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Merge pull request #6613 from elisee/three-r73
three: Update as much as possible to r73
This commit is contained in:
@@ -54,7 +54,7 @@
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// Cubes
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var geometry2 = new THREE.BoxGeometry(50, 50, 50);
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var material2 = new THREE.MeshLambertMaterial({ color: 0xffffff, shading: THREE.FlatShading, overdraw: 0.5 });
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var material2 = new THREE.MeshLambertMaterial({ color: 0xffffff, overdraw: 0.5 });
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for (var i = 0; i < 100; i++) {
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@@ -54,7 +54,7 @@
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loader = new THREE.JSONLoader();
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loader.load('obj/WaltHeadLo.js', function (geometry) {
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mesh = new THREE.Mesh(geometry, new THREE.MeshLambertMaterial({ color: 0xffffff, shading: THREE.FlatShading, overdraw: 0.5 }));
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mesh = new THREE.Mesh(geometry, new THREE.MeshLambertMaterial({ color: 0xffffff, overdraw: 0.5 }));
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scene.add(mesh);
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});
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@@ -52,8 +52,8 @@
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new THREE.MeshBasicMaterial({ color: 0x00ffff, wireframe: true, side: THREE.DoubleSide }),
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new THREE.MeshBasicMaterial({ color: 0xff0000, blending: THREE.AdditiveBlending }),
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new THREE.MeshLambertMaterial({ color: 0xffffff, shading: THREE.FlatShading, overdraw: 0.5 }),
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new THREE.MeshLambertMaterial({ color: 0xffffff, shading: THREE.SmoothShading, overdraw: 0.5 }),
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new THREE.MeshLambertMaterial({ color: 0xffffff, overdraw: 0.5 }),
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new THREE.MeshLambertMaterial({ color: 0xffffff, overdraw: 0.5 }),
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new THREE.MeshDepthMaterial({ overdraw: 0.5 }),
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new THREE.MeshNormalMaterial({ overdraw: 0.5 }),
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new THREE.MeshBasicMaterial({ map: THREE.ImageUtils.loadTexture('textures/land_ocean_ice_cloud_2048.jpg') }),
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@@ -8,29 +8,20 @@
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var renderer, scene, camera, stats;
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var sphere, uniforms, attributes;
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var sphere, uniforms;
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var noise = [];
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var WIDTH = window.innerWidth,
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HEIGHT = window.innerHeight;
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var displacement, noise;
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init();
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animate();
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function init() {
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camera = new THREE.PerspectiveCamera(30, WIDTH / HEIGHT, 1, 10000);
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camera = new THREE.PerspectiveCamera(30, window.innerWidth / window.innerHeight, 1, 10000);
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camera.position.z = 300;
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scene = new THREE.Scene();
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attributes = {
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displacement: { type: 'f', value: [] }
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};
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uniforms = {
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amplitude: { type: "f", value: 1.0 },
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@@ -44,7 +35,6 @@
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var shaderMaterial = new THREE.ShaderMaterial({
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uniforms: uniforms,
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attributes: attributes,
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vertexShader: document.getElementById('vertexshader').textContent,
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fragmentShader: document.getElementById('fragmentshader').textContent
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@@ -52,27 +42,27 @@
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var radius = 50, segments = 128, rings = 64;
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var geometry = new THREE.SphereGeometry(radius, segments, rings);
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geometry.dynamic = true;
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sphere = new THREE.Mesh(geometry, shaderMaterial);
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var geometry = new THREE.SphereBufferGeometry( radius, segments, rings );
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var vertices = sphere.geometry.vertices;
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var values = attributes.displacement.value;
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displacement = new Float32Array( geometry.attributes["position"].count );
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noise = new Float32Array( geometry.attributes["position"].count );
