Files
three.js/examples/materials_cubemap.html
T
alteredq 3ee99dc4c5 Added cube mapping to WebGLRenderer. Also added cube map example. Finally ;)
TODO:

  - maybe image array loader should go into TextureCube.js so that people could just reuse the code

  - it may be worth to be able to specify different combination of environment map and underlying material (in single render pass),
    currently color/color map/environment map are multiplied, though addition also produces very interesting looking materials
2010-11-18 02:00:11 +01:00

232 lines
6.8 KiB
HTML

<!DOCTYPE HTML>
<html lang="en">
<head>
<title>three.js - cube map WebGL</title>
<meta charset="utf-8">
<style type="text/css">
body {
background:#000;
color:#fff;
padding:0;
margin:0;
overflow:hidden;
font-family:georgia;
text-align:center;
}
a { color: #ff0080; text-decoration: none; }
a:hover { color: #0080ff; }
canvas { pointer-events:none; z-index:10; position:relative; }
#log { position:absolute; top:50px; text-align:left; display:block; z-index:100 }
#d { text-align:center; margin:1em 0 -7.5em 0; z-index:1000; position:relative; display:block }
.button { background:orange; color:#fff; padding:0.2em 0.5em; cursor:pointer }
.inactive { background:#999; color:#eee }
</style>
</head>
<body>
<div id="d">
<p><a href="http://github.com/mrdoob/three.js">Three.js</a> cube mapping demo
<p>Walt Disney head by <a href="http://www.davidoreilly.com/2009/01/walt-disneys-head-on-a-plate" target="_blank">David OReilly</a>
<p>Texture by <a href="http://www.humus.name/index.php?page=Textures" target="_blank">Humus</a>
</div>
<pre id="log"></pre>
<script type="text/javascript" src="../build/Three.js"></script>
<script type="text/javascript" src="../src/extras/primitives/Sphere.js"></script>
<script type="text/javascript" src="../src/extras/primitives/Plane.js"></script>
<script type="text/javascript" src="../src/extras/io/Loader.js"></script>
<script type="text/javascript" src="js/Stats.js"></script>
<script type="text/javascript">
var SCREEN_WIDTH = window.innerWidth;
var SCREEN_HEIGHT = window.innerHeight;
var FLOOR = -250;
var container;
var stats;
var camera;
var scene;
var webglRenderer;
var mesh, zmesh, lightMesh, geometry;
var directionalLight, pointLight;
var mouseX = 0;
var mouseY = 0;
var windowHalfX = window.innerWidth >> 1;
var windowHalfY = window.innerHeight >> 1;
document.addEventListener('mousemove', onDocumentMouseMove, false);
init();
loop();
setInterval(loop, 1000/60);
function addMesh( geometry, scale, x, y, z, rx, ry, rz, material ) {
mesh = new THREE.Mesh( geometry, material );
mesh.scale.x = mesh.scale.y = mesh.scale.z = scale;
mesh.position.x = x;
mesh.position.y = y;
mesh.position.z = z;
mesh.rotation.x = rx;
mesh.rotation.y = ry;
mesh.rotation.z = rz;
mesh.overdraw = true;
mesh.updateMatrix();
scene.addObject(mesh);
}
function init() {
container = document.createElement('div');
document.body.appendChild(container);
camera = new THREE.Camera( 50, SCREEN_WIDTH / SCREEN_HEIGHT, 1, 100000 );
camera.position.z = 2000;
camera.updateMatrix();
scene = new THREE.Scene();
// LIGHTS
var ambient = new THREE.AmbientLight( 0x101010 );
scene.addLight( ambient );
directionalLight = new THREE.DirectionalLight( 0xffffff, 1.0 );
directionalLight.position.x = 1;
directionalLight.position.y = 1;
directionalLight.position.z = 2;
directionalLight.position.normalize();
