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<!DOCTYPE html>
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<html lang="en">
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<head>
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<title>three.js webgl - teapot buffer geometry</title>
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<meta charset="utf-8">
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<meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0">
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<style>
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body {
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color: #fff;
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font-family: Monospace;
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font-size: 13px;
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text-align: center;
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font-weight: bold;
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background-color: #000;
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margin: 0px;
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overflow: hidden;
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}
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#info {
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position: absolute;
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padding: 10px;
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width: 100%;
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text-align: center;
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color: #fff;
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}
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a { color: blue; }
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</style>
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</head>
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<body>
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<script src="js/three.min.js"></script>
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<script src="js/controls/OrbitControls.js"></script>
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<script src="js/Detector.js"></script>
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<script src='js/libs/dat.gui.min.js'></script>
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<script src='js/geometries/TeapotBufferGeometry.js'></script>
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<script>
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////////////////////////////////////////////////////////////////////////////////
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// Utah/Newell Teapot demo
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////////////////////////////////////////////////////////////////////////////////
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/*global THREE, Detector, container, dat, window */
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if ( ! Detector.webgl ) Detector.addGetWebGLMessage();
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var camera, scene, sceneCube, renderer;
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var cameraControls;
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var effectController;
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var teapotSize = 400;
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var ambientLight, light;
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var skybox;
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var tess = -1; // force initialization
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var bBottom ;
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var bLid;
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var bBody;
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var bFitLid;
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var bNonBlinn;
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var shading;
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var wireMaterial, flatMaterial, gouraudMaterial, phongMaterial, texturedMaterial, reflectiveMaterial;
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var teapot;
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// allocate these just once
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var diffuseColor = new THREE.Color();
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var specularColor = new THREE.Color();
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init();
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render();
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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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var canvasWidth = window.innerWidth;
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var canvasHeight = window.innerHeight;
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// CAMERA
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camera = new THREE.PerspectiveCamera( 45, window.innerWidth / window.innerHeight, 1, 80000 );
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camera.position.set( -600, 550, 1300 );
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// LIGHTS
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ambientLight = new THREE.AmbientLight( 0x333333 ); // 0.2
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light = new THREE.DirectionalLight( 0xFFFFFF, 1.0 );
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// direction is set in GUI
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// RENDERER
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renderer = new THREE.WebGLRenderer( { antialias: true } );
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renderer.setSize( canvasWidth, canvasHeight );
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renderer.setClearColor( 0xAAAAAA );
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renderer.gammaInput = true;
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renderer.gammaOutput = true;
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container.appendChild( renderer.domElement );
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// EVENTS
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window.addEventListener( 'resize', onWindowResize, false );
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// CONTROLS
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cameraControls = new THREE.OrbitControls( camera, renderer.domElement );
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cameraControls.target.set( 0, 0, 0 );
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cameraControls.addEventListener( 'change', render );
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// TEXTURE MAP
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var textureMap = THREE.ImageUtils.loadTexture( 'textures/UV_Grid_Sm.jpg' );
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textureMap.wrapS = textureMap.wrapT = THREE.RepeatWrapping;
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textureMap.anisotropy = 16;
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// REFLECTION MAP
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var path = "textures/cube/skybox/";
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var urls = [ path + "px.jpg", path + "nx.jpg",
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path + "py.jpg", path + "ny.jpg",
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path + "pz.jpg", path + "nz.jpg" ];
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var textureCube = THREE.ImageUtils.loadTextureCube( urls );
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// MATERIALS
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var materialColor = new THREE.Color();
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materialColor.setRGB( 1.0, 1.0, 1.0 );
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wireMaterial = new THREE.MeshBasicMaterial( { color: 0xFFFFFF, wireframe: true } ) ;
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flatMaterial = new THREE.MeshPhongMaterial( { color: materialColor, specular: 0x0, shading: THREE.FlatShading, side: THREE.DoubleSide } );
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gouraudMaterial = new THREE.MeshLambertMaterial( { color: materialColor, shading: THREE.SmoothShading, side: THREE.DoubleSide } );
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phongMaterial = new THREE.MeshPhongMaterial( { color: materialColor, shading: THREE.SmoothShading, side: THREE.DoubleSide } );
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texturedMaterial = new THREE.MeshPhongMaterial( { color: materialColor, map: textureMap, shading: THREE.SmoothShading, side: THREE.DoubleSide } );
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reflectiveMaterial = new THREE.MeshPhongMaterial( { color: materialColor, envMap: textureCube, shading: THREE.SmoothShading, side: THREE.DoubleSide } );
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// SKYBOX
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var shader = THREE.ShaderLib[ "cube" ];
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shader.uniforms[ "tCube" ].value = textureCube;
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var skyboxMaterial = new THREE.ShaderMaterial( {
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fragmentShader: shader.fragmentShader,
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vertexShader: shader.vertexShader,
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uniforms: shader.uniforms,
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depthWrite: false,
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side: THREE.BackSide
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} );
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skybox = new THREE.Mesh( new THREE.BoxGeometry( 5000, 5000, 5000 ), skyboxMaterial );
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// skybox scene - keep camera centered here
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sceneCube = new THREE.Scene();
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sceneCube.add( skybox );
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// scene itself
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scene = new THREE.Scene();
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scene.add( ambientLight );
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scene.add( light );
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// GUI
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setupGui();
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}
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// EVENT HANDLERS
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function onWindowResize() {
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var canvasWidth = window.innerWidth;
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var canvasHeight = window.innerHeight;
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renderer.setSize( canvasWidth, canvasHeight );
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camera.aspect = canvasWidth / canvasHeight;
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camera.updateProjectionMatrix();
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render();
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}
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function setupGui() {
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effectController = {
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shininess: 40.0,
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ka: 0.17,
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kd: 0.51,
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ks: 0.2,
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metallic: true,
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hue: 0.121,
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saturation: 0.73,
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lightness: 0.66,
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lhue: 0.04,
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lsaturation: 0.01, // non-zero so that fractions will be shown
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llightness: 1.0,
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// bizarrely, if you initialize these with negative numbers, the sliders
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// will not show any decimal places.