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for (var v = 0; v < vertices.length; v++) {
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for ( var i = 0; i < displacement.length; i ++ ) {
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values[v] = 0;
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noise[v] = Math.random() * 5;
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noise[ i ] = Math.random() * 5;
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}
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geometry.addAttribute( 'displacement', new THREE.BufferAttribute( displacement, 1 ) );
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sphere = new THREE.Mesh(geometry, shaderMaterial);
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scene.add(sphere);
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renderer = new THREE.WebGLRenderer();
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renderer.setClearColor(0x050505);
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renderer.setPixelRatio(window.devicePixelRatio);
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renderer.setSize(WIDTH, HEIGHT);
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renderer.setSize(window.innerWidth, window.innerHeight);
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var container = document.getElementById('container');
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container.appendChild(renderer.domElement);
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@@ -114,19 +104,19 @@
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uniforms.amplitude.value = 2.5 * Math.sin(sphere.rotation.y * 0.125);
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uniforms.color.value.offsetHSL(0.0005, 0, 0);
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for (var i = 0; i < attributes.displacement.value.length; i++) {
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attributes.displacement.value[i] = Math.sin(0.1 * i + time);
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noise[i] += 0.5 * (0.5 - Math.random());
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noise[i] = THREE.Math.clamp(noise[i], -5, 5);
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attributes.displacement.value[i] += noise[i];
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for ( var i = 0; i < displacement.length; i ++ ) {
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displacement[ i ] = Math.sin( 0.1 * i + time );
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noise[ i ] += 0.5 * ( 0.5 - Math.random() );
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noise[ i ] = THREE.Math.clamp( noise[ i ], -5, 5 );
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displacement[ i ] += noise[ i ];
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}
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attributes.displacement.needsUpdate = true;
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sphere.geometry.attributes.displacement.needsUpdate = true;
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renderer.render(scene, camera);
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@@ -54,20 +54,20 @@
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texture.needsUpdate = true;
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materials.push(new THREE.MeshLambertMaterial({ map: texture, transparent: true }));
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materials.push(new THREE.MeshLambertMaterial({ color: 0xdddddd, shading: THREE.FlatShading }));
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materials.push(new THREE.MeshLambertMaterial({ color: 0xdddddd }));
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materials.push(new THREE.MeshPhongMaterial({ color: 0xdddddd, specular: 0x009900, shininess: 30, shading: THREE.FlatShading }));
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materials.push(new THREE.MeshNormalMaterial());
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materials.push(new THREE.MeshBasicMaterial({ color: 0xffaa00, transparent: true, blending: THREE.AdditiveBlending }));
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//materials.push( new THREE.MeshBasicMaterial( { color: 0xff0000, blending: THREE.SubtractiveBlending } ) );
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materials.push(new THREE.MeshLambertMaterial({ color: 0xdddddd, shading: THREE.SmoothShading }));
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materials.push(new THREE.MeshLambertMaterial({ color: 0xdddddd }));
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materials.push(new THREE.MeshPhongMaterial({ color: 0xdddddd, specular: 0x009900, shininess: 30, shading: THREE.SmoothShading, map: texture, transparent: true }));
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materials.push(new THREE.MeshNormalMaterial({ shading: THREE.SmoothShading }));
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materials.push(new THREE.MeshBasicMaterial({ color: 0xffaa00, wireframe: true }));
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materials.push(new THREE.MeshDepthMaterial());
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materials.push(new THREE.MeshLambertMaterial({ color: 0x666666, emissive: 0xff0000, shading: THREE.SmoothShading }));
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materials.push(new THREE.MeshLambertMaterial({ color: 0x666666, emissive: 0xff0000 }));
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materials.push(new THREE.MeshPhongMaterial({ color: 0x000000, specular: 0x666666, emissive: 0xff0000, shininess: 10, shading: THREE.SmoothShading, opacity: 0.9, transparent: true }));
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materials.push(new THREE.MeshBasicMaterial({ map: texture, transparent: true }));
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Vendored
+247
-386
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