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A3.js
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/**
* UBC CPSC 314, Vsep2015
* Assignment 3 Template
*/
var scene = new THREE.Scene();
// SETUP RENDERER
var renderer = new THREE.WebGLRenderer();
renderer.setSize( window.innerWidth, window.innerHeight );
renderer.setClearColor(0xffffff);
document.body.appendChild(renderer.domElement);
// SETUP CAMERA
var aspect = window.innerWidth/window.innerHeight;
var camera = new THREE.PerspectiveCamera(30, aspect, 0.1, 10000);
camera.position.set(10,15,40);
camera.lookAt(scene.position);
scene.add(camera);
// SETUP ORBIT CONTROL OF THE CAMERA
var controls = new THREE.OrbitControls(camera);
controls.damping = 0.2;
// ADAPT TO WINDOW RESIZE
function resize() {
renderer.setSize(window.innerWidth, window.innerHeight);
camera.aspect = window.innerWidth / window.innerHeight;
camera.updateProjectionMatrix();
}
window.addEventListener('resize', resize);
resize();
// FLOOR WITH CHECKERBOARD
var floorTexture = new THREE.ImageUtils.loadTexture('images/checkerboard.jpg');
floorTexture.wrapS = floorTexture.wrapT = THREE.RepeatWrapping;
floorTexture.repeat.set(4, 4);
var floorMaterial = new THREE.MeshBasicMaterial({ map: floorTexture, side: THREE.DoubleSide });
var floorGeometry = new THREE.PlaneBufferGeometry(30, 30);
var floor = new THREE.Mesh(floorGeometry, floorMaterial);
floor.position.y = -0.1;
floor.rotation.x = Math.PI / 2;
scene.add(floor);
//!!!!!!!!!! Texture for the sphere in part 4 !!!!!!!!!!!
var sphereTexture = {type: 't', value: THREE.ImageUtils.loadTexture('images/gravel-rocks-texture.jpg')};
sphereTexture.wrapS = THREE.RepeatWrapping;
sphereTexture.wrapT = THREE.ClampToEdgeWrapping;
//sphereTexture.repeat.set( 4, 4 );
// !!!!!!!!! Parameters defining the light position !!!!!!!!!
var lightColor = {type: 'c', value: new THREE.Color(1,1,1)};
var ambientColor = {type: 'c', value: new THREE.Color(0.4,0.4,0.4)};
var lightDirection= {type: 'v3', value: new THREE.Vector3(0.49,0.79,0.49)};
// !!!!!!!!! Material properties !!!!!!!!!!
var kAmbient = {type: 'f', value: 0.4};
var kDiffuse = {type: 'f', value: 0.8};
var kSpecular = {type: 'f', value: 0.8};
var shininess = {type: 'f', value: 10.0};
// MATERIALS
var gouraudMaterial = new THREE.ShaderMaterial({
uniforms: {
kAmbient: kAmbient,
kDiffuse: kDiffuse,
kSpecular: kSpecular,
shininess: shininess,
lightColor: lightColor,
lightDirection: lightDirection,
ambientColor: ambientColor,
},
});
var phongMaterial = new THREE.ShaderMaterial({
uniforms: {
},
});
var bPhongMaterial = new THREE.ShaderMaterial({
uniforms: {
},
});
var textureMaterial = new THREE.ShaderMaterial({
uniforms: {
sphereTexture: sphereTexture,
},
});
var anisotropicMaterial = new THREE.ShaderMaterial({
uniforms: {
kAmbient: kAmbient,
kDiffuse: kDiffuse,
kSpecular: kSpecular,
shininess: shininess,
lightColor: lightColor,
lightDirection: lightDirection,
ambientColor: ambientColor,
},
});
// LOAD SHADERS
var shaderFiles = [
'glsl/gouraud.fs.glsl',
'glsl/gouraud.vs.glsl',
'glsl/phong.vs.glsl',
'glsl/phong.fs.glsl',
'glsl/phong_blinn.vs.glsl',
'glsl/phong_blinn.fs.glsl',
'glsl/texture.fs.glsl',
'glsl/texture.vs.glsl',
'glsl/anisotropic.vs.glsl',
'glsl/anisotropic.fs.glsl',
];
new THREE.SourceLoader().load(shaderFiles, function(shaders) {
gouraudMaterial.vertexShader = shaders['glsl/gouraud.vs.glsl'];
gouraudMaterial.fragmentShader = shaders['glsl/gouraud.fs.glsl'];
phongMaterial.vertexShader = shaders['glsl/phong.vs.glsl'];
phongMaterial.fragmentShader = shaders['glsl/phong.fs.glsl'];
bPhongMaterial.vertexShader = shaders['glsl/phong_blinn.vs.glsl'];
bPhongMaterial.fragmentShader = shaders['glsl/phong_blinn.fs.glsl'];
textureMaterial.fragmentShader = shaders['glsl/texture.fs.glsl'];
textureMaterial.vertexShader = shaders['glsl/texture.vs.glsl'];
anisotropicMaterial.vertexShader = shaders['glsl/anisotropic.vs.glsl'];
anisotropicMaterial.fragmentShader = shaders['glsl/anisotropic.fs.glsl'];
textureMaterial.needsUpdate = true;
phongMaterial.needsUpdate = true;
bPhongMaterial.needsUpdate = true;
gouraudMaterial.needsUpdate = true;
anisotropicMaterial.needsUpdate = true;
})
// LOAD OBJs
function loadOBJ(file, material, scale, xOff, yOff, zOff, xRot, yRot, zRot) {
var onProgress = function(query) {
if ( query.lengthComputable ) {
var percentComplete = query.loaded / query.total * 100;
console.log( Math.round(percentComplete, 2) + '% downloaded' );
}
};
var onError = function() {
console.log('Failed to load ' + file);
};
var loader = new THREE.OBJLoader()
loader.load(file, function(object) {
object.traverse(function(child) {
if (child instanceof THREE.Mesh) {
child.material = material;
}
});
object.position.set(xOff,yOff,zOff);
object.rotation.x= xRot;
object.rotation.y = yRot;
object.rotation.z = zRot;
object.scale.set(scale,scale,scale);
object.parent = floor;
scene.add(object);
}, onProgress, onError);
}
// CREATE SPHERES
var sphere = new THREE.SphereGeometry(1, 16, 16);
var gem_gouraud = new THREE.Mesh(sphere, gouraudMaterial); // tip: make different materials for each sphere
gem_gouraud.position.set(-3, 1, -1);
scene.add(gem_gouraud);
//gem_gouraud.parent = floor; CHANGE THIS AT SOME POINT
var gem_phong = new THREE.Mesh(sphere, phongMaterial);
gem_phong.position.set(-1, 1, -1);
scene.add(gem_phong);
//gem_phong.parent = floor;
var gem_phong_blinn = new THREE.Mesh(sphere, bPhongMaterial);
gem_phong_blinn.position.set(1, 1, -1);
scene.add(gem_phong_blinn);
//gem_phong_blinn.parent = floor;
var gem_texture = new THREE.Mesh(sphere, textureMaterial);
gem_texture.position.set(3, 1, -1);
scene.add(gem_texture);
// gem_texture.parent = floor;
var gem_anisotropic = new THREE.Mesh(sphere, anisotropicMaterial);
gem_anisotropic.position.set(5, 1, -1);
scene.add(gem_anisotropic);
// SETUP UPDATE CALL-BACK
var keyboard = new THREEx.KeyboardState();
var render = function() {
// tip: change armadillo shading here according to keyboard
requestAnimationFrame(render);
renderer.render(scene, camera);
}
render();