191 Commits
Author SHA1 Message Date
Mr.doob c186b37be3 Pushed revision to 32.
Updated README.
2010-12-31 17:59:11 +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 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
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 3488a53798 Recompiled builds.
Re-tweaked normalmap2 demo.
2010-12-27 01:22:48 +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
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 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 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 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 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
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 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
Mr.doob 02f81a26f4 Merging with alteredq's branch. 2010-12-20 22:16:04 +00:00
Mr.doob 5e2c480b89 Implemented Frustum checking to Projector::projectObjects (thanks errynp)
Added `boundingBox`, `boundingSphere` and `computeBoundingSphere` to Geometry.
2010-12-20 00:28:31 +00:00
Mr.doob c13377d736 Added crappy grass WebGL example.
Added `sortElements` boolean (true by default) to `CanvasRenderer` and `SVGRenderer`. Also added `sortObjects` boolean but not being used yet.
2010-12-19 20:07:08 +00:00
Mr.doob a648315604 WebGLRenderer2 finally handles big geometries ^^
Projector sort boolean is now required (CanvasRenderer and SVGRenderer updated).
2010-12-18 22:57:58 +00:00
alteredq 5e74c741c1 Retired MeshCubeMaterial: replaced it with MeshShaderMaterial "cube" defined in ShaderUtils.
Instant performance boost in all cube mapping demos ;)

With panoramas there were insane amounts of unnecessary computations done in fragment shader - basically every pixel on the screen was computing the whole ubershader - ouch ouch ouch!

This was the lowest hanging fruit, still some more performance can be gained by removing other stuff from ubershader.

Big thanks to mrdoob for starting to question sanity of ubershader ;)
2010-12-18 02:48:59 +01:00
alteredq 3faf6566e3 Experimenting with Fresnel demo using just MeshShaderMaterials.
Instant performance boost by 50% ;).
2010-12-18 01:56:12 +01:00
alteredq d14ed35ae5 Synced with mrdoob's branch. 2010-12-18 01:39:51 +01:00
alteredq 2163691b59 Fixed subtle yet brutal bug also known as "don't mess with streams" ;)
This one kept me puzzled for days. Premature optimization is indeed evil.

Manifestation was that MeshShaderMaterial mysteriously didn't work depending on what was going on elsewhere in the scene. I think mrdoob's problem with "basic" shader was caused by this bug.
2010-12-18 01:32:54 +01:00
Mr.doob 15262507bd Added a sort parameter to Projector.projectObjects and Projector.projectScene. 2010-12-17 22:27:18 +00:00
alteredq 3b54505959 Synced with mrdoob's branch. 2010-12-17 22:02:46 +01:00
Mr.doob fca3aec67d Fixed Projector::projectObjects. 2010-12-17 19:49:23 +00:00
Mr.doob 3b54cf7918 Projector now checks for object.visible before projecting (alteredq: better late than never :P)
WebGLRenderer2 now uses Projector too (projecting objects + sorting, to slightly avoid transparency sorting glitches).
2010-12-17 11:05:53 +00:00
alteredq 39c7e8da57 Synced with mrdoob's branch. 2010-12-17 00:39:02 +01:00
Mr.doob f50f42dde1 Commented out Mesh::normalizeUVs. Needs to be handled in the CanvasRenderer directly.
Added a check in `Scene` to make sure the avoid duplicate objects.
WebGLRenderer2: In the process of handling > 65535
2010-12-15 14:36:42 +00:00
alteredq 5e9bce8385 Synced with mrdoob's branch. 2010-12-14 14:12:36 +01:00
Mr.doob 5f0b6876e6 Optimised Minecraft AO demo (removing more unseen sides).
Made 0xffffff the default color on all materials (0xeeeeee was making the AO a bit darker).
2010-12-14 10:39:48 +00:00
alteredq 8e53294e62 Synced with mrdoob's branch. 2010-12-14 02:35:23 +01:00
alteredq 45f47b89b7 Added minecraft fake ambient occlusion demo.
For some reason it doesn't work with the current Chrome canary (10.0.607.0) when using ANGLE :(.

Also OBJ converter demo is having problems with generated tiled texture in latest canary, so it looks like some bug was introduced in ANGLE's handling of UVs (baked AO relies on "zoomed" UVs).

Need to investigate more, maybe file a bug report.
2010-12-14 00:17:53 +01:00
Mr.doob d3a56f3f35 Yet again that misterious behaviour where stuff gets pasted in weird places. Long time without experiencing it... 2010-12-12 21:42:08 +00:00
Mr.doob b84bca3bb0 WebGLRenderer optimisation: flattening camera matrices just once per render, it was doing it once per object before.
WebGLRenderer2: Trying to re-create WebGLRenderer from scratch... Creating a program per material instead of just one for everything. Seems to be 3x faster by now...
2010-12-12 21:22:25 +00:00
alteredq 0c1851393d Added check for normals in shader when rendering VBOs. 2010-12-12 16:52:50 +01:00
alteredq feb349a794 Synced with mrdoob's branch. 2010-12-10 16:02:38 +01:00
alteredq c0055eec7a Synced with mrdoob's branch. 2010-12-10 13:14:15 +01:00
Mr.doob e3fd761786 Optimised CanvasRenderer::getGradientTexture. 2010-12-10 12:13:13 +00:00