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three.js/examples/materials_test.html
T
alteredq 277d117b3d Refactored multimaterials to also work with non-textured models composed from multiple material groups.
Old version was doing massive overdraw (whole mesh was drawn for each material).

Even current solution is still quite messy: there is a different behavior for stroke and fill materials (when used as secondary materials).

Stroke materials are applied to the complete mesh (as most common use case seems to be wireframe) while fill materials now apply only to faces within single material group (when "decalIndex" property of secondary fill material is set).
2010-10-26 12:18:30 +02:00

398 lines
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HTML

<!DOCTYPE HTML>
<html lang="en">
<head>
<title>three.js - multi-materials test</title>
<meta charset="utf-8">
<style type="text/css">
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; position:relative; }
#log { position:absolute; top:50px; text-align:left; display:block; z-index:100 }
#d { text-align:center; margin:1em 0 -15.7em 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>Multi-materials test</h1>
<span id="rcanvas" class="button inactive">2d canvas renderer</span>
<span id="rwebgl" class="button">WebGL renderer</span>
<br/>
<p>Model by <a href="http://sketchup.google.com/3dwarehouse/details?mid=2c6fd128fca34052adc5f5b98d513da1">Reallusion iClone</a>
<p>Using a modified version of <a href="http://github.com/alteredq/three.js">Three.js</a> by mrdoob.
<br/>
<p>Best viewed in Chrome 7/8 or Firefox 4 using WebGL renderer.
<p>Canvas renderer is very slow on anything other than Chrome.
<p><a href="http://code.google.com/p/chromium/issues/detail?id=60124">Line width is not set properly</a> on Chrome in Windows.
</div>
<div id="log"></div>
<!--
<script type="text/javascript" src="../build/Three.js"></script>
-->
<script type="text/javascript" src="../src/Three.js"></script>
<script type="text/javascript" src="../src/core/Color.js"></script>
<script type="text/javascript" src="../src/core/Vector2.js"></script>
<script type="text/javascript" src="../src/core/Vector3.js"></script>
<script type="text/javascript" src="../src/core/Vector4.js"></script>
<script type="text/javascript" src="../src/core/Rectangle.js"></script>
<script type="text/javascript" src="../src/core/Matrix4.js"></script>
<script type="text/javascript" src="../src/core/Vertex.js"></script>
<script type="text/javascript" src="../src/core/Face3.js"></script>
<script type="text/javascript" src="../src/core/Face4.js"></script>
<script type="text/javascript" src="../src/core/UV.js"></script>
<script type="text/javascript" src="../src/core/Geometry.js"></script>
<script type="text/javascript" src="../src/cameras/Camera.js"></script>
<script type="text/javascript" src="../src/lights/Light.js"></script>
<script type="text/javascript" src="../src/lights/AmbientLight.js"></script>
<script type="text/javascript" src="../src/lights/DirectionalLight.js"></script>
<script type="text/javascript" src="../src/lights/PointLight.js"></script>
<script type="text/javascript" src="../src/objects/Object3D.js"></script>
<script type="text/javascript" src="../src/objects/Mesh.js"></script>
<script type="text/javascript" src="../src/objects/Particle.js"></script>
<script type="text/javascript" src="../src/objects/Line.js"></script>
<script type="text/javascript" src="../src/materials/LineColorMaterial.js"></script>
<script type="text/javascript" src="../src/materials/MeshBitmapUVMappingMaterial.js"></script>
<script type="text/javascript" src="../src/materials/MeshColorFillMaterial.js"></script>
<script type="text/javascript" src="../src/materials/MeshColorStrokeMaterial.js"></script>
