mirror of
https://github.com/wahyd4/three.js.git
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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.
337 lines
10 KiB
HTML
337 lines
10 KiB
HTML
<!DOCTYPE HTML>
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<html lang="en">
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<head>
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<title>three.js - multi-materials test</title>
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<meta charset="utf-8">
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<style type="text/css">
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body {
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background:#fff;
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padding:0;
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margin:0;
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overflow:hidden;
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font-family:georgia;
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text-align:center;
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}
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h1 { }
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a { color:skyblue }
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canvas { pointer-events:none; z-index:10; position:relative; }
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#log { position:absolute; top:50px; text-align:left; display:block; z-index:1; pointer-events:none; }
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#d { text-align:center; margin:1em 0 -15.7em 0; z-index:0; position:relative; display:block }
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.button { background:#000; color:#fff; padding:0.2em 0.5em; cursor:pointer }
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.inactive { background:#999; color:#eee }
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</style>
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</head>
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<body>
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<div id="d">
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<h1>Multi-materials test</h1>
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<span id="rcanvas" class="button inactive">2d canvas renderer</span>
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<span id="rwebgl" class="button">WebGL renderer</span>
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<br/>
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<p>Model by <a href="http://sketchup.google.com/3dwarehouse/details?mid=2c6fd128fca34052adc5f5b98d513da1">Reallusion iClone</a>
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<br/>
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<p>Best viewed in Chrome 8/9 or Firefox 4 using WebGL renderer.
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<p>Canvas renderer is very slow on anything other than Chrome.
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</div>
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<pre id="log"></pre>
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<script type="text/javascript" src="../build/Three.js"></script>
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<script type="text/javascript" src="../src/extras/io/Loader.js"></script>
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<script type="text/javascript" src="../src/extras/primitives/Sphere.js"></script>
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<script type="text/javascript" src="../src/extras/primitives/Plane.js"></script>
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<script type="text/javascript" src="js/Stats.js"></script>
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<script type="text/javascript">
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var SCREEN_WIDTH = window.innerWidth/2;
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var SCREEN_HEIGHT = window.innerHeight;
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var FLOOR = -250;
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var container;
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var stats;
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var camera;
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var scene;
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var canvasRenderer, webglRenderer;
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var mesh, zmesh, geometry;
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var directionalLight, pointLight;
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var mouseX = 0;
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var mouseY = 0;
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var windowHalfX = window.innerWidth / 2;
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var windowHalfY = window.innerHeight / 2;
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var render_canvas = 1, render_gl = 1;
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var has_gl = 0;
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var bcanvas = document.getElementById( 'rcanvas' );
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var bwebgl = document.getElementById( 'rwebgl' );
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document.addEventListener('mousemove', onDocumentMouseMove, false);
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init();
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loop();
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//render_canvas = !has_gl;
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bwebgl.style.display = has_gl ? "inline" : "none";
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bcanvas.className = render_canvas ? "button" : "button inactive";
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setInterval(loop, 1000/60);
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function init() {
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container = document.createElement('div');
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document.body.appendChild(container);
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camera = new THREE.Camera( 75, SCREEN_WIDTH / SCREEN_HEIGHT, 1, 100000 );
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camera.position.z = 500;
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camera.updateMatrix();
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scene = new THREE.Scene();
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// SPHERES
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sphere = new Sphere( 100, 16, 8 );
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for (var i=0; i<10; i++) {
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//mesh = new THREE.Mesh( sphere, new THREE.MeshLambertMaterial( ) );
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mesh = new THREE.Mesh( sphere, [ new THREE.MeshLambertMaterial( { color: 0xffffff } ), new THREE.MeshBasicMaterial( { color: 0x000000, wireframe: true, wireframe_linewidth: 1.5 } ) ] );
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//mesh = new THREE.Mesh( sphere, new THREE.MeshLambertMaterial( { color: 0x00aa00, wireframe: true, wireframe_linewidth: 1.5 } ) );
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//mesh = new THREE.Mesh( sphere, new THREE.MeshBasicMaterial( { wireframe: true, wireframe_linewidth: 2.5 } ) );