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lx: 0.32,
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ly: 0.39,
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lz: 0.7,
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newTess: 15,
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bottom: true,
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lid: true,
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body: true,
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fitLid: false,
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nonblinn: false,
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newShading: "glossy"
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};
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var h;
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var gui = new dat.GUI();
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h = gui.addFolder( "Lighting" );
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h.add( effectController, "lhue", 0.0, 1.0, 0.025 ).name( "hue" ).onChange( render );
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h.add( effectController, "lsaturation", 0.0, 1.0, 0.025 ).name( "saturation" ).onChange( render );
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h.add( effectController, "llightness", 0.0, 1.0, 0.025 ).name( "lightness" ).onChange( render );
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h.add( effectController, "ka", 0.0, 1.0, 0.025 ).name( "ambient" ).onChange( render );
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// light (directional)
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h = gui.addFolder( "Light direction" );
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h.add( effectController, "lx", -1.0, 1.0, 0.025 ).name( "x" ).onChange( render );
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h.add( effectController, "ly", -1.0, 1.0, 0.025 ).name( "y" ).onChange( render );
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h.add( effectController, "lz", -1.0, 1.0, 0.025 ).name( "z" ).onChange( render );
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}
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//
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function render() {
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if ( effectController.newTess !== tess ||
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effectController.bottom !== bBottom ||
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effectController.lid !== bLid ||
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effectController.body !== bBody ||
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effectController.fitLid !== bFitLid ||
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effectController.nonblinn !== bNonBlinn ||
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effectController.newShading !== shading )
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{
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tess = effectController.newTess;
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bBottom = effectController.bottom;
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bLid = effectController.lid;
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bBody = effectController.body;
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bFitLid = effectController.fitLid;
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bNonBlinn = effectController.nonblinn;
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shading = effectController.newShading;
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createNewTeapot();
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}
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// We're a bit lazy here. We could check to see if any material attributes changed and update
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// only if they have. But, these calls are cheap enough and this is just a demo.
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phongMaterial.shininess = effectController.shininess;
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texturedMaterial.shininess = effectController.shininess;
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diffuseColor.setHSL( effectController.hue, effectController.saturation, effectController.lightness );
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if ( effectController.metallic )
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{
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// make colors match to give a more metallic look
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specularColor.copy( diffuseColor );
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}
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else
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{
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// more of a plastic look
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specularColor.setRGB( 1, 1, 1 );
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}
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diffuseColor.multiplyScalar( effectController.kd );
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flatMaterial.color.copy( diffuseColor );
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gouraudMaterial.color.copy( diffuseColor );
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phongMaterial.color.copy( diffuseColor );
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texturedMaterial.color.copy( diffuseColor );
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specularColor.multiplyScalar( effectController.ks );
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phongMaterial.specular.copy( specularColor );
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texturedMaterial.specular.copy( specularColor );
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// Ambient's actually controlled by the light for this demo
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ambientLight.color.setHSL( effectController.hue, effectController.saturation, effectController.lightness * effectController.ka );
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light.position.set( effectController.lx, effectController.ly, effectController.lz );
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light.color.setHSL( effectController.lhue, effectController.lsaturation, effectController.llightness );
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// skybox is rendered separately, so that it is always behind the teapot.
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if ( shading === "reflective" )
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{
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// clear to skybox
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renderer.autoClear = false;
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skybox.position.copy( camera.position );
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renderer.render( sceneCube, camera );
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}
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else
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{
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// clear to regular background color
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renderer.autoClear = true;
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}
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renderer.render( scene, camera );
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}
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// Whenever the teapot changes, the scene is rebuilt from scratch (not much to it).
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function createNewTeapot() {
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if ( teapot !== undefined ) {
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teapot.geometry.dispose();
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scene.remove( teapot );
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}
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var teapotGeometry = new THREE.TeapotBufferGeometry( teapotSize,
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tess,
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effectController.bottom,
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effectController.lid,
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effectController.body,
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effectController.fitLid,
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! effectController.nonblinn );
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teapot = new THREE.Mesh(
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teapotGeometry,
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shading === "wireframe" ? wireMaterial : (
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shading === "flat" ? flatMaterial : (
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shading === "smooth" ? gouraudMaterial : (
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shading === "glossy" ? phongMaterial : (
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shading === "textured" ? texturedMaterial : reflectiveMaterial ) ) ) ) ); // if no match, pick Phong
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scene.add( teapot );
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}
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</script>
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</body>
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</html>
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