-
-
Save nbriz/53419c61260c1591b500 to your computer and use it in GitHub Desktop.
dither or 'dotted' shading, for threejs_playGnd
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
/* ------------------- INSTRUCTIONS ----- | |
to shade your scene 'dithered' or 'dotted' | |
you must first add this shader file to your HTML page | |
add the following tag belelow the Detector.js | |
which is on line 16 | |
-------------------------------------- */ | |
<script src="http://brangerbriz.net/labs/threejs_playGnd/js/ShaderToon.js"></script> | |
/* -------------------------------------- | |
then add the following createShaderMaterial() function | |
between your setup() function and your | |
draw() function | |
-------------------------------------- */ | |
function createShaderMaterial( id, light, ambientLight ) { | |
var shader = THREE.ShaderToon[ id ]; | |
var u = THREE.UniformsUtils.clone( shader.uniforms ); | |
var vs = shader.vertexShader; | |
var fs = shader.fragmentShader; | |
var material = new THREE.ShaderMaterial( { uniforms: u, vertexShader: vs, fragmentShader: fs } ); | |
material.uniforms.uDirLightPos.value = light.position; | |
material.uniforms.uDirLightColor.value = light.color; | |
material.uniforms.uAmbientLightColor.value = ambientLight.color; | |
return material; | |
} | |
/* -------------------------------------- | |
then create your mesh | |
and replace "material = new THREE.Mesh..." | |
with the code below | |
-------------------------------------- */ | |
material = createShaderMaterial( "dotted", directionalLight, ambientLight ); | |
material.uniforms.uBaseColor.value.setHex( 0x000000 ); | |
material.uniforms.uLineColor1.value.setHex( 0xff00ff ); | |
/* -------------------------------------- | |
you can change the color of the dots by changing | |
the hex values of uBaseColor and uLineColor1 | |
you can also change "dotted" to "hatching" | |
NOTE: this material requires lights, notice the code above | |
references two lights after "dotted" | |
make sure to include the lights (code below) | |
in your setup() function | |
-------------------------------------- */ | |
directionalLight = new THREE.DirectionalLight(0xffffff); | |
directionalLight.position.set( 0.96, 1.78, 0 ); | |
scene.add( directionalLight ); | |
ambientLight = new THREE.AmbientLight( 0x080808 ); | |
scene.add( ambientLight ); | |
@ daniel880420 are u getting any errors in ur JavaScript console in ur browser? it might just be the fact that this is pretty old now :/ there have been lots of updates to three.js since we made this project, it's probably worth a big update... one day... when there's time
@ daniel880420 are u getting any errors in ur JavaScript console in ur browser? it might just be the fact that this is pretty old now :/ there have been lots of updates to three.js since we made this project, it's probably worth a big update... one day... when there's time
here's my code wish u can check it if theres anything wrong,thanks!!!
<style> body { background-color: #ffffff; margin: 0; overflow: hidden; } </style> <script src="http://threejsplaygnd.brangerbriz.net/js/three.min.js"></script>
<script src="http://threejsplaygnd.brangerbriz.net/js/Detector.js"></script>
<script src="http://brangerbriz.net/labs/threejs_playGnd/js/ShaderToon.js"></script>
<script>
if ( ! Detector.webgl ) Detector.addGetWebGLMessage();
var camera, scene, renderer;
var geometry, material, mesh;
function setup() {
var W = window.innerWidth, H = window.innerHeight;
renderer = new THREE.WebGLRenderer();
renderer.setSize( W, H );
document.body.appendChild( renderer.domElement );
camera = new THREE.PerspectiveCamera( 50, W/H, 1, 10000 );
camera.position.z = 500;
scene = new THREE.Scene();
// paste your code from the geometryGUI here
geometry = new THREE.CubeGeometry(200, 200, 200);
material = createShaderMaterial( "dotted", directionalLight, ambientLight );
material.uniforms.uBaseColor.value.setHex( 0x000000 );
material.uniforms.uLineColor1.value.setHex( 0xff00ff );
mesh = new THREE.Mesh(geometry, material);
scene.add(mesh);
directionalLight = new THREE.DirectionalLight(0xffffff);
directionalLight.position.set( 0.96, 1.78, 0 );
scene.add( directionalLight );
ambientLight = new THREE.AmbientLight( 0x080808 );
scene.add( ambientLight );
}
function createShaderMaterial( id, light, ambientLight ) {
var shader = THREE.ShaderToon[ id ];
var u = THREE.UniformsUtils.clone( shader.uniforms );
var vs = shader.vertexShader;
var fs = shader.fragmentShader;
var material = new THREE.ShaderMaterial( { uniforms: u, vertexShader: vs, fragmentShader: fs } );
material.uniforms.uDirLightPos.value = light.position;
material.uniforms.uDirLightColor.value = light.color;
material.uniforms.uAmbientLightColor.value = ambientLight.color;
return material;
}
function draw() {
requestAnimationFrame( draw );
// experiment with code from the snippets menu here
renderer.render( scene, camera );
}
setup();
draw();
</script>
</body>
Sign up for free
to join this conversation on GitHub.
Already have an account?
Sign in to comment
i followed the steps with this snippet but still not working . How can i get some helps?