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Scientific Computing & Data Science
[WebGL] Material Basic 본문
이번 예제는 지오메트리의 재질, 즉 매터리얼에 관한 것이며, 기본 매터리얼인 Basic, Lambert, Phong 쉐이딩으로 구성하였습니다.
Download Project
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( 1, 1 ); var floorMaterial = new THREE.MeshBasicMaterial( { map: floorTexture, side: THREE.DoubleSide } ); var floorGeometry = new THREE.PlaneGeometry(1000, 1000, 10, 10); 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( 10000, 10000, 10000 ); 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( 0x9999ff, 0.00025 ); //////////// // CUSTOM // //////////// var sphereGeom = new THREE.SphereGeometry( 50, 32, 32 ); // 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(-150, 50, 0); scene.add( sphere ); var sphere = new THREE.Mesh( sphereGeom.clone(), materialLambert ); sphere.position.set(0, 50, 0); scene.add( sphere ); var sphere = new THREE.Mesh( sphereGeom.clone(), materialPhong ); sphere.position.set(150, 50, 0); scene.add( sphere ); // create a small sphere to show position of light lightbulb = new THREE.Mesh( new THREE.SphereGeometry( 10, 16, 8 ), 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 |
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