Commit Graph
17 Commits
Author SHA1 Message Date
alteredq da9094710f Made refraction examples working again.
Somehow they got forgotten in the merge when "THREE.RefractionMap" got renamed to "THREE.RefractionMapping".
2010-11-30 19:51:22 +01:00
Mr.doob 67250c69d9 Merging with alteredq's branch. 2010-11-30 05:06:46 +00:00
alteredq e546ae3c48 Refactored panorama creation helpers into SceneUtils.js
This cleaned up cube mapping examples quite a bit ;)
2010-11-22 17:33:41 +01:00
alteredq 755769841d Changed title tags in cube mapping demos (so that it's easier to tell them apart in bookmarks / history). 2010-11-22 16:01:36 +01:00
alteredq b409e5b04e Proper merge with mrdoob's branch.
All cube mapping examples should work and be consistent between MeshCubeMaterial and 6 texture versions.
2010-11-22 14:13:41 +01:00
alteredq 9cd7308d2b Attempt to merge with mrdoob's branch.
This version is inconsistent. Will follow with another merge.
2010-11-22 13:48:30 +01:00
Mr.doob a1d014c110 Cube.js matching WebGLRenderer cubemap. 2010-11-22 11:45:42 +00:00
Mr.doob 3ce86f1a5b THREE.loadImageArray ⟶ ImageUtils.loadArray
Made up MeshCubeMaterial (missing from alteredq branch)
2010-11-22 08:49:45 +00:00
Mr.doob 45553e88db Merging with alteredq's branch. 2010-11-22 07:46:59 +00:00
alteredq 0cdd188e17 Added MeshCubeMaterial: WebGLRenderer specific material for more efficient rendering of panoramas when doing cube mapping.
Also moved loadImageArray utility function from examples into TextureCube.js

To be used like this:

    var urls = [ "px.jpg", "nx.jpg", "py.jpg", "ny.jpg", "pz.jpg", "nz.jpg" ];
    var images = THREE.loadImageArray( urls );
    var textureCube = new THREE.TextureCube( images );

    // create scene

    var objectMaterial = new THREE.MeshBasicMaterial( { color: 0xffffff, env_map: textureCube } )
    createScene( objectMaterial );

    // create panorama

    var size = 100000;
    var panoMaterial = new THREE.MeshCubeMaterial( { env_map: textureCube } );
    var mesh = new THREE.Mesh( new Cube( size, size, size, 1, 1, null, true ), panoMaterial );
    sceneCube.addObject( mesh );

Warning: this functionality is currently changing a lot, expect things to get broken before stabilization.
2010-11-22 02:10:07 +01:00
Mr.doob c663b05453 Added a proper Cube.
Updated some examples.
CanvasRenderer: Skip render when opacity is 0.
2010-11-21 00:36:17 +00:00
alteredq 19a7022411 Merged with mrdoob's branch. 2010-11-19 18:55:16 +01:00
alteredq fbd12838b1 Added refractive mapping and mixing combination mode for the environment map and the underlying material.
This commit has handful of things going on:

- had to sacrifice one light to please ANGLE, making it again up to 4 instead of up to 5 total lights :(

- Basic / Lambert / Phong materials now have new parameters:

    "combine": THREE.Mix | THREE.Multiply [default]

      - tells how to combine environment map with the original material:

         - "Multiply" creates chrome-like metallic look (it's what was already there),
           color of the underlying material is multiplied with the environment map,
           this creates different colored metals

         - "Mix" creates shiny plastic look
            color of the underlying material is lerped with the environment map,
            amount of the contribution from the environment map is controlled
            by another new parameter "reflectivity"

    "reflectivity": <float> [from <0.0, 1.0>]

       - controls mixing of underlying material and environment map for "Mix" combine mode
          0: pure underlying material, zero contribution from environment map (Basic/Lambert/Phong)
          1: pure environment map, zero contribution from underlying material (uncolored chrome look)

    "refraction_ratio": <float>

      - controls refractive mapping, ratio of the index of refraction in the medium containing the incident ray
        to that of the medium being entered
      - sensible values seem to be from ~0.6 - 1.0
        (in theory, e.g. air/glass should be 0.75, but this looks weird, values between 0.9 - 1.0 give the most interesting results,
         though maybe there is bug somewhere in my code)

      - for use refraction mapping, just add parameter to TextureCube like this (default is reflection mapping)

          "new THREE.TextureCube( images, THREE.RefractionMap )"
2010-11-19 18:23:31 +01:00
Mr.doob 2be2673df3 Fixed skybox effect on cubemap demos
CanvasRenderer code clean up
2010-11-19 07:23:43 +00:00
alteredq 1c6be1c70b Added second cube mapping example.
Also refactored a bit texture cube code, to make it easier to reuse.
2010-11-19 00:12:32 +01:00
alteredq d1931198ea Fixed wrong orientation of bottom and top textures in textured cube. 2010-11-18 18:53:52 +01:00
alteredq 3ee99dc4c5 Added cube mapping to WebGLRenderer. Also added cube map example. Finally ;)
TODO:

  - maybe image array loader should go into TextureCube.js so that people could just reuse the code

  - it may be worth to be able to specify different combination of environment map and underlying material (in single render pass),
    currently color/color map/environment map are multiplied, though addition also produces very interesting looking materials
2010-11-18 02:00:11 +01:00