647 Commits
Author SHA1 Message Date
Mr.doob c186b37be3 Pushed revision to 32.
Updated README.
r32
2010-12-31 17:59:11 +00:00
Mr.doob a964d27b72 Wrong repository =_= 2010-12-31 04:44:06 +00:00
Mr.doob f8e223258b testing... (data seems to be broken?) 2010-12-31 04:43:18 +00:00
alteredq ab360240dc Refactored common uniforms out from basic / lambert / phong shaders into UniformsLib. 2010-12-31 03:19:47 +01:00
alteredq ecad27eb11 Moved MeshPhongMaterial onto common shader builder machinery, ubershader is no more.
Code is still rough around edges (it can be made nicer), though it should already produce one-to-one results with ubershader.

Side-effect is that scene is no longer required as WebGLRenderer constructor parameter. Shader programs are now constructed upon first frame render and only then scene lights are examined.
2010-12-31 00:33:39 +01:00
alteredq 8ed9a9c403 Fixed shader demo to work with Firefox. 2010-12-30 01:11:47 +01:00
alteredq ae60091a58 Small refactoring in WebGLRenderer. 2010-12-30 00:55:54 +01:00
alteredq dad635b64c Merged mrdoob's changes. 2010-12-30 00:18:31 +01:00
Mr.doob 9b755e827f Added "v2" uniform type to WebGLRenderer.
Added a shader demo (as in using only 2 triangles).
2010-12-29 23:09:59 +00:00
alteredq 06a977384d Synced with mrdoob's branch. 2010-12-30 00:01:06 +01:00
alteredq 6cfcdd1501 Moved MeshPhongMaterial out of ubershader.
One more to go ;)

Mess / code duplicities are temporary, hopefully they will go away once also Phong uses the same machinery.
2010-12-29 23:42:13 +01:00
Szymon Nowak 5c8a089669 Fixed implied globals and added few missing semicolons 2010-12-29 17:32:03 +01:00
Mr.doob 05dbe81dfa Merge remote branch 'alteredq/master' 2010-12-29 03:25:37 +00:00
Mr.doob 041054283a Messing with a new terrain generator demo. 2010-12-29 03:22:30 +00:00
alteredq 3cabd11849 Moved MeshBasicMaterial out of ubershader.
None of the demos seem to be slower, some are noticeably faster (especially terrain).

I suspect biggest performance gain comes from conditional include of environment mapping: if it's not used, it doesn't go into shader at all.
2010-12-28 21:50:57 +01:00
alteredq 0fe464c97a Refactored uniforms cloning into separate file so that it can be reused also for MeshShaderMaterials.
Also changed MeshShaderMaterial demos to show how to use cloning. For these particular demos uniforms cloning is not really necessary as they use only one instance of shader material, but for example, if there were two normal mapped models in one scene, each model would need separate material with own uniforms.
2010-12-28 17:11:50 +01:00
alteredq ecdbb2ef91 Fixed broken uniforms cloning. Fixed broken uqbiquity test.
TODO: start using uniforms cloning also for MeshShaderMaterials.
2010-12-28 14:33:52 +01:00
Mr.doob 513563117b Added method setClearColor( color, opacity ) to CanvasRenderer. 2010-12-28 01:18:43 +00:00
Mr.doob 42fa72eca7 Updated README with new WebGL demos. 2010-12-27 20:06:23 +00:00
Mr.doob 674613a7ab Yet some minor tweaks to the normalmap2 demo. 2010-12-27 01:26:08 +00:00
Mr.doob 3488a53798 Recompiled builds.
Re-tweaked normalmap2 demo.
2010-12-27 01:22:48 +00:00
Mr.doob 385ce31b00 Merge remote branch 'alteredq/master' 2010-12-27 01:18:00 +00:00
Mr.doob ebaa3ae392 I knew it wasn't going to work. 2010-12-27 01:17:52 +00:00
Mr.doob 7e1321d084 Trying to avoid merge conflicts... I'm sure it's not going to work... 2010-12-27 01:16:14 +00:00
alteredq b5ac3abbb6 Fixed tangents generation for quads. 2010-12-27 02:11:19 +01:00
Mr.doob 897a2938c5 Merged with alteredq's normal shader improvements.
Tweaked normalmap2 demo parameters.
2010-12-27 01:08:29 +00:00
Mr.doob 4a486f858a Added uNormalScale to normal shader.
Updated normalmap2 demo inverting the X/Y components.
2010-12-26 23:54:35 +00:00
alteredq 46041d3650 Removed vertex lighting from normal mapping shader.
Normal-mapped ninja now looks slightly different from Phong ninja, but Lee looks less artificial ;)
2010-12-27 00:28:01 +01:00
alteredq 1722242ee1 Added cloning of uniforms for MeshShaderMaterial & co.
This is necessary for having multiple materials using the same shaders with different parameters.
2010-12-26 19:03:24 +01:00
alteredq fb7788f0c6 Resurrected exponential fog as FogExp2.
For the moment, only one type of fog is baked into shader, depending on scene.fog initial value.

