Commit Graph
2196 Commits
Author SHA1 Message Date
Mr.doob d902ca3bf0 Updated builds and tweaked examples
Removed LOD text example. I think LOD example is good enough.
Ubiquity test working again.
Tweaked README to show the new pattern (Scene first thing created).
2011-10-25 01:50:17 +02:00
Mr.doob 212506bce4 Merge remote-tracking branch 'alteredq/dev' into dev 2011-10-25 01:18:47 +02:00
Mr.doob 747b813bcb Merging with @alteredq's branch 2011-10-25 01:18:31 +02:00
alteredq ea26fef013 Fixed Collisions.
Fix was trivial, I guess for the moment they can stay.
2011-10-24 18:55:07 +02:00
alteredq cbef41e251 Fixed multi-canvas circle example. 2011-10-24 18:47:45 +02:00
alteredq 9433bd1446 Got ParallaxBarrierWebGLRenderer working. 2011-10-24 18:34:40 +02:00
alteredq eda6d2adde Got AnaglyphWebGLRenderer working.
Hope so ... looks kinda ok, don't have red-blue glasses.
2011-10-24 18:25:02 +02:00
alteredq 609c8c7212 More correct LOD handling (thanks to @mrdoob for insight). 2011-10-24 15:41:11 +02:00
alteredq 9f7f8fd015 Half-baked LOD attempt.
This doesn't handle properly order of updates of LOD vs camera.
2011-10-24 15:19:59 +02:00
Mr.doob e54f2e32e7 Updated builds. 2011-10-24 14:43:33 +02:00
alteredq b2b7282fcd Got skinning working again.
Code is a horrible mess but at least it works. Anyways, some day we should revisit GPU accelerated skinning with a proper pipeline.
2011-10-24 14:33:34 +02:00
Mr.doob fde298e156 Merge remote-tracking branch 'alteredq/dev' into dev 2011-10-24 14:29:47 +02:00
Mr.doob af2919bc17 Adding RenderableObject once again.
It's going to be handy for the WebGLRenderer (__webglObjects)
2011-10-24 14:23:12 +02:00
alteredq 408c82d306 Got WebGLRenderer working again.
I had to resurrect parts of old code (keeping track of scene graph changes).

Good news: performance is great, new scene graph gains compound with buffers optimizations and non-array materials refactoring. Together we gained about 15% for rotating cubes performance test (pushing max to 2650 cubes at 60 fps).

Still broken with new scene graph: lod, skinning, collisions, AnaglyphWebGLRenderer, ParallaxBarrierWebGLRenderer, multi-canvas circle example.
2011-10-24 12:30:04 +02:00
Mr.doob caabab07f3 Lines can be treated as Objects 2011-10-23 14:18:57 +02:00
Mr.doob ec00f298be CanvasRenderer and SVGRenderer using single-material system.
Also moved `.overdraw` to Material.
Code is much simpler now :)
2011-10-23 13:50:55 +02:00
Mr.doob 806ecdfc04 Merge remote-tracking branch 'alteredq/experimental_shading_materials' into dev 2011-10-23 12:34:56 +02:00
Mr.doob 6b151b552e Merging with @alteredq's experimental branches. 2011-10-23 12:34:46 +02:00
Mr.doob 20c96f52e9 Reverted changes, starting again. 2011-10-23 10:04:28 +02:00
alteredq 5edfb12697 Added "autoUpdateObjects" flag to WebGLRenderer.
This is to be able to skip redundant updates in multipass rendering (like for shadow maps or dynamic cube maps).

Also reshuffled initWebGLObjects calls to have just a single update in a basic scenario of shadow map pass followed by scene render.

Still need to solve somehow potential redundant updates in EffectComposer (which can mix multiple scenes).
2011-10-21 18:12:05 +02:00
alteredq 103154d293 Removing some cruft in WebGLRenderer. 2011-10-21 16:25:26 +02:00
alteredq 965b199de2 And some more strict equality checking. 2011-10-21 14:13:44 +02:00
alteredq f166079dcc More strict equality checking.
Just for the sake of consistency, when object properties are not involved performance difference is negligible.
2011-10-21 13:42:28 +02:00
alteredq b410a7804a Small change in setObjectFaces.
These little buggers were costing 3.35% of the total time in performance test.
2011-10-21 13:05:07 +02:00
alteredq b0aae55ed8 Cleaned up a bit buffers handling in WebGLRenderer. 2011-10-21 11:17:05 +02:00
alteredq 81b60ea2f6 All WebGL examples working with array-less materials.
Noticeable difference: can't anymore assign Material references to faces directly - "face.materials" became "face.materialIndex". Materials have to go to "geometry.materials" array (to which "face.materialIndex" points). This is necessary to allow run-time changing of face materials (this indirection used to be done by arrays).

Some casualties:

- multi-materials example, this functionality isn't possible anymore
- had to simplify LOD Text examples as LODs don't handle groups (used to fake multi-materials)
- multi-materials sphere in materials example can't have faces with undefined materials (this may be fixable I guess, when there'll be some real use-case)
- scene format still has materials arrays, only the last material will be used (except when there are face materials, then materials from JSON will be used, as before)

Other renderers and their corresponding examples were not touched yet.

