Files
three.js/examples/webgl_objconvert_test.html
T
alteredq 81b60ea2f6 All WebGL examples working with array-less materials.
Noticeable difference: can't anymore assign Material references to faces directly - "face.materials" became "face.materialIndex". Materials have to go to "geometry.materials" array (to which "face.materialIndex" points). This is necessary to allow run-time changing of face materials (this indirection used to be done by arrays).

Some casualties:

- multi-materials example, this functionality isn't possible anymore
- had to simplify LOD Text examples as LODs don't handle groups (used to fake multi-materials)
- multi-materials sphere in materials example can't have faces with undefined materials (this may be fixable I guess, when there'll be some real use-case)
- scene format still has materials arrays, only the last material will be used (except when there are face materials, then materials from JSON will be used, as before)

Other renderers and their corresponding examples were not touched yet.

WebGLRenderer still needs some prettification, some things don't make sense anymore without arrays, code can be cleaned up further.
2011-10-21 06:18:59 +02:00

314 lines
8.2 KiB
HTML

<!doctype html>
<html lang="en">
<head>
<title>three.js webgl - io - OBJ converter</title>
<meta charset="utf-8">
<meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0">
<style>
body {
background:#fff;
padding:0;
margin:0;
overflow:hidden;
font-family:georgia;
text-align:center;
}
h1 { }
a { color:skyblue }
canvas { pointer-events:none; z-index:10; }
#d { text-align:center; margin:1em 0 -9.2em 0; z-index:0; position:relative; display:block }
.button { background:#000; color:#fff; padding:0.2em 0.5em; cursor:pointer }
.inactive { background:#999; color:#eee }
</style>
</head>
<body>
<div id="d">
<h1>OBJ to Three.js converter test</h1>
<span id="rcanvas" class="button inactive">2d canvas renderer</span>
<span id="rwebgl" class="button">WebGL renderer</span>
<br/>
<p>Models by <a href="http://sketchup.google.com/3dwarehouse/details?mid=2c6fd128fca34052adc5f5b98d513da1">Reallusion</a>
<a href="http://sketchup.google.com/3dwarehouse/details?mid=f526cc4abf7cb68d76cab47c765b7255">iClone</a>.
</div>
<script src="../build/Three.js"></script>
<script src="js/Detector.js"></script>
<script src="js/RequestAnimationFrame.js"></script>
<script src="js/Stats.js"></script>
<script>
var SCREEN_WIDTH = window.innerWidth;
var SCREEN_HEIGHT = window.innerHeight;
var FLOOR = -250;
var container,stats;
var camera, scene;
var canvasRenderer, webglRenderer;
var mesh, zmesh, geometry;
var mouseX = 0, mouseY = 0;
var windowHalfX = window.innerWidth / 2;
var windowHalfY = window.innerHeight / 2;
var render_canvas = 0, render_gl = 1;
var has_gl = 0;
var bcanvas = document.getElementById( "rcanvas" );
var bwebgl = document.getElementById( "rwebgl" );
document.addEventListener( 'mousemove', onDocumentMouseMove, false );
init();
animate();
render_canvas = !has_gl;
bwebgl.style.display = has_gl ? "inline" : "none";
bcanvas.className = render_canvas ? "button" : "button inactive";
function init() {
container = document.createElement( 'div' );
document.body.appendChild( container );
camera = new THREE.PerspectiveCamera( 75, SCREEN_WIDTH / SCREEN_HEIGHT, 1, 100000 );
camera.position.z = 500;
scene = new THREE.Scene();
// GROUND
var x = document.createElement( "canvas" );
var xc = x.getContext("2d");
x.width = x.height = 128;
xc.fillStyle = "#fff";
xc.fillRect(0, 0, 128, 128);
xc.fillStyle = "#000";
xc.fillRect(0, 0, 64, 64);
xc.fillStyle = "#999";
xc.fillRect(32, 32, 32, 32);
xc.fillStyle = "#000";
xc.fillRect(64, 64, 64, 64);
xc.fillStyle = "#555";
xc.fillRect(96, 96, 32, 32);
var xm = new THREE.MeshBasicMaterial( { map: new THREE.Texture( x, new THREE.UVMapping(), THREE.RepeatWrapping, THREE.RepeatWrapping ) } );
xm.map.needsUpdate = true;
xm.map.repeat.set( 10, 10 );
geometry = new THREE.PlaneGeometry( 100, 100, 15, 10 );
mesh = new THREE.Mesh( geometry, xm );
mesh.position.set( 0, FLOOR, 0 );
mesh.rotation.x = Math.PI/2;
mesh.scale.set( 10, 10, 10 );
mesh.doubleSided = true;
scene.add( mesh );
// SPHERES
var material_spheres = new THREE.MeshLambertMaterial( { color: 0xdddddd } ),
sphere = new THREE.SphereGeometry( 100, 16, 8 );
for ( var i = 0; i < 10; i ++ ) {
