131 Commits
Author SHA1 Message Date
Mr.doob a9e185aa70 Updated README includes.
Pushed revision number to 31.
2010-12-06 10:32:38 +00:00
Mr.doob a030086cf5 texture.loaded = truetexture.image.loaded = true 2010-12-06 10:09:50 +00:00
Mr.doob e7f5f3865a Fixed WebGL Wrappings.
Added WebGL Texture Filters.
2010-12-06 08:50:28 +00:00
Mr.doob fecd2f3a39 python build.py --includes generate a includes.js for easy copy/pasting
TODO: Would be nice if `buildIncludes()` would reuse `buildCommon()` array.
2010-12-06 06:29:05 +00:00
alteredq a395e120c3 Updated WebGLRenderer and corresponding examples to work with new Texture API. 2010-12-04 19:53:30 +01:00
Mr.doob 00795b3a83 Updated CanvasRenderer and some examples to handle the Texture( image, mapping) approach. 2010-12-04 16:33:16 +00:00
Mr.doob 315bc5ad3e Updated build. 2010-12-03 16:13:04 +00:00
alteredq a1d68ddba3 Fixed bug(s) causing broken Fresnel demo.
As suspected, this was caused by incorrect shader state management when switching between multiple shaders (thanks Firefox for verbose warnings).

Also, testing WebGL performance is very tricky. You can get different performance depending on the state of browsers / system (messed up state can be 10-66% slower):

1. freshly started Chrome can be much faster than Chrome that already ran few WebGL demos (which are now closed)
2. demo opened in new Chrome tab can be faster than demo reloaded in the same tab
3. even demos opened and closed in Firefox can slow down Chrome demos

This suggests that browsers do not clean GPU state properly :(
2010-12-03 13:25:59 +01:00
Mr.doob 584a8440fd Merging with alteredq's branch. 2010-12-02 17:24:56 +00:00
Mr.doob 59304d8a6e Matrix4.transformVector3 ⟶ Matrix4.multiplyVector3
Matrix4.transformVector4 ⟶ Matrix4.multiplyVector4
2010-12-02 17:19:23 +00:00
Mr.doob 1d7a14733b ReflectionMapping working with MeshBasicMaterial/CanvasRenderer \:D/
TODO: Add computeVertexNormals on geometry so any object can use it.
2010-12-01 17:49:02 +00:00
Mr.doob 7441b1de59 Implemented gero3's Matrix4.transformVector3 optimisation ( http://jsperf.com/diff-in-speed-for-three-js ). 2010-12-01 16:00:13 +00:00
alteredq c1cb8e9067 Added handling of 2d textures in MeshShaderMaterial. 2010-12-01 09:38:52 +01:00
alteredq 0f9184888a Refactored common code for cube texture setting into separate setCubeTexture function. 2010-12-01 09:24:25 +01:00
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 e72b82cda2 Merging with orgicus' branch. 2010-11-30 17:30:45 +00:00
Mr.doob f9f7d3645f Merging with alteredq's branch. 2010-11-30 17:22:20 +00:00
Mr.doob a6c9984a67 Commented some WIP code in CanvasRenderer so it doesn't throw warnings while compiling.
Modified build script to avoid the extra full compilation.
2010-11-30 17:18:05 +00:00
Mr.doob 47d6116179 Merging with alteredq's branch. 2010-11-30 16:48:33 +00:00
Mr.doob 95ec00f8ac Updated builds. 2010-11-30 16:24:10 +00:00
Mr.doob 67250c69d9 Merging with alteredq's branch. 2010-11-30 05:06:46 +00:00
Mr.doob 34f802e392 Code clean up.
Removed old Blender exporters.
Slim exporter is now Normal exporter (needs some testing).
2010-11-28 06:52:59 +00:00
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 b913baa6f0 Code clean up and minor optimisations. 2010-11-26 07:58:44 +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 696c70152d Added cars demo.
Not sure about adding car models, they are quite big (even binary ones). To be removed if it makes troubles with git / GitHub.
2010-11-24 23:06:23 +01:00
Mr.doob 137f85f7e9 Updated build. 2010-11-24 07:23:33 +00:00
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
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 4d815f1721 New build including linecap/linejoin fix. 2010-11-22 22:35:56 +00:00
alteredq 3c7f0b9823 Synced with mrdoob's branch. 2010-11-22 22:29:53 +01:00
Mr.doob 29aa335303 Minor reformating, code fixes and new build. 2010-11-22 21:13:57 +00:00
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 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 2be2673df3 Fixed skybox effect on cubemap demos
CanvasRenderer code clean up
2010-11-19 07:23:43 +00:00