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mesh.position.x = 500 * ( Math.random() - 0.5 );
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mesh.position.y = 500 * ( Math.random() - 0.5 );
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mesh.position.z = 500 * ( Math.random() - 0.5 );
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mesh.scale.x = mesh.scale.y = mesh.scale.z = 0.25 * (Math.random() + 0.5);
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scene.addObject(mesh);
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}
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// LIGHTS
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var ambient = new THREE.AmbientLight( 0x101010 );
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scene.addLight( ambient );
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directionalLight = new THREE.DirectionalLight( 0xffffff );
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directionalLight.position.y = -70;
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directionalLight.position.z = 100;
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directionalLight.position.normalize();
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scene.addLight( directionalLight );
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pointLight = new THREE.PointLight( 0xffaa00 );
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pointLight.position.x = 0;
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pointLight.position.y = 0;
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pointLight.position.z = 120;
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//scene.addLight( pointLight );
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mesh = new THREE.Mesh( sphere, new THREE.MeshBasicMaterial( { color: 0xff0000 } ) );
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mesh.scale.x = mesh.scale.y = mesh.scale.z = 0.1;
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mesh.position = pointLight.position;
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scene.addObject(mesh);
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if( render_canvas ) {
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canvasRenderer = new THREE.CanvasRenderer();
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canvasRenderer.setSize( SCREEN_WIDTH, SCREEN_HEIGHT );
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container.appendChild( canvasRenderer.domElement );
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}
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if ( render_gl ) {
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try {
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webglRenderer = new THREE.WebGLRenderer();
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webglRenderer.setSize( SCREEN_WIDTH, SCREEN_HEIGHT );
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container.appendChild( webglRenderer.domElement );
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has_gl = 1;
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}
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catch (e) {
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}
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}
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stats = new Stats();
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stats.domElement.style.position = 'absolute';
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stats.domElement.style.top = '0px';
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stats.domElement.style.zIndex = 100;
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container.appendChild( stats.domElement );
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bcanvas.addEventListener("click", toggleCanvas, false);
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bwebgl.addEventListener("click", toggleWebGL, false);
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var loader = new THREE.Loader();
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loader.loadAscii( "obj/female02/Female02_slim.js", function( geometry ) { createScene( geometry) }, "obj/female02" );
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//loader.loadBinary( "obj/female02/Female02_bin.js", function( geometry ) { createScene( geometry) }, "obj/female02" );
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}
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function createScene( geometry ) {
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// PROCEDURAL TEXTURES (decals)
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var x1 = document.createElement( "canvas" );
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var xc1 = x1.getContext("2d");
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x1.width = x1.height = 256;
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xc1.shadowBlur = 3;
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xc1.shadowColor = "#000";
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xc1.font = "7pt arial";
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xc1.fillStyle = "hsla("+0+",90%,50%,1);"
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xc1.fillText("Three", 57, 29);
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xc1.fillStyle = "hsla("+0+",90%,50%,0.15);"
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xc1.fillRect(40, 70, 60, 50);
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for(var i=0;i<500;i++) {
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xc1.fillStyle = "hsla("+60*Math.random()+",90%,50%,0.5);"
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xc1.fillRect(40+60*Math.random(), 118+10*Math.random(), 2, 10);
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}
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var x2 = document.createElement( "canvas" );
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var xc2 = x2.getContext("2d");
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x2.width = x2.height = 128;
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xc2.fillStyle = "rgba(0,0,0,0.5)";
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for(var i=0;i<14;i++) {
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xc2.fillRect(0, 5+i*4, 54, 2);
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xc2.fillRect(i*4, 5, 2, 54);
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}
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var xm1 = new THREE.MeshLambertMaterial( { map: new THREE.Texture( x1 ) } );
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xm1.map.image.loaded = 1; // this is procedurally generated texture
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var xm2 = new THREE.MeshLambertMaterial( { map: new THREE.Texture( x2 ) } );
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xm2.map.image.loaded = 1; // this is procedurally generated texture
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geometry.materials[0].push ( xm1 ); // goes to faces with material 0
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geometry.materials[1].push ( xm2 ); // goes to faces with material 1
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geometry.materials[4].push ( new THREE.MeshLambertMaterial( { color: 0xff0000, opacity:0.5 } ) );
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var materials = [ new THREE.MeshFaceMaterial() ];