If use case arise for dynamic fog type switching, this could be changed, though than both fogs would need to be computed all the time :S.
2010-12-26 04:11:35 +01:00
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
Mr.doob 03c5f0f859 Improving fog effect :) 2010-12-25 23:27:39 +00:00
alteredq 91b9539e02 Synced with mrdoob's branch. 2010-12-25 23:08:57 +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
Mr.doob b086c2c5af That demo wasn't supposed to go in... 2010-12-25 20:36:00 +00:00
Mr.doob 3993d3d576 Added Lee Perry-Smith Normal-notyet-Map demo. 2010-12-25 20:35:07 +00:00
Mr.doob 93fa1df174 Added Lee Perry-Smith Normal-notyet-Map demo. 2010-12-25 20:32:13 +00:00
Mr.doob e46346c9ba Cleaned up CanvasRenderer/MeshDepthMaterial code.
Moved near/far values from MeshDepthMaterial to Camera (CanvasRenderer/WebGLRenderer/WebGLRenderer2).
2010-12-25 18:14:10 +00:00
Mr.doob 0c3e69ccda WebGLRenderer2: Added env_map (SphericalReflectionMapping).
Eventually I'll have to continue in the experimental branch. Want to give it a go to the ColorPass/TexturePass material API. The color + map + env_map setup feels too limiting...

Now that I have more knowledge of WebGL and shaders, this is how the ColorPass/TexturePass API looks like:

	var material = [

		new THREE.MeshLambertMaterial( [

			new THREE.ColorPass( 0xff0000, 1, THREE.NormalBlending ),
			new THREE.TexturePass( new Texture( <image>, new THREE.UVMapping() ), 0.5, THREE.NormalBlending ),
			new THREE.TexturePass( new Texture( [ <image>, <image>, <image>, <image>, <image>, <image> ], new THREE.CubeRefractionMapping() ), 1, THREE.SubtractiveBlending ),
			new THREE.ColorPass( 0x0000ff, 1, THREE.AdditiveBlending )

		], { blending: THREE.NormalBlending } ),

		new THREE.MeshBasicMaterial( [

			new THREE.ColorPass( 0xff0000, 1 ),

		], { blending: THREE.AdditiveBlending, wireframe: true } ),

		new THREE.MeshPhongMaterial( [

			new THREE.ColorPass( 0xff0000, 1 ),

		], { ambient: 0x000000, specular: 0xbbaa99, shininess: 50, blending: THREE.NormalBlending } );

	];

Makes things a bit longer but I think it's more intuitive this way (and pretty powerful). However, the simplest material would be like this:

	var material = new THREE.MeshBasicMaterial( new THREE.ColorPass( 0xff0000 ) );

Mhh... Now I don't know whether they should called `*Pass`, or `*Layer`...
2010-12-25 16:03:07 +00:00
Mr.doob fbf26158fb Fog( color, density )Fog( color, near, far ) 2010-12-24 22:15:45 +00:00
Mr.doob bffdc03cf1 *.material*.materials 2010-12-24 21:24:58 +00:00
Mr.doob 309fffe98f Added fog parameter (boolean, true by default) to common materials.
Cleaned up shader snippets in WebGLRenderer2.
2010-12-24 16:27:46 +00:00
Mr.doob e89a1de8c2 Merge remote branch 'alteredq/master' 2010-12-24 06:23:27 +00:00
Mr.doob f2b21b5bf1 WebGLRenderer2: Added antialias parameter to constructor. Removed if from shader, using fog * instead. 2010-12-24 06:23:15 +00:00
alteredq 323228ac72 Added antialiasing parameter to WebGLRenderer constructor.
This is a workaround for Chrome ANGLE antialiasing issue manifested in geometry_terrain_fog demo:

http://twitpic.com/3iftyh

Problem happens in Chrome ANGLE when geometry is rendered with the same color as canvas background - then instead of expected nothing to be seen, there is a faint white outline at geometry borders.

This issue is not specific to fog, even just rendering geometry with MeshBasicMaterial having the same color as background produces the same outline.

TODO: create isolated test case and file ANGLE / Chromium bug.
2010-12-23 22:23:56 +01:00
Mr.doob 93d5529872 Added Terrain + Fog demo.
WebGLRenderer2: Fixed a possible issue when modifying scene parameters and having only one program (thx alteredq)
2010-12-22 15:48:18 +00:00
Mr.doob b7c78635cf Added Fog to WebGLRenderer2. 2010-12-21 15:19:43 +00:00
Mr.doob c39eca33ee Projector::projectScene now does a first pass through Projector::projectObject (which does frustum culling and object sorting).
So now CanvasRenderer and SVGRenderer feature frustum culling too.
2010-12-21 14:07:23 +00:00
alteredq 2c1e6a1368 Forgot to remove hardcoded fog color in shader. 2010-12-21 01:38:39 +01:00
alteredq 76a56f2f5c First attempt at fog ;)
For the moment, it works just on Basic / Lambert / Phong materials.

Fog must be added to the scene before initialization of WebGLRenderer and scene must be passed to WebGLRenderer constructor (like for lights).

I don't know yet how to solve properly MeshShaderMaterial & co :(
2010-12-21 01:22:44 +01:00