scene.addLight( directionalLight );
pointLight = new THREE.PointLight( 0xffffff );
pointLight.position.x = 0;
pointLight.position.y = 0;
pointLight.position.z = 0;
scene.addLight( pointLight );
// light representation
sphere = new Sphere( 100, 16, 8, 1 );
lightMesh = new THREE.Mesh( sphere, new THREE.MeshBasicMaterial( { color:0xffaa00 } ) );
lightMesh.scale.x = lightMesh.scale.y = lightMesh.scale.z = 0.05;
lightMesh.position = pointLight.position;
lightMesh.overdraw = true;
lightMesh.updateMatrix();
scene.addObject(lightMesh);
// material samples
var r = "textures/cube/SwedishRoyalCastle/";
var urls = [ r + "px.jpg", r + "nx.jpg",
r + "py.jpg", r + "ny.jpg",
r + "pz.jpg", r + "nz.jpg" ];
var images = loadImageArray( urls );
var cubeMaterial3 = new THREE.MeshLambertMaterial( { color: 0xffaa00, env_map: new THREE.TextureCube( images ) } );
var cubeMaterial2 = new THREE.MeshLambertMaterial( { color: 0xffee00, env_map: new THREE.TextureCube( images ) } );
var cubeMaterial1 = new THREE.MeshLambertMaterial( { color: 0xffffff, env_map: new THREE.TextureCube( images ) } )
var plane = new Plane( 100, 100 );
addMesh( plane, 40, 0, 0, -2000, 0, 0,0, new THREE.MeshBasicMaterial( { map: new THREE.Texture( images[5] ) } ) );
addMesh( plane, 40, -2000, 0, 0, 0, 1.57,0, new THREE.MeshBasicMaterial( { map: new THREE.Texture( images[0] ) } ) );
addMesh( plane, 40, 2000, 0, 0, 0,-1.57,0, new THREE.MeshBasicMaterial( { map: new THREE.Texture( images[1] ) } ) );
addMesh( plane, 40, 0, 2000, 0, 1.57, 0,0, new THREE.MeshBasicMaterial( { map: new THREE.Texture( images[2] ) } ) );
addMesh( plane, 40, 0, -2000, 0, -1.57,0,0, new THREE.MeshBasicMaterial( { map: new THREE.Texture( images[3] ) } ) );
webglRenderer = new THREE.WebGLRenderer( scene );
webglRenderer.setSize( SCREEN_WIDTH, SCREEN_HEIGHT );
container.appendChild( webglRenderer.domElement );
stats = new Stats();
stats.domElement.style.position = 'absolute';
stats.domElement.style.top = '0px';
stats.domElement.style.zIndex = 100;
container.appendChild( stats.domElement );
var loader = new THREE.Loader();
loader.loadBinary( "obj/walt/WaltHead_bin.js", function( geometry ) { createScene( geometry, cubeMaterial1, cubeMaterial2, cubeMaterial3 ) }, "obj/walt" );
}
function createScene( geometry, m1, m2, m3 ) {
var s = 15;
addMesh( geometry, s, 0, 0, -100, 0,0,0, m1 );
addMesh( geometry, s, -900, 0, -100, 0,0,0, m2 );
addMesh( geometry, s, 900, 0, -100, 0,0,0, m3 );
}
function loadImageArray( urls ) {
var i, images = [];
images.loadCount = 0;
for ( i = 0; i < urls.length; ++i ) {
images[i] = new Image();
images[i].loaded = 0;
images[i].onload = function() { images.loadCount += 1; this.loaded = 1;/*log( images.loadCount );*/ }
images[i].src = urls[i];
}
return images;
}
function onDocumentMouseMove(event) {
mouseX = ( event.clientX - windowHalfX );
mouseY = ( event.clientY - windowHalfY );
}
var r = 0;
function loop() {
camera.position.x += ( mouseX - camera.position.x ) * .05;
camera.position.y += ( - mouseY - camera.position.y ) * .05;
camera.updateMatrix();
lightMesh.position.x = 1500*Math.cos(r);
lightMesh.position.z = 1500*Math.sin(r);
lightMesh.updateMatrix();
r += 0.01;
webglRenderer.render( scene, camera );
stats.update();
}
function log(text) {
var e = document.getElementById("log");
e.innerHTML = text + "<br/>" + e.innerHTML;
}
</script>
</body>
</html>