Commit Graph
17 Commits
Author SHA1 Message Date
Mr.doob fbfa375d2c src/io/Loader.js ⟶ src/extras/io/Loader.js
Removed Loader.js from compiled lib
Fixed examples
2010-11-16 14:04:54 +00:00
alteredq 9081529d84 Made all examples working again. 2010-11-16 03:06:46 +01:00
Mr.doob 591c4c5bef Merging alteredq branch. 2010-11-15 02:06:18 +00:00
Mr.doob 5feee3839f Trying to merge... 2010-11-15 01:56:10 +00:00
Mr.doob a35b35fde9 * examples/geometry/primitivessrc/extras/primitives
* THREE.Rectangle: `_x1`, ` _x2`, `_y1`, `_y2` ⟶ `_left`, `_right`, `_top`, `_bottom`
2010-11-12 04:02:30 +00:00
alteredq 0cb79310e5 Added experimental binary mesh loader. Updated OBJ converter and examples accordingly.
If you want to use binary format, convert OBJ models using "convert_obj_threejs_slim.py" with "-t binary" option.

This will now create two files:
    JS part with materials
    BIN part with binary buffers

Binary models are loaded like this:

loader.loadBinary( 'obj/lucy/Lucy250k_bin.js', function( geometry ) { createScene( geometry, s ) }, "obj/lucy" );

(difference to ascii format is that url root must be always specified so loader can find binary buffers file, like it already was for textures)

Good news:

- raw binary files are quite smaller than raw ascii files (about half size)
- loading times went down about 20-25%
- now also Firefox can handle 250k triangle mesh (it just bugs about long running script), with ascii format it threw "array initialiser too large" exception

Mixed news:

- gzipped binary files are only about 25% smaller than gzipped ascii files so actual benefits are smaller,
  also it's more likely server will have JS gzipping on by default, while you need to set it up for
  other formats (could be hacked around by naming binary files with JS extension instead of BIN?)

Bad news:

- browser blocking is back :( Not that it ever went completely away (for large models object creation is more costly than loading and it is blocking), but it was slightly better with ascii loader (where data is loaded as worker's JS body).

    - this comes from having to use Ajax to load binary data
    - loading binary data by Ajax from within worker didn't really help, it was in fact slightly slower and browser did freeze :(
    - can't easily embed binary data in JSON (would need to encode it which would make it bigger, defying the purpose)

- Loader got fatter

Also in this commit: renamed Loader.loadAsync() => Loader.loadAsciiOld() and Loader.loadWorker() = Loader.loadAscii() so that names correspond to model formats instead of underlying implementation.

loadAsciiOld - JS exported by Blender and old OBJ converter
loadAscii    - JSON created by slim OBJ converter (-t ascii)
loadBinary   - JSON + BIN created by slim OBJ converter (-t binary)

TODO:

 - look into UV coordinates, should be indexed the same way as vertices, normals and faces are (instead of unrolled per each face)
 - look into HTML5 File API, binary blobs could help
2010-11-06 17:24:58 +01:00
alteredq 5192428f25 Added Loader class providing both asynchronous JS and web worker based loading of models.
The idea is that later there will be more loaders which would load different formats (like OBJLoader, ColladaLoader).

Usage (async JS):

var loader = new THREE.Loader();
loader.loadAsync( "obj/torus/Torus.js", function() { createScene( new Torus() ) } );

Usage (web worker):

var loader = new THREE.Loader();
loader.loadWorker( "obj/torus/Torus_slim.js", function( geometry ) { createScene( geometry ) } );

Web worker loader is useful for large meshes, where it allows browser to stay responsive for longer time and also it can handle larger meshes than async JS loader.

Web worker loader needs a simpler format of the model. Web workers can communicate with the main application only via message passing, where messages are JSON objects.

There is a new version of OBJ -> Three.js converter (convert_obj_threejs_slim.py) which can produce model in format needed for web workers.

