Files
three.js/examples/materials_cubemap.html
T
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

188 lines
5.8 KiB
HTML

<!DOCTYPE HTML>
<html lang="en">
<head>
<title>three.js - webgl cube reflection / refraction [Walt]</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; pointer-events:none; }
#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/ThreeExtras.js"></script>
<script type="text/javascript" src="js/Stats.js"></script>
<script type="text/javascript">
var container, stats;
var camera, scene, webglRenderer;
var cameraCube, sceneCube;
var mesh, zmesh, lightMesh, geometry;
var loader;
var directionalLight, pointLight;
var mouseX = 0;
var mouseY = 0;
var windowHalfX = window.innerWidth / 2;
var windowHalfY = window.innerHeight / 2;
document.addEventListener('mousemove', onDocumentMouseMove, false);
init();
setInterval( loop, 1000 / 60 );
function init() {
container = document.createElement('div');
document.body.appendChild(container);
camera = new THREE.Camera( 50, window.innerWidth / window.innerHeight, 1, 100000 );
camera.position.z = 2000;
cameraCube = new THREE.Camera( 50, window.innerWidth / window.innerHeight, 1, 100000 );
scene = new THREE.Scene();
sceneCube = new THREE.Scene();
// LIGHTS
var ambient = new THREE.AmbientLight( 0xffffff );
scene.addLight( ambient );
pointLight = new THREE.PointLight( 0xffffff, 2 );
scene.addLight( pointLight );
// light representation
sphere = new Sphere( 100, 16, 8 );
lightMesh = new THREE.Mesh( sphere, new THREE.MeshBasicMaterial( { color:0xffaa00 } ) );
lightMesh.position = pointLight.position;
lightMesh.scale.x = lightMesh.scale.y = lightMesh.scale.z = 0.05;
scene.addObject(lightMesh);
var path = "textures/cube/SwedishRoyalCastle/";
var format = '.jpg';
var urls = [
path + 'px' + format, path + 'nx' + format,
path + 'py' + format, path + 'ny' + format,
path + 'pz' + format, path + 'nz' + format
];
var images = ImageUtils.loadArray( urls );
var reflectionCube = new THREE.Texture( images );
var refractionCube = new THREE.Texture( images, new THREE.CubeRefractionMapping() );
//var cubeMaterial3 = new THREE.MeshPhongMaterial( { color: 0x000000, specular:0xaa0000, env_map: new THREE.TextureCube( images ), combine: THREE.MixOperation, reflectivity: 0.25 } );
var cubeMaterial3 = new THREE.MeshLambertMaterial( { color: 0xff6600, env_map: reflectionCube, combine: THREE.MixOperation, reflectivity: 0.3 } );
var cubeMaterial2 = new THREE.MeshLambertMaterial( { color: 0xffee00, env_map: refractionCube, refraction_ratio: 0.95 } );
var cubeMaterial1 = new THREE.MeshLambertMaterial( { color: 0xffffff, env_map: reflectionCube } )
//SceneUtils.addPanoramaCubePlanes( sceneCube, 100000, images );
//SceneUtils.addPanoramaCube( sceneCube, 100000, images );
SceneUtils.addPanoramaCubeWebGL( sceneCube, 100000, reflectionCube );
webglRenderer = new THREE.WebGLRenderer();
webglRenderer.setSize( window.innerWidth, window.innerHeight );
webglRenderer.autoClear = false;
//webglRenderer.setFaceCulling( 0 );
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 );
loader = new THREE.Loader( true );
document.body.appendChild( loader.statusDomElement );
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;
SceneUtils.addMesh( scene, geometry, s, 0, 0, -100, 0,0,0, m1 );
SceneUtils.addMesh( scene, geometry, s, -900, 0, -100, 0,0,0, m2 );
SceneUtils.addMesh( scene, geometry, s, 900, 0, -100, 0,0,0, m3 );
loader.statusDomElement.style.display = "none";
}
function onDocumentMouseMove(event) {
mouseX = ( event.clientX - windowHalfX ) * 4;
mouseY = ( event.clientY - windowHalfY ) * 4;
}
var r = 0;
function loop() {
camera.position.x += ( mouseX - camera.position.x ) * .05;
camera.position.y += ( - mouseY - camera.position.y ) * .05;
cameraCube.target.position.x = - camera.position.x;
cameraCube.target.position.y = - camera.position.y;
cameraCube.target.position.z = - camera.position.z;
lightMesh.position.x = 1500 * Math.cos( r );
lightMesh.position.z = 1500 * Math.sin( r );
r += 0.01;
webglRenderer.clear();
webglRenderer.render( sceneCube, cameraCube );
webglRenderer.render( scene, camera );
stats.update();
}
function log(text) {
var e = document.getElementById("log");
e.innerHTML = text + "<br/>" + e.innerHTML;
}
</script>
</body>
</html>