mesh = new THREE.Mesh( sphere, material_spheres );
mesh.position.x = 500 * ( Math.random() - 0.5 );
mesh.position.y = 300 * ( Math.random() - 0 ) + FLOOR;
mesh.position.z = 100 * ( Math.random() - 1 );
mesh.scale.x = mesh.scale.y = mesh.scale.z = 0.25 * ( Math.random() + 0.5 );
mesh.overdraw = true;
scene.add( mesh );
}
// LIGHTS
var ambient = new THREE.AmbientLight( 0x221100 );
scene.add( ambient );
var directionalLight = new THREE.DirectionalLight( 0xffeedd );
directionalLight.position.set( 0, -70, 100 ).normalize();
scene.add( directionalLight );
// RENDERER
if ( render_gl ) {
try {
webglRenderer = new THREE.WebGLRenderer();
webglRenderer.setSize( SCREEN_WIDTH, SCREEN_HEIGHT );
webglRenderer.domElement.style.position = "relative";
container.appendChild( webglRenderer.domElement );
has_gl = 1;
}
catch (e) {
}
}
if( render_canvas ) {
canvasRenderer = new THREE.CanvasRenderer();
canvasRenderer.setSize( SCREEN_WIDTH, SCREEN_HEIGHT );
container.appendChild( canvasRenderer.domElement );
}
// STATS
stats = new Stats();
stats.domElement.style.position = 'absolute';
stats.domElement.style.top = '0px';
stats.domElement.style.zIndex = 100;
container.appendChild( stats.domElement );
//
bcanvas.addEventListener("click", toggleCanvas, false);
bwebgl.addEventListener("click", toggleWebGL, false);
//var loader = new THREE.BinaryLoader(),
var loader = new THREE.JSONLoader(),
callbackMale = function( geometry ) { createScene( geometry, 90, FLOOR, 50, 105 ) },
callbackFemale = function( geometry ) { createScene( geometry, -80, FLOOR, 50, 0 ) };
loader.load( "obj/male02/Male02_slim.js", callbackMale );
loader.load( "obj/female02/Female02_slim.js", callbackFemale );
//loader.load( "obj/male02/Male02_bin.js", callbackMale );
//loader.load( "obj/female02/Female02_bin.js", callbackFemale );
}
function createScene( geometry, x, y, z, b ) {
zmesh = new THREE.Mesh( geometry, new THREE.MeshFaceMaterial() );
zmesh.position.set( x, y, z );
zmesh.scale.set( 3, 3, 3 );
zmesh.overdraw = true;
scene.add( zmesh );
createMaterialsPalette( geometry.materials, 100, b );
}
function createMaterialsPalette( materials, size, bottom ) {
for ( var i = 0; i < materials.length; i ++ ) {
// material
mesh = new THREE.Mesh( new THREE.PlaneGeometry( size, size ), materials[i] );
mesh.position.x = i * (size + 5) - ( ( materials.length - 1 )* ( size + 5 )/2);
mesh.position.y = FLOOR + size/2 + bottom;
mesh.position.z = -100;
mesh.doubleSided = true;
scene.add( mesh );
// number
var x = document.createElement( "canvas" );
var xc = x.getContext( "2d" );
x.width = x.height = 128;
xc.shadowColor = "#000";
xc.shadowBlur = 7;
xc.fillStyle = "orange";
xc.font = "50pt arial bold";
xc.fillText( i, 10, 64 );
var xm = new THREE.MeshBasicMaterial( { map: new THREE.Texture( x ), transparent: true } );
xm.map.needsUpdate = true;
mesh = new THREE.Mesh( new THREE.PlaneGeometry( size, size ), xm );
mesh.position.x = i * ( size + 5 ) - ( ( materials.length - 1 )* ( size + 5 )/2);
mesh.position.y = FLOOR + size/2 + bottom;
mesh.position.z = -99;
mesh.doubleSided = true;
scene.add( mesh );
}
}
function onDocumentMouseMove(event) {
mouseX = ( event.clientX - windowHalfX );
mouseY = ( event.clientY - windowHalfY );
}
//
function animate() {
requestAnimationFrame( animate );
render();
stats.update();
}
function render() {
camera.position.x += ( mouseX - camera.position.x ) * .05;
camera.position.y += ( - mouseY - camera.position.y ) * .05;
camera.lookAt( scene.position );
if ( render_gl && has_gl ) webglRenderer.render( scene, camera );
if ( render_canvas ) canvasRenderer.render( scene, camera );
}
function toggleCanvas() {
render_canvas = !render_canvas;
bcanvas.className = render_canvas ? "button" : "button inactive";
render_gl = !render_canvas;
bwebgl.className = render_gl ? "button" : "button inactive";
if( has_gl )
webglRenderer.domElement.style.display = render_gl ? "block" : "none";
canvasRenderer.domElement.style.display = render_canvas ? "block" : "none";
}
function toggleWebGL() {
render_gl = !render_gl;
bwebgl.className = render_gl ? "button" : "button inactive";
render_canvas = !render_gl;
bcanvas.className = render_canvas ? "button" : "button inactive";
if( has_gl )
webglRenderer.domElement.style.display = render_gl ? "block" : "none";
canvasRenderer.domElement.style.display = render_canvas ? "block" : "none";
}
</script>
</body>
</html>