Files
three.js/examples/canvas_materials.html
T
Mr.doob f35e8092c6 More uvs fixes.
About to try to bring Face4 back.
2011-03-21 02:59:02 +00:00

224 lines
6.7 KiB
HTML

<!DOCTYPE HTML>
<html lang="en">
<head>
<title>three.js canvas - materials</title>
<meta charset="utf-8">
<style type="text/css">
body {
font-family: Monospace;
background-color: #202020;
margin: 0px;
overflow: hidden;
}
</style>
</head>
<body>
<script type="text/javascript" src="../build/Three.js"></script>
<script type="text/javascript" src="js/RequestAnimationFrame.js"></script>
<script type="text/javascript" src="js/Stats.js"></script>
<script type="text/javascript">
var container, stats;
var camera, scene, renderer, objects;
var particleLight, pointLight;
init();
animate();
function init() {
container = document.createElement('div');
document.body.appendChild(container);
camera = new THREE.Camera( 45, window.innerWidth / window.innerHeight, 1, 2000 );
camera.position.y = 200;
camera.position.z = 800;
scene = new THREE.Scene();
// Grid
var geometry = new THREE.Geometry();
geometry.vertices.push( new THREE.Vertex( new THREE.Vector3( - 500, 0, 0 ) ) );
geometry.vertices.push( new THREE.Vertex( new THREE.Vector3( 500, 0, 0 ) ) );
var material = new THREE.LineBasicMaterial( { color: 0xffffff, opacity: 0.2 } );
for ( var i = 0; i <= 10; i ++ ) {
var line = new THREE.Line( geometry, material );
line.position.y = - 120;
line.position.z = ( i * 100 ) - 500;
scene.addObject( line );
var line = new THREE.Line( geometry, material );
line.position.x = ( i * 100 ) - 500;
line.position.y = - 120;
line.rotation.y = 90 * Math.PI / 180;
scene.addObject( line );
}
// Spheres
var geometry = new Sphere( 100, 14, 7, false );
var materials = [
{ material: new THREE.MeshBasicMaterial( { color: 0x00ffff, wireframe: true } ), overdraw: false, doubleSided: true },
{ material: new THREE.MeshBasicMaterial( { color: 0xff0000, blending: THREE.AdditiveBlending } ), overdraw: false, doubleSided: true },
{ material: new THREE.MeshLambertMaterial( { color: 0xffffff, shading: THREE.FlatShading } ), overdraw: true, doubleSided: false },
{ material: new THREE.MeshLambertMaterial( { color: 0xffffff, shading: THREE.SmoothShading } ), overdraw: true, doubleSided: false },
{ material: new THREE.MeshDepthMaterial(), overdraw: true, doubleSided: false },
{ material: new THREE.MeshNormalMaterial(), overdraw: true, doubleSided: false },
{ material: new THREE.MeshBasicMaterial( { map: ImageUtils.loadTexture( 'textures/land_ocean_ice_cloud_2048.jpg' ) } ), overdraw: false, doubleSided: false },
{ material: new THREE.MeshLambertMaterial( { map: ImageUtils.loadTexture( 'textures/land_ocean_ice_cloud_2048.jpg' ) } ), overdraw: false, doubleSided: false },
{ material: new THREE.MeshBasicMaterial( { envMap: ImageUtils.loadTexture( 'textures/envmap.png', new THREE.SphericalReflectionMapping() ) } ), overdraw: false, doubleSided: false }
];
for ( var i = 0, l = geometry.faces.length; i < l; i ++ ) {
var face = geometry.faces[ i ];
if ( Math.random() > 0.7 ) face.material = [ materials[ Math.floor( Math.random() * materials.length ) ].material ];
}
materials.push( { material: new THREE.MeshFaceMaterial(), overdraw: false, doubleSided: true } );
objects = [];
for ( var i = 0, l = materials.length; i < l; i ++ ) {
var sphere = new THREE.Mesh( geometry, materials[ i ].material );
sphere.overdraw = materials[ i ].overdraw;
sphere.doubleSided = materials[ i ].doubleSided;
sphere.position.x = ( i % 5 ) * 200 - 400;
sphere.position.z = Math.floor( i / 5 ) * 200 - 200;
sphere.rotation.x = Math.random() * 200 - 100;
sphere.rotation.y = Math.random() * 200 - 100;
sphere.rotation.z = Math.random() * 200 - 100;
objects.push( sphere );
scene.addObject( sphere );
}
var PI2 = Math.PI * 2;
var program = function ( context, color ) {
context.fillStyle = color.__styleString;
context.beginPath();
context.arc( 0, 0, 1, 0, PI2, true );
context.closePath();
context.fill();
}
particleLight = new THREE.Particle( new THREE.ParticleCanvasMaterial( { color: 0xffffff, program: program } ) );
particleLight.scale.x = particleLight.scale.y = particleLight.scale.z = 4;
scene.addObject( particleLight );
// Lights
scene.addLight( new THREE.AmbientLight( Math.random() * 0x202020 ) );
var directionalLight = new THREE.DirectionalLight( Math.random() * 0xffffff );
directionalLight.position.x = Math.random() - 0.5;
directionalLight.position.y = Math.random() - 0.5;
directionalLight.position.z = Math.random() - 0.5;
directionalLight.position.normalize();
scene.addLight( directionalLight );
pointLight = new THREE.PointLight( 0xffffff, 1 );
scene.addLight( pointLight );
renderer = new THREE.CanvasRenderer();
// renderer = new THREE.WebGLRenderer();
renderer.setSize( window.innerWidth, window.innerHeight );
container.appendChild( renderer.domElement );
var debugCanvas = document.createElement( 'canvas' );
debugCanvas.width = 512;
debugCanvas.height = 512;
debugCanvas.style.position = 'absolute';
debugCanvas.style.top = '0px';
debugCanvas.style.left = '0px';
container.appendChild( debugCanvas );
debugContext = debugCanvas.getContext( '2d' );
debugContext.setTransform( 1, 0, 0, 1, 256, 256 );
debugContext.strokeStyle = '#000000';
stats = new Stats();
stats.domElement.style.position = 'absolute';
stats.domElement.style.top = '0px';
container.appendChild(stats.domElement);
}
function loadImage( path ) {
var image = document.createElement( 'img' );
var texture = new THREE.Texture( image, THREE.UVMapping )
image.onload = function () { texture.needsUpdate = true; };
image.src = path;
return texture;
}
//
function animate() {
requestAnimationFrame( animate );
render();
stats.update();
}
function render() {
var timer = new Date().getTime() * 0.0001;
camera.position.x = Math.cos( timer ) * 1000;
camera.position.z = Math.sin( timer ) * 1000;
for ( var i = 0, l = objects.length; i < l; i++ ) {
var object = objects[ i ];
object.rotation.x += 0.01;
object.rotation.y += 0.005;
}
particleLight.position.x = Math.sin( timer * 7 ) * 300;
particleLight.position.y = Math.cos( timer * 5 ) * 400;
particleLight.position.z = Math.cos( timer * 3 ) * 300;
pointLight.position.x = particleLight.position.x;
pointLight.position.y = particleLight.position.y;
pointLight.position.z = particleLight.position.z;
renderer.render( scene, camera );
}
</script>
</body>
</html>