-
Notifications
You must be signed in to change notification settings - Fork 198
/
Copy pathunit8-anisotropy.js
262 lines (213 loc) · 7.83 KB
/
unit8-anisotropy.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
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
"use strict"; // good practice - see https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Strict_mode
////////////////////////////////////////////////////////////////////////////////
// Anisotropy demo
////////////////////////////////////////////////////////////////////////////////
/*global THREE, document, window, dat*/
var path = ""; // STUDENT: set to "" to run on your computer, "/" for submitting code to Udacity
var camera, scene, renderer;
var cameraControls, effectController;
var clock = new THREE.Clock();
var uX = 100;
var uY = 100;
var uU = 100;
var uV = 100;
var texture = [];
var material = [];
var mtlName = 'checker 2x2';
var wrapVal = THREE.RepeatWrapping;
var magName = 'nearest';
var magVal = THREE.NearestFilter;
var minName = 'nearest';
var minVal = THREE.NearestFilter;
var anisotropy = 1;
var gui;
function fillScene() {
scene = new THREE.Scene();
var myPolygon = new SquareGeometry();
var polygonObject = new THREE.Mesh( myPolygon, material[mtlName] );
scene.add(polygonObject);
}
function setFilters() {
// MATERIALS
for (var name in texture)
{
if (texture.hasOwnProperty(name)) {
texture[name].magFilter = magVal;
texture[name].minFilter = minVal;
texture[name].anisotropy = anisotropy;
texture[name].wrapS = wrapVal; texture[name].wrapT = wrapVal;
// if you change filtering, you need to signal that texture needs update
texture[name].needsUpdate = true;
}
}
}
function SquareGeometry() {
var geo = new THREE.Geometry();
// generate vertices
geo.vertices.push( new THREE.Vector3( -uX, 0.0, -uY ) );
geo.vertices.push( new THREE.Vector3( uX, 0.0, -uY ) );
geo.vertices.push( new THREE.Vector3( uX, 0.0, uY ) );
geo.vertices.push( new THREE.Vector3( -uX, 0.0, uY ) );
var uvs = [];
uvs.push( new THREE.Vector2( uU, uV ) );
uvs.push( new THREE.Vector2( uU, 0.0 ) );
uvs.push( new THREE.Vector2( 0.0, 0.0 ) );
uvs.push( new THREE.Vector2( 0.0, uV ) );
// generate faces
geo.faces.push( new THREE.Face3( 0, 1, 2 ) );
geo.faceVertexUvs[ 0 ].push( [ uvs[0], uvs[1], uvs[2] ] );
geo.faces.push( new THREE.Face3( 0, 2, 3 ) );
geo.faceVertexUvs[ 0 ].push( [ uvs[0], uvs[2], uvs[3] ] );
// done: return it.
return geo;
}
// need to init this before GUI
function initRenderer() {
var canvasWidth = window.innerWidth;
var canvasHeight = window.innerHeight;
var canvasRatio = canvasWidth / canvasHeight;
// RENDERER
//renderer = new THREE.WebGLRenderer( { antialias: true } );
renderer = new THREE.WebGLRenderer( );
renderer.gammaInput = true;
renderer.gammaOutput = true;
renderer.setSize(canvasWidth, canvasHeight);
renderer.setClearColorHex( 0xFFFFFF, 1.0 );
var container = document.getElementById('container');
container.appendChild( renderer.domElement );
// Camera: Y up, X right, Z up
camera = new THREE.PerspectiveCamera( 40, canvasRatio, 0.1, 100 );
camera.position.set( 10, 3.4, 2 );
// CONTROLS
cameraControls = new THREE.OrbitAndPanControls(camera, renderer.domElement);
cameraControls.target.set(0,0,0);
}
function init() {
// TEXTURES
// If you change the magnify mode, you must reload texture?
