Commit Graph
215 Commits
Author SHA1 Message Date
Mr.doob a2acf0b390 CanvasRenderer/SVGRenderer: RenderableFace4 is now gone. Unfortunately it created more problems than it solved.
CanvasRenderer now with ShadingSmooth, or something along the lines...
2010-11-27 11:30:01 +00:00
Mr.doob 724870d5f1 Crappy/Temporal WebGLRenderer Reflection/Refraction Chromatic Dispersion hack. (Just for kicks) 2010-11-26 21:06:59 +00:00
Mr.doob b913baa6f0 Code clean up and minor optimisations. 2010-11-26 07:58:44 +00:00
Mr.doob 2c50ad366b Merge remote branch 'alteredq/master' 2010-11-26 02:12:00 +00:00
Mr.doob f5f9becaf1 Minor tweaks. 2010-11-26 02:11:31 +00:00
alteredq 38dacb0d1e Some small refactoring in WebGLRenderer.
There shouldn't be any change in functionality, just moved code around and clarified comments.
2010-11-26 00:28:04 +01:00
alteredq e1f885fbf0 Made 2d textures reusable in WebGLRenderer.
2d texture encapsulates bitmap, wrapping and minifying/magnification parameters.

Which reminds me, maybe also minifying/magnification options should be parameters in Texture object.

Though as defaults are "best" (LINEAR / LINEAR_MIPMAP_LINEAR = trilinear filtering), this would make sense just for special use cases like when trying to achieve "retro" look (like in Minecraft, http://gregs-blog.com/2008/01/14/how-to-turn-off-bilinear-filtering-in-opengl/ ;).
2010-11-25 22:24:21 +01:00
alteredq 06e64013d9 Fixed bug in SceneUtils. 2010-11-25 04:26:24 +01:00
alteredq 812af5dc93 Merge remote branch 'remotes/upstream/master' 2010-11-24 22:40:28 +01:00
alteredq e5ddb133a5 Added load progress callback to binary loader.
Turns out it is working better over the real web than on localhost (where it seems loading is too fast for Chrome to pick up UI changes, so it queues them and shows them all just after loading is already finished).

Still not working properly - getting length of full content, this seems to be unreliable across browser / server combination.

Instead passing to callback JSON object with both total and loaded bytes, so this can be handled in the application layer:

{ total: bytes_total, loaded: bytes_loaded }

To be used e.g. like this:

loader.loadBinary( url, function( geometry ) { createScene( geometry ) }, path, updateProgress );

function updateProgress( progress ) {

    var message = "Loaded ";

    if ( progress.total ) {

        message += ( 100 * progress.loaded / progress.total ).toFixed(0) + "%";

    } else {

        message += ( progress.loaded / 1000 ).toFixed(2) + " KB";

    }

    $( "status" ).innerHTML = message;

}
2010-11-24 22:38:41 +01:00
Mr.doob 158f2e71c9 Merge remote branch 'alteredq/master' 2010-11-24 07:22:14 +00:00
Mr.doob 14eb44a279 ParticleBasicMaterial with a map attached are back on CanvasRenderer.
Added a simple example for that.
2010-11-24 07:22:06 +00:00
alteredq ec13438bb7 Merge remote branch 'remotes/upstream/master' 2010-11-24 06:03:44 +01:00
alteredq aaf569936b More sane object removal from WebGLRenderer.
Not anymore automatic, but also much less wasteful.

Has to be called in tandem with scene object removal:

    scene.removeObject( object );
    webglRenderer.removeObject( scene, object );
2010-11-24 06:01:38 +01:00
Mr.doob cd41fc1e07 Merge remote branch 'alteredq/master' 2010-11-24 04:26:26 +00:00
Mr.doob d734dbeaf5 Optimised GeometryUtils::merge 2010-11-24 04:26:15 +00:00
alteredq 2582c77b46 Synced with mrdoob's branch. 2010-11-24 03:51:46 +01:00
alteredq d3cd0887d2 Added handling of object removal to WebGLRender. Added visibility parameter to Object3D. 2010-11-24 03:43:44 +01:00
alteredq 8f38ddcacd In WebGLRenderer transparent materials are now handled in the same pass as blended materials (resulting in better fake transparency ;)
The order of render passes is now following:

1. opaque materials with normal blending

2. opaque materials with additive blending
3. opaque materials with subtractive blending

4. transparent materials with additive blending
5. transparent materials with subtractive blending
6. transparent materials with normal blending

With growing number of passes it's possible it may be worth to do some pre-sorting, though it would have to be tested.

Current way is fairly cheap as if there are no corresponding materials in the pass, for loops just blast through (potentially many very cheap operations).

