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