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// full-mesh wireframe overlay
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//materials.push( new THREE.MeshBasicMaterial( { color: 0xff0000, wireframe: true, wireframe_linewidth: 1.5 } ) );
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// full-mesh color overlay
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//materials.push( new THREE.MeshBasicMaterial { color: 0xff0000, opacity: 0.5 } ) );
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zmesh = new THREE.Mesh( geometry, materials, 1 );
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zmesh.position.x = -80;
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zmesh.position.z = 50;
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zmesh.position.y = FLOOR;
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zmesh.scale.x = zmesh.scale.y = zmesh.scale.z = 3;
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zmesh.overdraw = true;
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zmesh.updateMatrix();
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scene.addObject(zmesh);
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// PLANES with all materials from the model
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createMaterialsPalette( geometry.materials, 100, 0 );
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}
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function createMaterialsPalette( materials, size, bottom ) {
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for ( var i=0; i<materials.length; ++i ) {
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// material
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mesh = new THREE.Mesh( new Plane( size, size ), materials[i] );
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mesh.position.x = i * (size + 5) - ( ( materials.length - 1 )* ( size + 5 )/2);
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mesh.position.y = FLOOR + size/2 + bottom;
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mesh.position.z = -100;
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mesh.scale.x = mesh.scale.y = mesh.scale.z = 1;
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mesh.doubleSided = true;
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mesh.updateMatrix();
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scene.addObject(mesh);
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// number
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var x = document.createElement( "canvas" );
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var xc = x.getContext("2d");
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x.width = x.height = 128;
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xc.shadowColor = "#000";
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xc.shadowBlur = 7;
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xc.fillStyle = "orange";
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xc.font = "50pt arial bold";
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xc.fillText(i, 10, 64);
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var xm = new THREE.MeshBasicMaterial( { map: new THREE.Texture( x ) } );
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xm.map.image.loaded = 1;
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mesh = new THREE.Mesh( new Plane( size, size ), xm );
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mesh.position.x = i * (size + 5) - ( ( materials.length - 1 )* ( size + 5 )/2);
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mesh.position.y = FLOOR + size/2 + bottom;
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mesh.position.z = -99;
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mesh.scale.x = mesh.scale.y = mesh.scale.z = 1;
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mesh.doubleSided = true;
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mesh.updateMatrix();
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scene.addObject(mesh);
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}
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}
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function onDocumentMouseMove(event) {
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mouseX = ( event.clientX - windowHalfX );
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mouseY = ( event.clientY - windowHalfY );
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}
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function loop() {
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camera.position.x += ( mouseX - camera.position.x ) * .05;
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camera.position.y += ( - mouseY - camera.position.y ) * .05;
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camera.updateMatrix();
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if ( render_canvas ) canvasRenderer.render( scene, camera );
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if ( render_gl && has_gl ) webglRenderer.render( scene, camera );
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stats.update();
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}
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function log(text) {
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var e = document.getElementById("log");
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e.innerHTML = text + "<br/>" + e.innerHTML;
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}
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function toggleCanvas() {
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render_canvas = !render_canvas;
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bcanvas.className = render_canvas ? "button" : "button inactive";
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render_gl = !render_canvas;
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bwebgl.className = render_gl ? "button" : "button inactive";
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if( has_gl )
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webglRenderer.domElement.style.display = render_gl ? "block" : "none";
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canvasRenderer.domElement.style.display = render_canvas ? "block" : "none";
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}
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function toggleWebGL() {
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render_gl = !render_gl;
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bwebgl.className = render_gl ? "button" : "button inactive";
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render_canvas = !render_gl;
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bcanvas.className = render_canvas ? "button" : "button inactive";
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if( has_gl )
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webglRenderer.domElement.style.display = render_gl ? "block" : "none";
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canvasRenderer.domElement.style.display = render_canvas ? "block" : "none";
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}
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</script>
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</body>
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</html>
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