<script type="text/javascript" src="../src/materials/MeshFaceColorFillMaterial.js"></script>
<script type="text/javascript" src="../src/materials/MeshFaceColorStrokeMaterial.js"></script>
<script type="text/javascript" src="../src/materials/ParticleCircleMaterial.js"></script>
<script type="text/javascript" src="../src/materials/ParticleBitmapMaterial.js"></script>
<script type="text/javascript" src="../src/scenes/Scene.js"></script>
<script type="text/javascript" src="../src/renderers/Projector.js"></script>
<script type="text/javascript" src="../src/renderers/CanvasRenderer.js"></script>
<script type="text/javascript" src="../src/renderers/SVGRenderer.js"></script>
<script type="text/javascript" src="../src/renderers/WebGLRenderer.js"></script>
<script type="text/javascript" src="../src/renderers/renderables/RenderableFace3.js"></script>
<script type="text/javascript" src="../src/renderers/renderables/RenderableFace4.js"></script>
<script type="text/javascript" src="../src/renderers/renderables/RenderableParticle.js"></script>
<script type="text/javascript" src="../src/renderers/renderables/RenderableLine.js"></script>
<!--
-->
<script type="text/javascript" src="geometry/primitives/Sphere.js"></script>
<script type="text/javascript" src="geometry/primitives/Plane.js"></script>
<script type="text/javascript" src="js/Stats.js"></script>
<script type="text/javascript">
var SCREEN_WIDTH = window.innerWidth/2;
var SCREEN_HEIGHT = window.innerHeight;
var FLOOR = -250;
var container;
var stats;
var camera;
var scene;
var canvasRenderer, webglRenderer;
var mesh, zmesh, geometry;
var directionalLight, pointLight;
var mouseX = 0;
var mouseY = 0;
var windowHalfX = window.innerWidth >> 1;
var windowHalfY = window.innerHeight >> 1;
var render_canvas = 1, render_gl = 1;
var has_gl = 0;
var bcanvas = document.getElementById("rcanvas");
var bwebgl = document.getElementById("rwebgl");
document.addEventListener('mousemove', onDocumentMouseMove, false);
init();
loop();
//render_canvas = !has_gl;
bwebgl.style.display = has_gl ? "inline" : "none";
bcanvas.className = render_canvas ? "button" : "button inactive";
setInterval(loop, 1000/60);
function init() {
container = document.createElement('div');
document.body.appendChild(container);
camera = new THREE.Camera( 75, SCREEN_WIDTH / SCREEN_HEIGHT, 1, 100000 );
camera.position.z = 500;
camera.updateMatrix();
scene = new THREE.Scene();
// SPHERES
sphere = new Sphere( 100, 16, 8, 1 );
for (var i=0; i<10; i++) {
//mesh = new THREE.Mesh( sphere, new THREE.MeshColorFillMaterial( 0xffffff ) );
mesh = new THREE.Mesh( sphere, [ new THREE.MeshColorFillMaterial( 0xffffff ), new THREE.MeshColorStrokeMaterial( 0x000000, 1, 1.5 ) ] );
//mesh = new THREE.Mesh( sphere, new THREE.MeshColorStrokeMaterial( 0x00aa00, 1, 1.5 ) );
//mesh = new THREE.Mesh( sphere, new THREE.MeshFaceColorStrokeMaterial( 2.5 ) );
mesh.position.x = 500 * (Math.random() - 0.5);
mesh.position.y = 500 * (Math.random() - 0.5);
mesh.position.z = 500 * (Math.random() - 0.5);
mesh.scale.x = mesh.scale.y = mesh.scale.z = 0.25 * (Math.random() + 0.5);
//mesh.doubleSided = true;
mesh.overdraw = true;
mesh.updateMatrix();
scene.add(mesh);
}
// LIGHTS
var ambient = new THREE.AmbientLight( 0x101010 );
scene.addLight( ambient );
directionalLight = new THREE.DirectionalLight( 0xffffff );
directionalLight.position.y = -70;
directionalLight.position.z = 100;
directionalLight.position.normalize();
scene.addLight( directionalLight );
pointLight = new THREE.PointLight( 0xffaa00 );
pointLight.position.x = 0;
pointLight.position.y = 0;
pointLight.position.z = 120;
//scene.addLight( pointLight );
mesh = new THREE.Mesh( sphere, new THREE.MeshColorFillMaterial( 0xff0000 ) );
mesh.scale.x = mesh.scale.y = mesh.scale.z = 0.1;
