Skip to content
体验新版
项目
组织
正在加载...
登录
切换导航
打开侧边栏
Ablesons
three.js
提交
ebd36999
T
three.js
项目概览
Ablesons
/
three.js
与 Fork 源项目一致
从无法访问的项目Fork
通知
2
Star
0
Fork
0
代码
文件
提交
分支
Tags
贡献者
分支图
Diff
Issue
0
列表
看板
标记
里程碑
合并请求
0
Wiki
0
Wiki
分析
仓库
DevOps
项目成员
Pages
T
three.js
项目概览
项目概览
详情
发布
仓库
仓库
文件
提交
分支
标签
贡献者
分支图
比较
Issue
0
Issue
0
列表
看板
标记
里程碑
合并请求
0
合并请求
0
Pages
分析
分析
仓库分析
DevOps
Wiki
0
Wiki
成员
成员
收起侧边栏
关闭侧边栏
动态
分支图
创建新Issue
提交
Issue看板
前往新版Gitcode,体验更适合开发者的 AI 搜索 >>
提交
ebd36999
编写于
2月 06, 2016
作者:
M
Mr.doob
浏览文件
操作
浏览文件
下载
电子邮件补丁
差异文件
Added MeshStandardMaterial example.
上级
a455e248
变更
7
展开全部
隐藏空白更改
内联
并排
Showing
7 changed file
with
70500 addition
and
0 deletion
+70500
-0
examples/files.js
examples/files.js
+1
-0
examples/models/obj/cerberus/Cerberus.obj
examples/models/obj/cerberus/Cerberus.obj
+70271
-0
examples/models/obj/cerberus/Cerberus_A.jpg
examples/models/obj/cerberus/Cerberus_A.jpg
+0
-0
examples/models/obj/cerberus/Cerberus_M.jpg
examples/models/obj/cerberus/Cerberus_M.jpg
+0
-0
examples/models/obj/cerberus/Cerberus_N.jpg
examples/models/obj/cerberus/Cerberus_N.jpg
+0
-0
examples/models/obj/cerberus/Cerberus_R.jpg
examples/models/obj/cerberus/Cerberus_R.jpg
+0
-0
examples/webgl_materials_standard.html
examples/webgl_materials_standard.html
+228
-0
未找到文件。
examples/files.js
浏览文件 @
ebd36999
...
...
@@ -126,6 +126,7 @@ var files = {
"
webgl_materials_parallaxmap
"
,
"
webgl_materials_shaders_fresnel
"
,
"
webgl_materials_skin
"
,
"
webgl_materials_standard
"
,
"
webgl_materials_texture_anisotropy
"
,
"
webgl_materials_texture_compressed
"
,
"
webgl_materials_texture_filters
"
,
...
...
examples/models/obj/cerberus/Cerberus.obj
0 → 100644
浏览文件 @
ebd36999
此差异已折叠。
点击以展开。
examples/models/obj/cerberus/Cerberus_A.jpg
0 → 100644
浏览文件 @
ebd36999
810.3 KB
examples/models/obj/cerberus/Cerberus_M.jpg
0 → 100644
浏览文件 @
ebd36999
721.9 KB
examples/models/obj/cerberus/Cerberus_N.jpg
0 → 100644
浏览文件 @
ebd36999
1.1 MB
examples/models/obj/cerberus/Cerberus_R.jpg
0 → 100644
浏览文件 @
ebd36999
1.5 MB
examples/webgl_materials_standard.html
0 → 100644
浏览文件 @
ebd36999
<!DOCTYPE html>
<html
lang=
"en"
>
<head>
<title>
three.js webgl - materials - pyhsical
</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
{
background
:
#000
;
color
:
#fff
;
padding
:
0
;
margin
:
0
;
font-weight
:
bold
;
overflow
:
hidden
;
}
a
{
color
:
#ffffff
;
}
#info
{
position
:
absolute
;
top
:
0px
;
width
:
100%
;
color
:
#ffffff
;
padding
:
5px
;
font-family
:
Monospace
;
font-size
:
13px
;
text-align
:
center
;
z-index
:
1000
;
}
#oldie
{
background
:
rgb
(
200
,
100
,
0
)
!important
;
color
:
#fff
;
}
#vt
{
display
:
none
}
#vt
,
#vt
a
{
color
:
orange
;
}
#stats
{
position
:
absolute
;
top
:
0
;
left
:
0
}
#stats
#fps
{
background
:
transparent
!important
}
#stats
#fps
#fpsText
{
color
:
#aaa
!important
}
#stats
#fps
#fpsGraph
{
display
:
none
}
</style>
</head>
<body>
<div
id=
"info"
>
<a
href=
"http://threejs.org"
target=
"_blank"
>
three.js
</a>
- webgl physically based material -
<a
href=
"http://www.polycount.com/forum/showthread.php?t=130641"
target=
"_blank"
>
Cerberus(FFVII Gun) model
</a>
by Andrew Maximov.
</div>
<script
src=
"../build/three.min.js"
></script>
<script
src=
"js/controls/TrackballControls.js"
></script>
<script
src=
"js/loaders/OBJLoader.js"
></script>
<script
src=
"js/Detector.js"
></script>
<script
src=
"js/libs/stats.min.js"
></script>
<script>
if
(
!