WebGLRenderer still needs some prettification, some things don't make sense anymore without arrays, code can be cleaned up further.
2011-10-21 06:18:59 +02:00
alteredq 05b3db4dca Experimenting with array-less materials.
Do not use for anything, this is just snapshot of a test in progress. I solved quite a few issues, but many things are still clumsy and broken.
2011-10-21 03:06:06 +02:00
alteredq 32ba5a562a Blender exporter seems to work fine with new Blender 2.60 ;) 2011-10-20 22:26:44 +02:00
alteredq b4f89f4b78 Experimenting with Phong computed fully in fragment shader. Added new point lights test.
New per-pixel Phong code is enabled by setting `perPixel` parameter in Phong material.

This version is able to light single untesselated quad correctly.

Also it doesn't have point lights number limitation caused by varyings, all lights pass just through uniforms.

Performance wise it seems surprisingly quite similar to old version (stress test is ~6 fps faster with new version, though I guess for different use cases / GPUs it can differ).
2011-10-19 02:11:44 +02:00
alteredq 2253592365 Added "metal" parameter to Phong. Added new materials test.
Metal makes specular term multiplicative (default is additive). This is to be able to have textured materials that do not have diffuse color, just a specular one, to get metallic look (additive specular gives plastic look).
2011-10-18 16:05:03 +02:00
alteredq 1e7e75e29c Fixed cubemapped sphere shadow in shading testbed. 2011-10-18 01:14:55 +02:00
alteredq 841865d422 Tweaked cars materials. 2011-10-18 00:47:56 +02:00
alteredq 9968b7dc07 Changed ambient handling for Phong and Lambert materials.
Removed diffuse color influence on ambient term in Phong. This was causing texture disappearance when diffuse color was black.

Made Lambert more similar to Phong: now it also has ambient color parameter. Before ambient light was affecting Lambert as if ambient color was always 0xffffff.
2011-10-18 00:05:09 +02:00
Mr.doob 330ab77836 WIP WebGLRenderer refactoring 2011-10-16 11:36:09 +02:00
alteredq a8869f9e5b Quick and dirty hack to get WebGLRenderer working with new scene graph.
This is not supposed to be "proper" solution (for example this doesn't solve removing of objects), but at least some WebGL examples are working now.
2011-10-15 20:13:36 +02:00
alteredq 093fbbe334 Merge remote-tracking branch 'remotes/mrdoob/dev' into dev
WebGL part of this branch is completely broken. Do not use. This is for further merging.
2011-10-15 18:37:59 +02:00
Mr.doob 6742f8e4a4 Merge remote-tracking branch 'sirlantis/patch-1' into dev 2011-10-15 09:01:58 +02:00
Mr.doob d2b8a07822 Changed ColladaLoader so it doesn't create extra Object3Ds for each mesh.
Updated Stats.
2011-10-15 09:00:41 +02:00
alteredq 937d200899 Updated help in OBJ converter to reflect new loaders API. 2011-10-15 03:35:59 +02:00
alteredq 0fee925afe Refactored UTF8Loader to follow JSONLoader / BinaryLoader APIs. 2011-10-15 02:52:59 +02:00
alteredq 0284cb950a Refactored BinaryLoader to follow new JSONLoader style simpler API.
Also updated corresponding examples.
2011-10-15 02:25:25 +02:00
alteredq 942a6c89c9 Updated Clock to be more compatible with Timer (now uses seconds and getDelta API).
Lots of code got cleaner with seconds, seems we used them before all around.

Also changed examples that didn't need deltas to simple Date.now() plus some more examples cleaning, trying to get rid of obsolescence warnings.
2011-10-15 00:57:50 +02:00
alteredq 41eb500677 Refactored custom attributes handling to use lists to remove massive bottleneck.
Apparently iterating over object properties is dangerous even if that code path is not executed.

Stress-testing particles buffers setting showed 60% performance increase (in Chrome) even when there were no custom attributes (and thus custom attributes handling code behind "if ( customAttributes )" was never executed).

I suspect this may be caused by some V8 optimization heuristics.
2011-10-14 18:53:07 +02:00
Marcel Jackwerth b6e6624a1d Added missing minus sign. 2011-10-14 19:46:29 +03:00
Marcel Jackwerth d49f2d3281 Always use shortest path for Quaternion.slerp (also see: http://www.euclideanspace.com/maths/algebra/realNormedAlgebra/quaternions/slerp/ Other Issues, Inverting Quaternions) 2011-10-14 18:54:44 +03:00
alteredq f74782b61f Refactored RollControls, FlyControls and PathControls to use externally supplied time delta. 2011-10-14 05:44:12 +02:00
alteredq 093f17f38c Refactored FirstPersonControls to use externally supplied time delta.
Changed few examples to use this.
2011-10-13 22:09:25 +02:00
alteredq f1f744f0ba First attempt at Clock object.
Got tired of redoing deltas all the time. Not sure about API or implementation details, but so far seems to be useful.

In future, we could for example have clocks that are slower / faster than realtime, or fixed step based.
2011-10-13 21:46:08 +02:00
alteredq 9902cbbf2d Experimenting with Date.now(). Updated builds. 2011-10-13 20:17:21 +02:00
alteredq 42544a0f29 Moved GeometryUtils.random16 => Math.random16 2011-10-13 18:03:05 +02:00