일 | 월 | 화 | 수 | 목 | 금 | 토 |
---|---|---|---|---|---|---|
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 |
Tags
- 빅데이터
- nodeJS
- MongoDB
- 빅데이타
- 빅 데이터
- 통계
- Artificial Intelligence
- 김양재
- Big Data
- 인공지능
- 김양재 목사님
- node.js
- 데이터 과학
- 몽고디비
- 딥러닝
- WebGL
- openCV
- probability
- Deep learning
- 김양재 목사
- data science
- 확률
- Machine Learning
- Statistics
- 우리들교회
- No SQL
- R
- 주일설교
- 빅 데이타
- c++
Archives
- Today
- Total
Scientific Computing & Data Science
[WebGL] Refraction 본문
이번 예제는 Refraction Material에 관한 것이다. Refraction Material은 유리와 같은 투명 재질을 표현하기 위한 것입니다.
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 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 | // 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 refractSphere, refractSphereCamera; // for refract material var refractCube, refractCubeCamera; // for refract material var rotY, step; 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 var light = new THREE.PointLight(0xffffff); light.position.set(0,250,0); scene.add(light); // spotlight #1 -- yellow, dark shadow var spotlight = new THREE.SpotLight(0xffc051); spotlight.position.set(-60,500,-30); spotlight.shadowCameraVisible = true; spotlight.shadowDarkness = 0.95; spotlight.intensity = 2; spotlight.castShadow = true; // enable shadow casting ability for the light scene.add(spotlight); // 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 = -40.5; floor.rotation.x = Math.PI / 2; floor.receiveShadow = true; scene.add(floor); // SKYBOX var imagePrefix = "img/park-"; var directions = ["posx", "negx", "posy", "negy", "posz", "negz"]; var imageSuffix = ".jpg"; var skyGeometry = new THREE.CubeGeometry( 5000, 5000, 5000 ); var materialArray = []; for (var i = 0; i < 6; i++) materialArray.push( new THREE.MeshBasicMaterial({ map: THREE.ImageUtils.loadTexture( imagePrefix + directions[i] + imageSuffix ), side: THREE.BackSide })); var skyMaterial = new THREE.MeshFaceMaterial( materialArray ); var skyBox = new THREE.Mesh( skyGeometry, skyMaterial ); scene.add( skyBox ); //////////// // CUSTOM // //////////// renderer.shadowMapEnabled = true; // ADD A SPHERE MESH var sphereGeom = new THREE.SphereGeometry( 80, 64, 32 ); refractSphereCamera = new THREE.CubeCamera( 0.1, 5000, 512 ); scene.add( refractSphereCamera ); refractSphereCamera.renderTarget.mapping = new THREE.CubeRefractionMapping(); var sphereRefractMaterial = new THREE.MeshBasicMaterial( { color: 0xccccff, envMap: refractSphereCamera.renderTarget, refractionRatio: 0.985, reflectivity: 0.9 } ); refractSphere = new THREE.Mesh( sphereGeom, sphereRefractMaterial ); refractSphere.position.set(-100,50,0); refractSphereCamera.position = refractSphere.position; refractSphere.castShadow = true; scene.add(refractSphere); // ADD A CUBE MESH var cubeGeom = new THREE.CubeGeometry( 120, 120, 120 ); refractCubeCamera = new THREE.CubeCamera( 0.1, 5000, 512 ); scene.add( refractCubeCamera ); refractCubeCamera.renderTarget.mapping = new THREE.CubeRefractionMapping(); var cubeRefractMaterial = new THREE.MeshBasicMaterial( { color: 0xff879b, envMap: refractCubeCamera.renderTarget, refractionRatio: 0.985, reflectivity: 0.9 } ); refractCube = new THREE.Mesh( cubeGeom, cubeRefractMaterial ); rotY = 0; step = 0.005; refractCube.position.set(100,50,0); refractCube.rotation.y = rotY; refractCubeCamera.position = refractCube.position; refractCube.castShadow = true; scene.add(refractCube); } function animate() { requestAnimationFrame( animate ); render(); update(); } function update() { rotY += step; refractCube.rotation.y = rotY; controls.update(); stats.update(); } function render() { // move the CubeCamera to the position of the object // that has a reflective surface, "take a picture" in each direction // and apply it to the surface. // need to hide surface before and after so that it does not // "get in the way" of the camera refractSphere.visible = false; refractSphereCamera.updateCubeMap( renderer, scene ); refractSphere.visible = true; refractCube.visible = false; refractCubeCamera.updateCubeMap( renderer, scene ); refractCube.visible = true; renderer.render( scene, camera ); } | cs |
'Programming > WebGL(ThreeJS)' 카테고리의 다른 글
[WebGL] Texture Basic (0) | 2015.08.06 |
---|---|
[WebGL] Shadow Basic (0) | 2015.08.06 |
[WebGL] Cube Map (0) | 2015.08.06 |
[WebGL] Material Basic (0) | 2015.08.06 |
[WebGL] Geometry Basic (0) | 2015.08.06 |
Comments