Files
three.js/examples/materials_grass.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

123 lines
2.8 KiB
HTML

<!DOCTYPE HTML>
<html lang="en">
<head>
<title>three.js - grass</title>
<meta charset="utf-8">
<style type="text/css">
body {
background:#030;
color:#fff;
padding:0;
margin:0;
overflow:hidden;
font-family:georgia;
text-align:center;
}
</style>
</head>
<body>
<script type="text/javascript" src="../build/Three.js"></script>
<script type="text/javascript" src="../src/extras/primitives/Plane.js"></script>
<script type="text/javascript">
var camera, scene, renderer,
mesh, levels = [];
init();
setInterval( loop, 1000 / 60 );
function init() {
camera = new THREE.Camera( 60, window.innerWidth / window.innerHeight, 1, 1000 );
camera.position.y = 75;
camera.position.z = 100;
scene = new THREE.Scene();
var geometry = new Plane( 100, 100 );
var texture = generateTextureBase();
for ( var i = 0; i < 10; i ++ ) {
mesh = levels[ i ] = new THREE.Mesh( geometry, new THREE.MeshBasicMaterial( { map: new THREE.Texture( generateTextureLevel( texture ), new THREE.UVMapping(), THREE.ClampToEdgeWrapping, THREE.ClampToEdgeWrapping ) } ) );
mesh.rotation.x = - 90 * ( Math.PI / 180 );
mesh.position.y = i * 0.5;
scene.addObject( mesh );
}
renderer = new THREE.WebGLRenderer();
renderer.sortObjects = false;
renderer.setSize( window.innerWidth, window.innerHeight );
document.body.appendChild( renderer.domElement );
}
function generateTextureBase() {
var canvas = document.createElement( 'canvas' );
canvas.loaded = true;
canvas.width = 1024;
canvas.height = 1024;
var context = canvas.getContext( '2d' );
for ( var i = 0; i < 20000; i ++ ) {
context.fillStyle = 'rgba(0,' + Math.floor( Math.random() * 64 + 32 ) + ',16,1)';
context.beginPath();
context.arc( Math.random() * canvas.width, Math.random() * canvas.height, Math.random() * 3 + 1, 0, Math.PI * 2, true );
context.closePath();
context.fill();
}
context.globalAlpha = 0.1;
context.globalCompositeOperation = 'lighter';
return canvas;
}
function generateTextureLevel( texture ) {
texture.getContext( '2d' ).drawImage( texture, 0, 0 );
var canvas = document.createElement( 'canvas' );
canvas.loaded = true;
canvas.width = texture.width;
canvas.height = texture.height;
canvas.getContext( '2d' ).drawImage( texture, 0, 0 );
return canvas;
}
function loop() {
var time = new Date().getTime() / 6000;
camera.position.x = 100 * Math.cos( time );
camera.position.z = 100 * Math.sin( time );
for ( var i = 0, l = levels.length; i < l; i ++ ) {
mesh = levels[ i ];
mesh.position.x = Math.sin( time * 4 ) * i * i * 0.02;
mesh.position.z = Math.cos( time * 6 ) * i * i * 0.02;
}
renderer.render( scene, camera );
}
</script>
</body>
</html>