Detector
.
webgl
)
Detector
.
addGetWebGLMessage
();
var
statsEnabled
=
true
;
var
container
,
stats
,
loader
;
var
camera
,
scene
,
renderer
;
var
cameraCube
,
sceneCube
;
var
controls
;
var
mesh
;
var
spotLight
;
init
();
animate
();
function
init
()
{
container
=
document
.
createElement
(
'
div
'
);
document
.
body
.
appendChild
(
container
);
//
camera
=
new
THREE
.
PerspectiveCamera
(
50
,
window
.
innerWidth
/
window
.
innerHeight
,
0.01
,
1000
);
camera
.
position
.
z
=
2
;
controls
=
new
THREE
.
TrackballControls
(
camera
);
scene
=
new
THREE
.
Scene
();
sceneCube
=
new
THREE
.
Scene
();
cameraCube
=
new
THREE
.
PerspectiveCamera
(
50
,
window
.
innerWidth
/
window
.
innerHeight
,
1
,
10000
);
sceneCube
.
add
(
cameraCube
);
// LIGHTS
scene
.
add
(
new
THREE
.
HemisphereLight
(
0x443333
,
0x222233
,
4
)
);
// scene.add( new THREE.AmbientLight( 0xffffff ) );
//
var
loader
=
new
THREE
.
CubeTextureLoader
();
loader
.
setPath
(
'
textures/cube/pisa/
'
);
var
textureCube
=
loader
.
load
(
[
"
px.png
"
,
"
nx.png
"
,
"
py.png
"
,
"
ny.png
"
,
"
pz.png
"
,
"
nz.png
"
]
);
var
shader
=
THREE
.
ShaderLib
[
"
cube
"
];
shader
.
uniforms
[
"
tCube
"
].
value
=
textureCube
;
var
material
=
new
THREE
.
ShaderMaterial
(
{
fragmentShader
:
shader
.
fragmentShader
,
vertexShader
:
shader
.
vertexShader
,
uniforms
:
shader
.
uniforms
,
depthWrite
:
false
,
side
:
THREE
.
BackSide
}
),
mesh
=
new
THREE
.
Mesh
(
new
THREE
.
BoxGeometry
(
100
,
100
,
100
),
material
);
sceneCube
.
add
(
mesh
);
//
var
path
=
'
models/obj/cerberus/
'
;
var
loader
=
new
THREE
.
OBJLoader
();
loader
.
load
(
path
+
'
Cerberus.obj
'
,
function
(
group
)
{
// var material = new THREE.MeshBasicMaterial( { wireframe: true } );
var
material
=
new
THREE
.
MeshStandardMaterial
();
var
loader
=
new
THREE
.
TextureLoader
();
material
.
roughness
=
1
;
material
.
metalness
=
1
;
material
.
map
=
loader
.
load
(
path
+
'
Cerberus_A.jpg
'
);
material
.
roughnessMap
=
loader
.
load
(
path
+
'
Cerberus_R.jpg
'
);
material
.
metalnessMap
=
loader
.
load
(
path
+
'
Cerberus_M.jpg
'
);
material
.
normalMap
=
loader
.
load
(
path
+
'
Cerberus_N.jpg
'
);
material
.
envMap
=
textureCube
;
material
.
map
.
wrapS
=
THREE
.
RepeatWrapping
;
material
.
roughnessMap
.
wrapS
=
THREE
.
RepeatWrapping
;
material
.
metalnessMap
.
wrapS
=
THREE
.
RepeatWrapping
;
material
.
normalMap
.
wrapS
=
THREE
.
RepeatWrapping
;
group
.
traverse
(
function
(
child
)
{
if
(
child
instanceof
THREE
.
Mesh
)
{
child
.
material
=
material
;
}
}
);
group
.
position
.
x
=
-
0.45
;
group
.
rotation
.
y
=
-
Math
.
PI
/
2
;
scene
.
add
(
group
);
}
);
//
renderer
=
new
THREE
.
WebGLRenderer
(
{
antialias
:
true
}
);
renderer
.
setClearColor
(
0x202020
);
renderer
.
setPixelRatio
(
window
.
devicePixelRatio
);
renderer
.
setSize
(
window
.
innerWidth
,
window
.
innerHeight
);
container
.
appendChild
(
renderer
.
domElement
);
renderer
.
autoClear
=
false
;
renderer
.
gammaInput
=
true
;
renderer
.
gammaOutput
=
true
;
//
if
(
statsEnabled
)
{
stats
=
new
Stats
();
container
.
appendChild
(
stats
.
domElement
);
}
window
.
addEventListener
(
'
resize
'
,
onWindowResize
,
false
);
}
//
function
onWindowResize
(
event
)
{
SCREEN_WIDTH
=
window
.
innerWidth
;
SCREEN_HEIGHT
=
window
.
innerHeight
;
renderer
.
setSize
(
SCREEN_WIDTH
,
SCREEN_HEIGHT
);
camera
.
aspect
=
SCREEN_WIDTH
/
SCREEN_HEIGHT
;
camera
.
updateProjectionMatrix
();
}
//
function
animate
()
{
requestAnimationFrame
(
animate
);
controls
.
update
();
cameraCube
.
quaternion
.
copy
(
camera
.
quaternion
);
renderer
.
render
(
sceneCube
,
cameraCube
);
renderer
.
render
(
scene
,
camera
);
if
(
statsEnabled
)
stats
.
update
();
}
</script>
</body>
</html>
编辑
预览
Markdown
is supported
0%
请重试
或
添加新附件
.
添加附件
取消
You are about to add
0
people
to the discussion. Proceed with caution.
先完成此消息的编辑!
取消
想要评论请
注册
或
登录