hw6a

no shader

by jmchen

HTML

<div id="info">Homework 6 (no Shader)
  <br/>
</div>
<script src="https://cdnjs.cloudflare.com/ajax/libs/three.js/r70/three.min.js"></script>
<script src="https://dl.dropboxusercontent.com/u/3587259/Code/Threejs/OrbitControls.js"></script>

CSS

#info {
  position: absolute;
  top: 2%;
  width: 100%;
  padding: 10px;
  text-align: center;
  color: #ffff00
}

body {
  overflow: hidden;
}

JavaScript

var scene, renderer, camera;
var controls;
var plane, cylinder;

init();
animate();

// MeshLambertMaterial: per vertex shading
// MeshPhongMaterial: per pixel shading

function init() {
  scene = new THREE.Scene();
  renderer = new THREE.WebGLRenderer();
  renderer.setSize(window.innerWidth, window.innerHeight);
  renderer.setClearColor(0x888888);
  document.body.appendChild(renderer.domElement);

  camera = new THREE.PerspectiveCamera(50, window.innerWidth / window.innerHeight, 1, 1000);
  camera.position.z = 500;
  controls = new THREE.OrbitControls(camera, renderer.domElement);

  var geometry = new THREE.PlaneGeometry(160, 160);
  var material = new THREE.MeshPhongMaterial({
    // wireframe: true
    //side: THREE.DoubleSide
  });

  plane = new THREE.Mesh(geometry, material);
  scene.add(plane);
  plane.position.z = -50;

  THREE.ImageUtils.crossOrigin = '';
  texture = THREE.ImageUtils.loadTexture('http://i.imgur.com/p8CRm9W.jpg');
  texture.repeat.set(4, 4);
  texture.wrapS = THREE.RepeatWrapping;
  texture.wrapT = THREE.RepeatWrapping;

  cylinder = new THREE.Mesh(new THREE.CylinderGeometry(30, 30, 100, 20),
    new THREE.MeshPhongMaterial({
      color: 0xffffff,
      map: texture,
      specular:0xff1234,
      shininess: 50
    }));
  scene.add(cylinder);
  cylinder.position.z = 50;

  var light = new THREE.PointLight(0xffffff, 1, 200);
  scene.add(light);
  var lightSphere = new THREE.Mesh(new THREE.SphereGeometry(2, 12, 12),
    new THREE.MeshBasicMaterial());
  scene.add(lightSphere);
  lightSphere.position.copy(light.position);

  window.addEventListener('resize', onWindowResize, false);
}

function onWindowResize() {
  camera.aspect = window.innerWidth / window.innerHeight;
  camera.updateProjectionMatrix();
  renderer.setSize(window.innerWidth, window.innerHeight);
}

function animate() {
  controls.update();
  requestAnimationFrame(animate);
  renderer.render(scene, camera);
}