Commit Graph
3 Commits
Author SHA1 Message Date
alteredq 6e91de5d8a Added diffuse map to normal map shader. Changed Lee Perry-Smith demo to use normal map shader.
Diffuse map and ambient occlusion maps are now optional in normal map shader.

By default, both are disabled, so they need to be enabled explicitly like this:

    uniforms[ "enableAO" ].value = true;
    uniforms[ "enableDiffuse" ].value = true;
2010-12-26 03:03:28 +01:00
alteredq 255c042b1e Added clear color parameter to WebGLRenderer constructor, also added setClearColor API call.
This allows to work around ANGLE antialiasing issue appearing when compositing WebGL framebuffer with transparent background color with HTML canvas element background (while keeping antialiasing on).

WebGLRenderer constructor now takes JSON object with few optional parameters:

    renderer = new THREE.WebGLRenderer { scene: scene,
                                         antialias: true,
                                         clearColor: 0x000000,
                                         clearAlpha: 0 };

Here is how to change clear color in runtime:

    renderer.setClearColor( 0xff0000, 1 );
2010-12-25 22:32:26 +01:00
alteredq ac5276b41f Added normal + ambient occlusion + displacement mapping demo.
A lot of things going on in this commit:

- added tangents computation for geometries
    - mesh must have UV coordinates
    - to be called explicitly once geometry is loaded like this: geometry.computeTangents()
    - tangents are stored in Vertex objects
    - quads are not solved properly (though workaround hack seems to work at least somehow, as far as each vertex appears at least somewhere)

- extended VBOs in WebGLRenderer to include tangent streams (when available)

- added "normal" shader to ShaderUtils (to be used with MeshShaderMaterial)
   - Blinn-Phong with one directional and one point light (7 varyings gone, just one spare)
   - normal maps are in tangent space
   - displacement maps use simple luminance value (could be changed if better precision is needed)

- displacement mapping uses vertex texture fetch
    - this requires GPU with Shader Model 3.0
    - not currently supported in ANGLE
    - for this, added "supportsVertexTextures" method to WebGLRenderer API, so that application can handle this
2010-12-09 12:27:49 +01:00