Commit Graph
921 Commits
Author SHA1 Message Date
alteredq cf37a8cc43 First integration step: something appeared on the screen ;)
Otherwise things are very much work in progress, expect everything to be broken.
2011-02-16 17:58:19 +01:00
alteredq bc79c2393d Synced with mrdoob's branch. 2011-02-16 12:34:38 +01:00
Mr.doob 5ad6b0b59a I think these are the proper ways to detect <canvas> and WebGL. 2011-02-15 19:24:50 -08:00
alteredq df513e044c Transplanted simple hierarchy system from WebGLRenderer2 into WebGLRenderer.
Work in progress.

As with static objects, faster with OpenGL (34 -> 38 fps) and slower with ANGLE (30 -> 27 fps).
2011-02-15 04:22:37 +01:00
alteredq 04cae71659 Refactored render pass madness in WebGLRenderer to something a bit more sane.
Also fixed subtle bug in `materials_gl` example: face.material => face.materials (since renaming this example was just silently broken)
2011-02-14 23:12:30 +01:00
alteredq 373e6c29c1 Added forgotten Detector.js 2011-02-14 22:26:34 +01:00
alteredq a9af9481e5 Added vertex colors to ASCII model loader and to Blender exporter (plus corresponding example).
Also fixed quads vertex color bug in WebGLRenderer and did small optimization of face state handling.
2011-02-14 20:21:42 +01:00
alteredq be527d9f81 More optimizations of WebGLRenderer.
On my notebook WebGLRenderer now 35% faster than WebGLRenderer2 (in OpenGL, in ANGLE it's still 15% slower, go figure).
2011-02-14 01:57:55 +01:00
alteredq 56fcd26ef3 Small optimizations: skipped flattening in 3x3 matrix inversion and uploading camera position uniform only for materials where it's used. 2011-02-13 23:39:08 +01:00
alteredq eced0ca840 Small performance optimizations in WebGLRenderer: skipping few more typed arrays setters.
This should affect only use cases with lots of animated objects (unlike current performance tests where object matrices are not updated).
2011-02-13 22:51:17 +01:00
alteredq ff0c7f1b84 Changed lines to use drawArrays instead of drawElements.
As for particles, performance should be the same just using less memory.
2011-02-13 22:23:33 +01:00
alteredq fe2e9759b6 Refactored WebGLRenderer to be able to handle MeshShaderMaterial also for Lines and ParticleSystems.
It is now object type that determines which type of primitives is going to be used (triangles / lines / line strips / points).
2011-02-13 22:08:59 +01:00
alteredq 082da28c8e Renamed THREE.Supports to THREE.Detector, moved it to extras. Also cleaned up example title tags. 2011-02-13 19:19:55 +01:00
alteredq 29cf97eee7 Added centralized message for non-WebGL-compatible browser to majority of examples.
That was painful; hopefully since now it should be easier to have it in every WebGL example.

It's enough to add one line (ideally as the first thing that gets executed):

    if ( ! THREE.Supports.webgl ) THREE.Supports.addGetWebGLMessage();

This will add message box with default styling centered near top of the window. Optional parameters "parent" and "id" can be specified for further customization and integration with the document, also message DOM element is returned for easier access.

    var messageElement = THREE.Supports.addGetWebGLMessage( { parent: container, id: "my_message" } );

By default, message is added to document.body and has id "oldie" (can be styled with CSS).
2011-02-13 00:09:09 +01:00
alteredq 8e2f8c8b13 Fixed broken WebGL support detection.
Created "THREE.Supports" object, which should centralize this stuff. So far it detects <canvas>, WebGL and WebWorkers; later it could detect for example GPU capabilities.

Not sure about name or location, but it's pretty tiring go through all examples when something changes, so it should be somewhere in the library.

Code duplication is bad: even html snippets with error message should be centralized somewhere, so that when new browsers arrive we wouldn't have to keep changing them in many places.
2011-02-12 20:02:05 +01:00
alteredq 12fb60f1be Added glow to lines vertex color example. 2011-02-12 18:30:09 +01:00
alteredq 27ee81d4a1 Changed particles to use drawArrays instead of drawElements.
There shouldn't be performance difference, just less memory used (indices were not used anyways).
2011-02-12 15:24:48 +01:00
alteredq 078b0977ae Few dirty performance optimizations.
WebGLRenderer now as fast as WebGLRenderer2.
2011-02-12 05:57:17 +01:00
alteredq fe70e245dd Reused frustum culling from WebGLRenderer2 in WebGLRenderer.
Many balls demos now noticeably faster ;)
2011-02-12 05:12:50 +01:00
alteredq abfa966fb9 Synced with mrdoob's branch. 2011-02-12 04:01:21 +01:00
alteredq 119f363f24 Fixed simple ugly bug causing line buffers to be always updated.
Also doing less matrix multiplications (though this just seems to have shifted bottleneck elsewhere).
2011-02-12 03:53:18 +01:00
Mr.doob aaa0b59660 Fixed CanvasRenderer texturePath method (checking if det == 0). 2011-02-11 18:42:58 -08:00
alteredq d34d8d8e05 Vertex colors examples tweaks. 2011-02-12 02:00:33 +01:00
alteredq f5642a3beb Added mesh vertex color example. 2011-02-12 01:26:41 +01:00
alteredq 9a9ed7cc85 Fixed lights removal not being reflected in WebGLRenderer. 2011-02-11 23:54:08 +01:00
alteredq e8497d205b Simplified shaders building. 2011-02-11 21:37:39 +01:00
alteredq ad51a48fcd Added "depth_test" parameter to materials.
This is to be able to control depth buffer writing / testing on per geometry chunk level (before it was possible just to hack it on per scene level via exposed GL context).

