials.push( { material: new THREE.MeshPhongMaterial( { ambient: 0x030303, color: 0xdddddd, specular: 0x009900, shininess: 30, shading: THREE.FlatShading } ), overdraw: true, doubleSided: false } );
  55. materials.push( { material: new THREE.MeshNormalMaterial( ), overdraw: true, doubleSided: false } );
  56. materials.push( { material: new THREE.MeshBasicMaterial( { color: 0x665500, blending: THREE.AdditiveBlending } ), overdraw: false, doubleSided: true } );
  57. //materials.push( { material: new THREE.MeshBasicMaterial( { color: 0xff0000, blending: THREE.SubtractiveBlending } ), overdraw: false, doubleSided: true } );
  58. materials.push( { material: new THREE.MeshLambertMaterial( { color: 0xdddddd, shading: THREE.SmoothShading } ), overdraw: true, doubleSided: false } );
  59. materials.push( { material: new THREE.MeshPhongMaterial( { ambient: 0x030303, color: 0xdddddd, specular: 0x009900, shininess: 30, shading: THREE.SmoothShading } ), overdraw: true, doubleSided: false } );
  60. materials.push( { material: new THREE.MeshNormalMaterial( { shading: THREE.SmoothShading } ), overdraw: true, doubleSided: false } );
  61. materials.push( { material: new THREE.MeshBasicMaterial( { color: 0xffaa00, wireframe: true } ), overdraw: false, doubleSided: true } );
  62. materials.push( { material: new THREE.MeshDepthMaterial( { near: 1, far: 2000 } ), overdraw: true, doubleSided: false } );
  63. materials.push( { material: new THREE.MeshBasicMaterial( { map: generatedTexture } ), overdraw: true, doubleSided: false } );
  64. materials.push( { material: new THREE.MeshLambertMaterial( { map: generatedTexture } ), overdraw: true, doubleSided: false } );
  65. // Spheres geometry
  66. var geometry_smooth = new Sphere( 70, 32, 16, true );
  67. var geometry_flat = new Sphere( 70, 32, 16, false );
  68. var geometry_pieces = new Sphere( 70, 32, 16, true ); // Extra geometry to be broken down for MeshFaceMaterial
  69. for ( var i = 0, l = geometry_pieces.faces.length; i < l; i ++ ) {
  70. var face = geometry_pieces.faces[ i ];
  71. if ( Math.random() > 0.7 ) face.material = [ materials[ Math.floor( Math.random() * materials.length ) ].material ];
  72. }
  73. materials.push( { material: new THREE.MeshFaceMaterial(), overdraw: false, doubleSided: true } );
  74. objects = [];
  75. var sphere, geometry, material;
  76. for ( var i = 0, l = materials.length; i < l; i ++ ) {
  77. material = materials[ i ].material;
  78. geometry = material instanceof THREE.MeshFaceMaterial ? geometry_pieces :
  79. ( material.shading == THREE.FlatShading ? geometry_flat : geometry_smooth );
  80. sphere = new THREE.Mesh( geometry, material );
  81. sphere.overdraw = material.overdraw;
  82. sphere.doubleSided = material.doubleSided;
  83. sphere.position.x = ( i % 4 ) * 200 - 400;
  84. sphere.position.z = Math.floor( i / 4 ) * 200 - 200;
  85. sphere.rotation.x = Math.random() * 200 - 100;
  86. sphere.rotation.y = Math.random() * 200 - 100;
  87. sphere.rotation.z = Math.random() * 200 - 100;
  88. objects.push( sphere );
  89. scene.addObject( sphere );
  90. }
  91. particleLight = new THREE.Mesh( new Sphere( 4, 8, 8 ), new THREE.MeshBasicMaterial( { color: 0xffffff } ) );
  92. scene.addObject( particleLight );
  93. // Lights
  94. scene.addLight( new THREE.AmbientLight( 0x202020 ) );
  95. var directionalLight = new THREE.DirectionalLight( Math.random() * 0xffffff );
  96. directionalLight.position.x = Math.random() - 0.5;
  97. directionalLight.position.y = Math.random() - 0.5;
  98. directionalLight.position.z = Math.random() - 0.5;
  99. directionalLight.position.normalize();
  100. scene.addLight( directionalLight );
  101. pointLight = new THREE.PointLight( 0xffffff, 1 );
  102. scene.addLight( pointLight );
  103. renderer = new THREE.WebGLRenderer( scene );
  104. renderer.setSize( window.innerWidth, window.innerHeight );
  105. container.appendChild( renderer.domElement );
  106. var debugCanvas = document.createElement( 'canvas' );
  107. debugCanvas.width = 512;
  108. debugCanvas.height = 512;
  109. debugCanvas.style.position = 'absolute';
  110. debugCanvas.style.top = '0px';
  111. debugCanvas.style.left = '0px';
  112. container.appendChild( debugCanvas );
  113. debugContext = debugCanvas.getContext( '2d' );
  114. debugContext.setTransform( 1, 0, 0, 1, 256, 256 );
  115. debugContext.strokeStyle = '#000000';
  116. stats = new Stats();
  117. stats.domElement.style.position = 'absolute';
  118. stats.domElement.style.top = '0px';
  119. container.appendChild(stats.domElement);
  120. }
  121. function generateTexture() {
  122. var canvas = document.createElement( 'canvas' );
  123. canvas.width = 256;
  124. canvas.height = 256;
  125. var context = canvas.getContext( '2d' );
  126. var image = context.getImageData( 0, 0, 256, 256 );
  127. var x = 0, y = 0;
  128. for ( var i = 0, j = 0, l = image.data.length; i < l; i += 4, j ++ ) {
  129. x = j % 256;
  130. y = x == 0 ? y + 1 : y;
  131. image.data[ i + 2 ] = Math.floor( x ^ y );
  132. image.data[ i + 3 ] = 255;
  133. }
  134. context.putImageData( image, 0, 0 );
  135. return canvas;
  136. }
  137. //
  138. function loop() {
  139. var timer = new Date().getTime() * 0.0001;
  140. camera.position.x = Math.cos( timer ) * 1000;
  141. camera.position.z = Math.sin( timer ) * 1000;
  142. for ( var i = 0, l = objects.length; i < l; i++ ) {
  143. var object = objects[ i ];
  144. object.rotation.x += 0.01;
  145. object.rotation.y += 0.005;
  146. }
  147. particleLight.position.x = Math.sin( timer * 7 ) * 300;
  148. particleLight.position.y = Math.cos( timer * 5 ) * 400;
  149. particleLight.position.z = Math.cos( timer * 3 ) * 300;
  150. pointLight.position.x = particleLight.position.x;
  151. pointLight.position.y = particleLight.position.y;
  152. pointLight.position.z = particleLight.position.z;
  153. renderer.render( scene, camera );
  154. stats.update();
  155. }
  156. function log( text ) {
  157. var e = document.getElementById("log");
  158. e.innerHTML = text + "<br/>" + e.innerHTML;
  159. }
  160. </script>
  161. </body>
  162. </html>