mesh.position = pointLight.position;
mesh.updateMatrix();
scene.add(mesh);
if( render_canvas ) {
canvasRenderer = new THREE.CanvasRenderer();
canvasRenderer.setSize( SCREEN_WIDTH, SCREEN_HEIGHT );
container.appendChild( canvasRenderer.domElement );
}
if ( render_gl ) {
try {
webglRenderer = new THREE.WebGLRenderer();
webglRenderer.setSize( SCREEN_WIDTH, SCREEN_HEIGHT );
container.appendChild( webglRenderer.domElement );
has_gl = 1;
}
catch (e) {
}
}
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);
function createModel2() {
// MESH
geometry = new Female02( "obj/female02" );
// full-mesh wireframe overlay
//geometry.materials.push ( new THREE.MeshColorStrokeMaterial(0xff0000, 1, 1.5) );
// full-mesh color overlay
var colorOverlay = new THREE.MeshColorFillMaterial(0xff0000, 0.5)
colorOverlay.decalIndex = 4;
geometry.materials.push ( colorOverlay );
// PROCEDURAL TEXTURES (decals)
var x1 = document.createElement( "canvas" );
var xc1 = x1.getContext("2d");
x1.width = x1.height = 256;
xc1.shadowBlur = 3;
xc1.shadowColor = "#000";
xc1.font = "7pt arial";
xc1.fillStyle = "hsla("+0+",90%,50%,1);"
xc1.fillText("Three", 57, 29);
xc1.fillStyle = "hsla("+0+",90%,50%,0.15);"
xc1.fillRect(40, 70, 60, 50);
for(var i=0;i<500;i++) {
xc1.fillStyle = "hsla("+60*Math.random()+",90%,50%,0.5);"
xc1.fillRect(40+60*Math.random(), 118+10*Math.random(), 2, 10);
}
var x2 = document.createElement( "canvas" );
var xc2 = x2.getContext("2d");
x2.width = x2.height = 128;
xc2.fillStyle = "rgba(0,0,0,0.5)";
for(var i=0;i<14;i++) {
xc2.fillRect(0, 5+i*4, 54, 2);
xc2.fillRect(i*4, 5, 2, 54);
}
var xm1 = new THREE.MeshBitmapUVMappingMaterial( x1 );
xm1.loaded = 1;
xm1.decalIndex = 0; // index of the original UV mapped material
var xm2 = new THREE.MeshBitmapUVMappingMaterial( x2 );
xm2.loaded = 1;
xm2.decalIndex = 1; // index of the original UV mapped material
geometry.materials.push ( xm1 );
geometry.materials.push ( xm2 );
zmesh = new THREE.Mesh( geometry, geometry.materials, 1 );
zmesh.position.x = -80;
zmesh.position.z = 50;
zmesh.position.y = FLOOR;
zmesh.scale.x = zmesh.scale.y = zmesh.scale.z = 3;
zmesh.overdraw = true;
zmesh.updateMatrix();
scene.add(zmesh);
// PLANES with all materials from the model
createMaterialsPalette( geometry.materials, 100, 0 );
}
loadAsync( "obj/female02/female02.js", createModel2);
}
function loadAsync( url, callback ) {
var el = document.createElement( 'script' );
el.type = 'text/javascript';
el.onload = callback;
el.src = url;
document.getElementsByTagName("head")[0].appendChild(el);
}
function createMaterialsPalette( materials, size, bottom ) {
for ( var i=0; i<materials.length; ++i ) {
// material
mesh = new THREE.Mesh( new Plane( 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.scale.x = mesh.scale.y = mesh.scale.z = 1;
mesh.doubleSided = true;
mesh.updateMatrix();
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.MeshBitmapUVMappingMaterial( x );
xm.loaded = 1;
mesh = new THREE.Mesh( new Plane( 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.scale.x = mesh.scale.y = mesh.scale.z = 1;
mesh.doubleSided = true;
mesh.updateMatrix();
scene.add(mesh);
}
}
function onDocumentMouseMove(event) {
mouseX = ( event.clientX - windowHalfX );
mouseY = ( event.clientY - windowHalfY );
}
function loop() {
camera.position.x += ( mouseX - camera.position.x ) * .05;
camera.position.y += ( - mouseY - camera.position.y ) * .05;
camera.updateMatrix();
if ( render_canvas ) canvasRenderer.render( scene, camera );
if ( render_gl && has_gl ) webglRenderer.render( scene, camera );
stats.update();
}
function log(text) {
var e = document.getElementById("log");
e.innerHTML = text + "<br/>" + e.innerHTML;
}
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>