mirror of
https://github.com/Doodle3D/Doodle3D-Slicer.git
synced 2024-11-30 01:14:57 +01:00
334 lines
8.6 KiB
HTML
334 lines
8.6 KiB
HTML
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<!DOCTYPE html>
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<html lang="en">
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<head>
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<title>three.js webgl - materials - normal map</title>
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<meta charset="utf-8">
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<meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0">
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<style>
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body {
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background:#000;
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color:#fff;
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padding:0;
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margin:0;
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font-weight: bold;
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overflow:hidden;
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}
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a { color: #ffffff; }
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#info {
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position: absolute;
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top: 0px; width: 100%;
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color: #ffffff;
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padding: 5px;
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font-family:Monospace;
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font-size:13px;
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text-align:center;
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z-index:1000;
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}
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#oldie {
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background:rgb(200,100,0) !important;
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color:#fff;
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}
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#vt { display:none }
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#vt, #vt a { color:orange; }
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</style>
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</head>
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<body>
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<div id="info">
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<a href="http://threejs.org" target="_blank">three.js</a> - webgl (<span id="description">normal + ao + displacement + environment + shadow</span>) map demo.
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ninja head from <a href="http://developer.amd.com/archive/gpu/MeshMapper/pages/default.aspx" target="_blank">AMD GPU MeshMapper</a>
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<div id="vt">displacement mapping needs vertex textures (GPU with Shader Model 3.0)</div>
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</div>
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<script src="../build/three.min.js"></script>
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<script src="js/loaders/BinaryLoader.js"></script>
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<script src="js/shaders/NormalDisplacementShader.js"></script>
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<script src="js/Detector.js"></script>
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<script src="js/libs/stats.min.js"></script>
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<script>
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if ( ! Detector.webgl ) Detector.addGetWebGLMessage();
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var statsEnabled = true;
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var container, stats, loader;
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var camera, scene, renderer;
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var mesh, zmesh, geometry;
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var mesh1, mesh2;
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var spotLight, pointLight, ambientLight;
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var mouseX = 0;
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var mouseY = 0;
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var windowHalfX = window.innerWidth / 2;
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var windowHalfY = window.innerHeight / 2;
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var r = 0.0;
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document.addEventListener( 'mousemove', onDocumentMouseMove, false );
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init();
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animate();
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function init() {
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container = document.createElement( 'div' );
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document.body.appendChild( container );
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camera = new THREE.OrthographicCamera( window.innerWidth / - 2, window.innerWidth / 2, window.innerHeight / 2, window.innerHeight / - 2, -10000, 10000 );
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camera.position.z = 1500;
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scene = new THREE.Scene();
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// LIGHTS
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ambientLight = new THREE.AmbientLight( 0x111111 );
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scene.add( ambientLight );
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pointLight = new THREE.PointLight( 0xff0000 );
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pointLight.position.z = 10000;
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pointLight.distance = 4000;
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scene.add( pointLight );
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pointLight2 = new THREE.PointLight( 0xff5500 );
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pointLight2.position.z = 1000;
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pointLight2.distance = 2000;
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scene.add( pointLight2 );
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pointLight3 = new THREE.PointLight( 0x0000ff );
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pointLight3.position.x = -1000;
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pointLight3.position.z = 1000;
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pointLight3.distance = 2000;
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scene.add( pointLight3 );
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spotLight = new THREE.SpotLight( 0xaaaaaa );
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spotLight.position.set( 1000, 500, 1000 );
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spotLight.castShadow = true;
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spotLight.shadowCameraNear = 500;
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spotLight.shadowCameraFov = 70;
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spotLight.shadowBias = 0.001;
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spotLight.shadowMapWidth = 1024;
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spotLight.shadowMapHeight = 1024;
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scene.add( spotLight );
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directionalLight2 = new THREE.DirectionalLight( 0xaaff33, 0 );
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directionalLight2.position.set( -1, 1, 0.5 ).normalize();
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//scene.add( directionalLight2 );
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directionalLight3 = new THREE.DirectionalLight( 0xaaff33 );
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directionalLight3.position.set( -1, 1, 0.5 ).normalize();
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//scene.add( directionalLight3 );
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// light representation
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var sphere = new THREE.SphereGeometry( 100, 16, 8 );
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var path = "textures/cube/SwedishRoyalCastle/";
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var format = '.jpg';
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var urls = [
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path + 'px' + format, path + 'nx' + format,
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path + 'py' + format, path + 'ny' + format,
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path + 'pz' + format, path + 'nz' + format
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];
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var reflectionCube = THREE.ImageUtils.loadTextureCube( urls );
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// common material parameters
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var diffuse = 0x331100, specular = 0xffffff, shininess = 10, scale = 23;
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// normal map shader
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var shader = THREE.NormalDisplacementShader;
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var uniforms = THREE.UniformsUtils.clone( shader.uniforms );
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uniforms[ "enableAO" ].value = true;
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uniforms[ "enableDiffuse" ].value = false;