Pre-sorting would mean creating arrays on the fly in each frame (one expensive operation with effect on garbage collection, which especially Firefox is currently very bad at).
2010-11-23 23:25:27 +01:00
Mr.doob e2512fe2de Merge remote branch 'alteredq/master' 2010-11-22 22:35:21 +00:00
Mr.doob 87b37e124a Added wireframe_linecap and wireframe_linejoin to main materials.
Fixed SVGRenderer.
2010-11-22 22:35:14 +00:00
alteredq 84e5b6d929 Fixed broken UVs creation for quads in Loader. 2010-11-22 22:58:38 +01:00
Mr.doob 29aa335303 Minor reformating, code fixes and new build. 2010-11-22 21:13:57 +00:00
Mr.doob 315eff0df5 Merge remote branch 'timknip/master' 2010-11-22 21:03:39 +00:00
timk f391247b77 Basic implementation of SVGRenderer::renderLine 2010-11-22 20:36:40 +01:00
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 558e7c5db8 Added texture wrapping parameter to Texture.js. Fixed OBJ converter example to have tiled texture.
Wrapping options follow WebGL specs: ClampToEdge [default], Repeat, MirroredRepeat.
2010-11-22 16:43:55 +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
Mr.doob d644096e6d CanvasRenderer and SVGRenderer code clean up.
Removed a loop at line projection time.
2010-11-22 07:31:49 +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 4b606714a2 Fixed non-seamless panorama in WebGLRenderer.
I can't see any other WebGL example being affected by this change (for bad).
2010-11-21 18:04:53 +00:00
Mr.doob cf7dc4d2d9 Cube.js now does merge vertices pass. 2010-11-21 10:44:42 +00:00
Mr.doob 0bc79b591b Cube tweaks reverted. It was yet again a left-handed to right-handed problem.
Would be nice if everyone in the internets used the same coordinate system :P
2010-11-21 08:08:11 +00:00
Mr.doob 7b0039ec95 Cube: Swapped Top/Bottom with Front/Back.
Trying to get to the same order of alteredq's cubemap.
2010-11-21 01:38:12 +00:00
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 946cc6a26c And refraction /reflection cube mapping is fixed. Also added two new examples for refraction.
Fix is a bit dirty, but at least it's short ;)
2010-11-20 05:20:19 +01:00
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 d961ee52c8 Started GeometryUtils class.
MeshUtils.merge( object1, object2 [ geometry | mesh ] ): Merges object2 into object1. Implemented in materials_cubemap_sky.
2010-11-19 09:08:20 +00:00
Mr.doob 2be2673df3 Fixed skybox effect on cubemap demos
CanvasRenderer code clean up
2010-11-19 07:23:43 +00:00
Mr.doob d21c297993 Cleaned up the escher cubemap code a bit. Also, I think it looks much nicer without illumination... ?
At first I though the cube around the sphere was x-inverted (unless the in tention is to simulate refraction...) I've tried changing that but the effect is still weird. I guess those textures work mainly for the sphere and not for the panorama.

I reused the code and did another example using the skymap. More to come ;)

I can see some lines at the edges of the planes though. I guess that's antialiasing kicking in. Should be fixed with a proper cube mesh I guess.

CanvasRenderer has a property called `autoClear` which is true by default. By making it false you have control of when the renderer cleans the screen (by calling renderer.clear()). I wonder if something like that can be added to the WebGLRenderer? That way we can render the cube outside the spheres from a diferent camera (centered in the middle of the screen) than the spheres floating.

Also, added `shading` parameter to `MeshBasicMaterial` (environment mapping was being rendered faceted when using `MeshBasicMaterial` because `shading` was missing (and thus Faceted)).
2010-11-19 03:49:20 +00:00
Mr.doob 7277cc4ade Added a link to the blog post that explains the 4 point gradient texture. 2010-11-19 00:24:31 +00:00
alteredq 0610f5734f Fixed vertex shader to work in Mac. 2010-11-18 04:55:05 +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
alteredq 5535f71130 Added checks for nonexisting face materials if MeshFaceMaterial is used.
Cloned materials.html -> materials_gl.html to have easier test for WebGLRenderer.

TODO:

Investigate why this test is so slow. It shouldn't be, materials_shaders.html is more complex and yet it is much faster (36 vs 60 fps).

MeshFaceMaterial with every face different is pretty bad use case for WebGLRenderer, but this still doesn't fully explain slowdown :(.
2010-11-17 21:19:27 +01:00
Julian Walker 90d5ddf681 Fixed flickering issue when clipping lines with multiple segments. 2010-11-16 23:08:45 -08:00