Disabling depth test is useful for example for additively blended particles, handling of transparency or for having background textured quad.

Another option would be to have it on per object level, but then this could prevent different handling of objects with both transparent and opaque parts.

Also in this commit:

- more progress towards mesh vertex colors
- less matrix multiplications in render call
- fixed ugly bug in doubleSided / flipSided handling
- cleanup of materials
    - added a lot of missing stuff in debug strings and parameters handlers
    - normal and depth materials now have opacity parameter
    - wrote comments for non-obvious things
2011-02-11 19:58:58 +01:00
alteredq fe6d492573 Added vertex colors to WebGL lines plus corresponding example.
Vertex colors for meshes in progress ...
2011-02-11 03:25:54 +01:00
alteredq 3e58a51fc9 Changed environment map mixing fragment shader snippet to preserve total material opacity. 2011-02-10 13:20:10 +01:00
alteredq 642939fb79 Added transparent render pass for immediate simulator objects in WebGLRenderer. 2011-02-10 04:00:05 +01:00
alteredq fc9d5bc83e Ported voxel painter demo to work with WebGLRenderer. 2011-02-08 18:23:40 +01:00
alteredq b3ea0d5fcd Changed a bit clear color API.
Renamed: setClearColor( hex, opacity ) => setClearColorHex( hex, opacity )

New: setClearColor( color, opacity )

In this way it's a bit cheaper to animate clear color.

Hope I didn't break examples - I searched for "setClearColor" and changed it in one place where it was used.
2011-02-08 12:49:14 +01:00
alteredq a8ab2336b3 Small marching cube freeze optimization. 2011-02-07 18:26:11 +01:00
alteredq fc0b8cab64 Added method for freezing MarchingCubes buffers into regular Geometry. 2011-02-07 18:19:00 +01:00
alteredq b198531c66 Added MarchingCubes object.
Very much work-in-progress. Expect things to change.

Also changed film shader to have optional grayscale (controlled via uniform).
2011-02-07 14:29:42 +01:00
alteredq feed283804 Added support for material blending parameter to scene loader. 2011-02-04 17:14:23 +01:00
alteredq b4bffd49e3 Added basic sanitization of id->filename mapping in FBX converter. 2011-02-04 11:46:07 +01:00
alteredq 750a242f0c Added vertex colors for particles. 2011-02-03 23:54:30 +01:00
alteredq 5365a11b0e Small refactoring in handling of "dirty" buffers in WebGLRenderer. 2011-02-03 19:00:02 +01:00
alteredq 8227d9f118 Added billboard particles (semi-opaque depth sorted).
Work in progress, caveats:

- sort happens just inside one ParticleSystems, so everything gets messed up when more ParticleSystems are in the same screen space
- not yet solved proper order of operations, if you change object transform, you need to update ParticleSystem object matrix manually before rendering (so that sort works, otherwise it will use transform from previous frame)

Also fixed transparency in fog and did small optimizations in WebGLRenderer.
2011-02-03 02:53:33 +01:00
alteredq bc88bdb67b Refactored KERNEL_SIZE define out of convolution shader lib.
This is ugly, but allows to use different kernel sizes, making it useful not just for Gaussian blur (which is slow with large kernel).
2011-02-02 18:53:50 +01:00
alteredq aa8bdaea3d Moved film shader into ShaderUtils. 2011-02-02 18:31:04 +01:00
alteredq 84d1b582ae Moved textured quad screen shader into ShaderUtils. 2011-02-02 16:17:39 +01:00
alteredq 418a6da757 Moved convolution shader from example into ShaderUtils. 2011-02-02 14:15:28 +01:00
alteredq 1d9c3405a3 Changed ParticleSystem to autoupdate transform by default (as do Mesh and Line objects). 2011-02-02 12:41:42 +01:00
alteredq 46146858a9 Fixed flipSided / doubleSided bug in WebGLRenderer.
I have no idea why I stuck it in transparent pass.
2011-02-01 23:53:25 +01:00
alteredq 74fe85f7ef Added particle sprites WebGL example. 2011-02-01 19:59:18 +01:00
alteredq c8a85ebffd Added info box and browser compatibility check to WebGL particle example. 2011-02-01 14:43:32 +01:00
alteredq 54e3bc61bd Added elementary support for particles to WebGLRenderer.
It works more or less the same as lines:

  - particles are passed to ParticleSystem object as geometry
  - material is ParticleBasicMaterial (textures should be supported, not tested yet)
  - geometry can be updated by setting "__dirtyVertices" property of the geometry
2011-02-01 14:26:33 +01:00
alteredq 114b673ae5 Added first very rough version of FBX to Three.js converter.
Expect it not working on almost everything ;)

Requires Autodesk FBX SDK Python bindings to work.

On Windows it should theoretically work "out-of-the-box", for other platforms, you will need to get SDK from:

http://usa.autodesk.com/adsk/servlet/pc/index?siteID=123112&id=6837478
2011-01-31 22:07:08 +01:00