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uniforms[ "enableSpecular" ].value = false;
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uniforms[ "enableReflection" ].value = true;
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uniforms[ "enableDisplacement" ].value = true;
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uniforms[ "tNormal" ].value = THREE.ImageUtils.loadTexture( "textures/normal/ninja/normal.jpg" );
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uniforms[ "tAO" ].value = THREE.ImageUtils.loadTexture( "textures/normal/ninja/ao.jpg" );
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uniforms[ "tDisplacement" ].value = THREE.ImageUtils.loadTexture( "textures/normal/ninja/displacement.jpg" );
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uniforms[ "uDisplacementBias" ].value = - 0.428408;
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uniforms[ "uDisplacementScale" ].value = 2.436143;
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uniforms[ "uNormalScale" ].value.y = -1;
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uniforms[ "diffuse" ].value.setHex( diffuse );
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uniforms[ "specular" ].value.setHex( specular );
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uniforms[ "shininess" ].value = shininess;
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uniforms[ "tCube" ].value = reflectionCube;
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uniforms[ "reflectivity" ].value = 0.1;
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uniforms[ "diffuse" ].value.convertGammaToLinear();
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uniforms[ "specular" ].value.convertGammaToLinear();
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var parameters = { fragmentShader: shader.fragmentShader, vertexShader: shader.vertexShader, uniforms: uniforms, lights: true, fog: false };
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var material1 = new THREE.ShaderMaterial( parameters );
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var material2 = new THREE.MeshPhongMaterial( {
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color: diffuse,
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specular: specular,
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shininess: shininess,
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normalMap: uniforms[ "tNormal" ].value,
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normalScale: uniforms[ "uNormalScale" ].value,
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envMap: reflectionCube,
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combine: THREE.MixOperation,
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reflectivity: 0.1
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} );
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//
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loader = new THREE.BinaryLoader( true );
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document.body.appendChild( loader.statusDomElement );
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loader.load( "obj/ninja/NinjaLo_bin.js", function( geometry ) { createScene( geometry, scale, material1, material2 ) } );
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//
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renderer = new THREE.WebGLRenderer();
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renderer.setPixelRatio( window.devicePixelRatio );
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renderer.setSize( window.innerWidth, window.innerHeight );
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container.appendChild( renderer.domElement );
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//
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renderer.gammaInput = true;
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renderer.gammaOutput = true;
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//
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renderer.shadowMapEnabled = true;
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renderer.shadowMapType = THREE.PCFShadowMap;
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//
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var description = "normal + ao" + ( renderer.supportsVertexTextures() ? " + displacement + environment + shadow" : " + <strike>displacement</strike>" );
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document.getElementById( "description" ).innerHTML = description;
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document.getElementById( "vt" ).style.display = renderer.supportsVertexTextures() ? "none" : "block";
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if ( statsEnabled ) {
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stats = new Stats();
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stats.domElement.style.position = 'absolute';
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stats.domElement.style.top = '0px';
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stats.domElement.style.zIndex = 100;
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container.appendChild( stats.domElement );
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}
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//
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window.addEventListener( 'resize', onWindowResize, false );
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}
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function onWindowResize() {
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windowHalfX = window.innerWidth / 2;
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windowHalfY = window.innerHeight / 2;
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camera.left = window.innerWidth / - 2;
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camera.right = window.innerWidth / 2;
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camera.top = window.innerHeight / 2;
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camera.bottom = window.innerHeight / - 2;
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camera.updateProjectionMatrix();
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renderer.setSize( window.innerWidth, window.innerHeight );
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}
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function createScene( geometry, scale, material1, material2 ) {
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geometry.computeTangents();
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mesh1 = new THREE.Mesh( geometry, material1 );
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mesh1.position.x = - scale * 12;
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mesh1.scale.set( scale, scale, scale );
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mesh1.castShadow = true;
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mesh1.receiveShadow = true;
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scene.add( mesh1 );
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mesh2 = new THREE.Mesh( geometry, material2 );
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mesh2.position.x = scale * 12;
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mesh2.scale.set( scale, scale, scale );
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mesh2.castShadow = true;
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mesh2.receiveShadow = true;
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scene.add( mesh2 );
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loader.statusDomElement.style.display = "none";
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}
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function onDocumentMouseMove(event) {
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mouseX = ( event.clientX - windowHalfX ) * 10;
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mouseY = ( event.clientY - windowHalfY ) * 10;
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}
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//
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function animate() {
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requestAnimationFrame( animate );
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render();
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if ( statsEnabled ) stats.update();
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}
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function render() {
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var ry = mouseX * 0.0003, rx = mouseY * 0.0003;
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if( mesh1 ) {
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mesh1.rotation.y = ry;
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mesh1.rotation.x = rx;
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}
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if( mesh2 ) {
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mesh2.rotation.y = ry;
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mesh2.rotation.x = rx;
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}
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pointLight.position.x = 2500 * Math.cos( r );
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pointLight.position.z = 2500 * Math.sin( r );
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r += 0.01;
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renderer.render( scene, camera );
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}
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</script>
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</body>
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</html>
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