All examples which were using models from OBJ converter were refactored to use Loader.

Except large mesh example, all examples are using just async JS loading. Web worker loading is there, it's just commented out, as it's a bit pain for local development.

Chrome doesn't allow to run web workers from pages accessed via file://, so you need either to run it with "--allow-file-access-from-files" flag, or access examples via local server (http://localhost/example.html).
2010-11-03 18:12:31 +01:00
alteredq 88c5d3e571 Forgot to build one-file version and to bump up version number. 2010-11-02 19:28:53 +01:00
alteredq a8ff77e1d4 Fixed ambient light computation in CanvasRenderer to get correct lighting when there is no ambient light specified in the scene. 2010-11-01 13:47:10 +01:00
alteredq b150a74755 Synced with mrdoob's branch. 2010-10-31 01:40:25 +02:00
alteredq 1c35d90fd7 Added handling of multiple lights to WebGLRenderer.
Limitations:

 - Chrome can handle up to 5 lights in total (directional + point)
 - Firefox seems to handle up to 29 lights

These number are GPU specific (mine is ATI Mobility Radeon 3650).

This turned out to be quite tricky. The number of varying vectors in shaders is limited. Additionally Chrome and Firefox have different limitations (at least on Windows, probably due to Chrome using ANGLE as rendering backend).

Hence WebGLRenderer has hardcoded limit of maximum 5 lights.

WebGLRenderer constructor now takes (optional) scene argument, so that numbers and types of lights present in the scene can be used to generate minimal possible shader.

If no scene is passed, shader allowing 1 directional + 4 point lights will be generated.
2010-10-31 00:45:04 +02:00
Mr.doob c0d14df4a8 * Fixed examples that were still using scene.add() 2010-10-30 04:11:41 +01:00
Mr.doob 1b1fb7affe * Code clean up (yuicompressor doesn't throw a single warning :D) and some reformating
* Minor fixes (Geometry normal calculation)
* Isolated Matrix3 code into `Matrix3.js`
* README and TODO updated
2010-10-28 21:27:58 +01:00
alteredq 79ab4bf2e6 Merged with mrdoob's branch. Got WebGLRenderer working again :)
Changed OBJ -> Three.js converter to use new materials system (eventual old models need to be reconverted).

Limitations:

  - one use case is now much slower
    - when a mesh has each face with different color (e.g. polyfield in examples/test.html)
    - before this used FaceColorFill material and in WebGLRenderer it was rendered fast with color attribute array
    - now when FaceColorFill material is gone, each face gets own VBO :(

  - material sorting uses Materials "toString" methods for hashing, so it's very important to keep these in a good shape
2010-10-28 19:35:13 +02:00
alteredq b6904f3d72 Added Blinn-Phong material for WebGLRenderer.
In Chrome it looks more or less ok, but it has some problem in Firefox 4 (with some camera angles there are black areas around edges).

Also updated Python builder scripts and examples to include this new material.
2010-10-27 21:16:11 +02:00
Mr.doob 7464f5ff97 * MeshBitmapUVMappingMaterial -> MeshBitmapMaterial. Second param is mode, which is THREE.MeshBitmapMaterialMode.UVMAPPING by default.
* Removed MeshFaceColorFillMaterial and MeshFaceColorStrokeMaterial
* Added MeshFaceMaterial ( it uses the face.material for that pass )
* CanvasRenderer and SVGRenderer per face material logic changed.
* SVGRenderer supports particles again.
* WebGLRenderer currently broken :/
* Code clean up
2010-10-27 08:49:00 +01:00
alteredq ca261ddca5 Added point light / fixed directional light in WebGLRenderer / added light test example.
Changed WebGLRenderer to use 3x3 normal matrix.

Limitations of WebGL lights:

- currently handles only single one of each ambient/directional/point light
- light intensity modifier not yet taken into account
- only diffuse term (this applies also in CanvasRenderer)
2010-10-24 18:52:42 +02:00