texture['checker 1x1 (gray)'] = THREE.ImageUtils.loadTexture( path + 'media/img/cs291/textures/checker1x1.png' );
texture['checker 2x2'] = THREE.ImageUtils.loadTexture( path + 'media/img/cs291/textures/checker2x2.png' );
texture['checker 4x4'] = THREE.ImageUtils.loadTexture( path + 'media/img/cs291/textures/checker4x4.png' );
texture['checker 8x8'] = THREE.ImageUtils.loadTexture( path + 'media/img/cs291/textures/checker8x8.png' );
texture['checker 16x16'] = THREE.ImageUtils.loadTexture( path + 'media/img/cs291/textures/checker16x16.png' );
texture['checker 32x32'] = THREE.ImageUtils.loadTexture( path + 'media/img/cs291/textures/checker32x32.png' );
texture['checker 64x64'] = THREE.ImageUtils.loadTexture( path + 'media/img/cs291/textures/checker64x64.png' );
texture['checker 128x128'] = THREE.ImageUtils.loadTexture( path + 'media/img/cs291/textures/checker128x128.png' );
texture['checker 256x256'] = THREE.ImageUtils.loadTexture( path + 'media/img/cs291/textures/checker256x256.png' );
texture['checker 512x512'] = THREE.ImageUtils.loadTexture( path + 'media/img/cs291/textures/checker512x512.png' );
texture.crate = THREE.ImageUtils.loadTexture( path + 'media/img/cs291/textures/crate.gif' );
texture.grid = THREE.ImageUtils.loadTexture( path + 'media/img/cs291/textures/ash_uvgrid01.jpg');
texture.water = THREE.ImageUtils.loadTexture( path + 'media/img/cs291/textures/water.jpg' );
texture.concrete = THREE.ImageUtils.loadTexture( path + 'media/img/cs291/textures/concrete.jpg' );
texture.letterR = THREE.ImageUtils.loadTexture( path + 'media/img/cs291/textures/r_border.png' );
setFilters();
for (var name in texture)
{
if (texture.hasOwnProperty(name)) {
material[name] = new THREE.MeshBasicMaterial( { map: texture[name], side:THREE.DoubleSide } );
}
}
fillScene();
}
function animate() {
window.requestAnimationFrame(animate);
render();
}
function render() {
var delta = clock.getDelta();
cameraControls.update(delta);
if ( effectController.reset )
{
resetGui();
// Iterate over all controllers
for (var i in gui.__controllers) {
if (gui.__controllers.hasOwnProperty(i)) {
gui.__controllers[i].updateDisplay();
}
}
}
var refill = false;
if ( magName !== effectController.magnification ||
minName !== effectController.minification ||
anisotropy !== effectController.anisotropy )
{
magName = effectController.magnification;
minName = effectController.minification;
anisotropy = effectController.anisotropy;
refill = true;
if ( effectController.magnification === 'nearest' )
{
magVal = THREE.NearestFilter;
} else
{
magVal = THREE.LinearFilter;
}
if ( effectController.minification === 'nearest' )
{
minVal = THREE.NearestFilter;
} else if ( effectController.minification === 'linear' )
{
minVal = THREE.LinearFilter;
} else
{
minVal = THREE.LinearMipMapLinearFilter;
}
setFilters();
}
if ( refill ||
mtlName !== effectController.mtlName )
{
mtlName = effectController.mtlName;
fillScene();
}
for (var name in texture)
{
if (texture.hasOwnProperty(name)) {
//texture[name].offset.set( effectController.offset, effectController.offset );
texture[name].repeat.set( effectController.repeat, effectController.repeat );
}
}
camera.fov = effectController.fov;
camera.updateProjectionMatrix();
renderer.render(scene, camera);
}
function resetGui() {
effectController.magnification = 'linear';
effectController.minification = 'mipmap';
effectController.anisotropy = 1;
effectController.fov = 40;
effectController.repeat = 3;
effectController.mtlName = 'checker 32x32';
effectController.reset = false;
}
function setupGui() {
effectController = {
// Actually, resetGui sets the values, use that for defaults
magnification: 'linear',
minification: 'mipmap',
anisotropy: 1,
fov: 40,
repeat: 3,
mtlName: 'checker 32x32',
reset: false
};
resetGui();
gui = new dat.GUI();
gui.add( effectController, "magnification", ['nearest','linear'] ).name("magnification");
gui.add( effectController, "minification", ['nearest','linear','mipmap'] ).name("minification");
var anisoCount = 1;
var anisoList = [];
while ( anisoCount <= renderer.getMaxAnisotropy() ) {
anisoList.push(anisoCount);
anisoCount *= 2;
}
gui.add( effectController, "anisotropy", anisoList ).name("anisotropy");
gui.add( effectController, "repeat", 0.1, 10.0 ).name("texture repeat");
gui.add( effectController, "fov", 5, 150 ).name("field of view");
gui.add( effectController, "mtlName", ['checker 1x1 (gray)','checker 2x2','checker 4x4','checker 8x8','checker 16x16','checker 32x32','checker 64x64','checker 128x128','checker 256x256','checker 512x512','crate','grid','water','concrete','letterR'] ).name("texture image");
gui.add( effectController, "reset" ).name("reset");
}
initRenderer();
setupGui();
init();
animate();