05-17 06:36
Notice
Recent Posts
Recent Comments
관리 메뉴

Scientific Computing & Data Science

[WebGL] Material Basic 본문

Programming/WebGL(ThreeJS)

[WebGL] Material Basic

cinema4dr12 2015. 8. 6. 20:13

이번 예제는 지오메트리의 재질, 즉 매터리얼에 관한 것이며, 기본 매터리얼인 Basic, Lambert, Phong 쉐이딩으로 구성하였습니다.

Download Project

03-01-material-basic.zip


Click here to view with full screen mode


Operations

Mouse Left Button Click & Drag: Camera Rotating

Mouse Wheel: Camera Zoom In & Out

Mouse Right Button Click & Drag: Camera Panning

main.js

1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
// MAIN
 
// standard global variables
var container, scene, camera, renderer, controls, stats;
var keyboard = new THREEx.KeyboardState();
var clock = new THREE.Clock();
// custom global variables
var cube;
var light, lightbulb;
var step, posZ;
 
init();
animate();
 
// FUNCTIONS         
function init() 
{
    // SCENE
    scene = new THREE.Scene();
 
    // CAMERA
    var SCREEN_WIDTH = window.innerWidth, SCREEN_HEIGHT = window.innerHeight;
    var VIEW_ANGLE = 45, ASPECT = SCREEN_WIDTH / SCREEN_HEIGHT, NEAR = 0.1, FAR = 20000;
    camera = new THREE.PerspectiveCamera( VIEW_ANGLE, ASPECT, NEAR, FAR);
    scene.add(camera);
    camera.position.set(0,150,400);
    camera.lookAt(scene.position);
 
    // RENDERER
    if ( Detector.webgl )
        renderer = new THREE.WebGLRenderer( {antialias:true} );
    else
        renderer = new THREE.CanvasRenderer(); 
    renderer.setSize(SCREEN_WIDTH, SCREEN_HEIGHT);
     container = document.getElementById'ThreeJS' );
    container.appendChild( renderer.domElement );
 
    // EVENTS
    THREEx.WindowResize(renderer, camera);
    THREEx.FullScreen.bindKey({ charCode : 'f'.charCodeAt(0) });
 
    // CONTROLS
    controls = new THREE.OrbitControls( camera, renderer.domElement );
 
    // STATS
    stats = new Stats();
    stats.domElement.style.position = 'absolute';
    stats.domElement.style.bottom = '0px';
    stats.domElement.style.zIndex = 100;
    container.appendChild( stats.domElement );
 
    // LIGHT
    light = new THREE.PointLight(0xffffff);
    posZ = -100;
    step = 1;
    light.position.set(0,150,posZ);
    scene.add(light);
 
    // FLOOR
    var floorTexture = new THREE.ImageUtils.loadTexture( 'img/Wood_floor.jpg' );
    floorTexture.wrapS = floorTexture.wrapT = THREE.RepeatWrapping; 
    floorTexture.repeat.set( 11 );
    var floorMaterial = new THREE.MeshBasicMaterial( { map: floorTexture, side: THREE.DoubleSide } );
    var floorGeometry = new THREE.PlaneGeometry(100010001010);
    var floor = new THREE.Mesh(floorGeometry, floorMaterial);
    floor.position.y = -0.5;
    floor.rotation.x = Math.PI / 2;
    scene.add(floor);
 
    // SKYBOX/FOG
    var skyBoxGeometry = new THREE.CubeGeometry( 100001000010000 );
    var skyBoxMaterial = new THREE.MeshBasicMaterial( { color: 0x9999ff, side: THREE.BackSide } );
    var skyBox = new THREE.Mesh( skyBoxGeometry, skyBoxMaterial );
    // scene.add(skyBox);
    scene.fog = new THREE.FogExp2( 0x9999ff0.00025 );
    
    ////////////
    // CUSTOM //
    ////////////
    var sphereGeom =  new THREE.SphereGeometry( 503232 ); // radius, widthSegments, heightSegments
    
    // Three types of materials, each reacts differently to light.
    var materialBasic = new THREE.MeshBasicMaterial( { color: 0xf068b2 } );
    var materialLambert = new THREE.MeshLambertMaterial( { color: 0xf068b2 } );
    var materialPhong = new THREE.MeshPhongMaterial( { color: 0xf068b2 } );
 
    var sphere = new THREE.Mesh( sphereGeom.clone(), materialBasic );
    sphere.position.set(-150500);
    scene.add( sphere );    
    
    var sphere = new THREE.Mesh( sphereGeom.clone(), materialLambert );
    sphere.position.set(0500);
    scene.add( sphere );    
    
    var sphere = new THREE.Mesh( sphereGeom.clone(), materialPhong );
    sphere.position.set(150500);
    scene.add( sphere );
    
    
    // create a small sphere to show position of light
    lightbulb = new THREE.Mesh( 
        new THREE.SphereGeometry( 10168 ), 
        new THREE.MeshBasicMaterial( { color: 0xfcff00 } )
    );
    scene.add( lightbulb );
    lightbulb.position = light.position;
}
 
function animate() 
{
    requestAnimationFrame( animate );
    render();        
    update();
}
 
function update()
{
    posZ += step;
    if(posZ < -200)
        step = 1;
    else if(posZ > 200)
        step = -1;
 
    light.position.z = posZ;
    lightbulb.position.z = posZ;
 
    controls.update();
    stats.update();
}
 
function render() 
{
    renderer.render( scene, camera );
}
cs


'Programming > WebGL(ThreeJS)' 카테고리의 다른 글

[WebGL] Refraction  (0) 2015.08.06
[WebGL] Cube Map  (0) 2015.08.06
[WebGL] Geometry Basic  (0) 2015.08.06
[WebGL] Web-Cam Texture  (0) 2015.08.06
[WebGL] Web-Cam으로 화면 출력하기  (0) 2015.08.06
Comments