更新时间:2021-08-06 19:15:34
coverpage
Three.js Cookbook
Credits
About the Author
Acknowledgments
About the Reviewers
www.PacktPub.com
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Preface
What this book covers
What you need for this book
Who this book is for
Sections
Conventions
Reader feedback
Customer support
Chapter 1. Getting Started
Introduction
Getting started with the WebGL renderer
Getting started with the Canvas renderer
Getting started with the CSS 3D renderer
Detecting WebGL support
Setting up an animation loop
Determining the frame rate for your scene
Controlling the variables used in the scene
Setting up a local web server with Python
Setting up a local web server with Node.js
Setting up a local web server using Mongoose
Solving cross-origin-domain error messages in Chrome
Solving cross-origin-domain error messages in Firefox
Adding keyboard controls
Loading textures asynchronously
Loading models asynchronously
Loading models asynchronously with progress
Loading other resources asynchronously with progress
Waiting until resources are loaded
Dragging a file from the desktop to the scene
Chapter 2. Geometries and Meshes
Rotating an object around its own axis
Rotating an object around a point in space
Informing Three.js about updates
Working with a large number of objects
Creating geometries from height maps
Pointing an object to another object
Writing text in 3D
Rendering 3D formulas as 3D geometries
Extending Three.js with a custom geometry object
Creating a spline curve between two points
Creating and exporting a model from Blender
Using OBJMTLLoader with multiple materials
Applying matrix transformations
Chapter 3. Working with the Camera
Making the camera follow an object
Zooming the camera to an object
Using a perspective camera
Using an orthographic camera
Creating a 2D overlay
Rotating the camera around a scene
Matching the rendered view to a resized browser
Converting world coordinates to screen coordinates
Selecting an object in the scene
Chapter 4. Materials and Textures
Adding depth to a mesh with a bump map
Adding depth to a mesh with a normal map
Using HTML canvas as a texture
Using HTML video as a texture
Creating a mesh with multiple materials
Using separate materials for faces
Setting up repeating textures
Making part of an object transparent
Using a cubemap to create reflective materials
Using a dynamic cubemap to create reflective materials
Using Blender to create custom UV mapping
Configuring blend modes
Using a shadow map for fixed shadows
Chapter 5. Lights and Custom Shaders
Creating shadows with THREE.SpotLight
Creating shadows with THREE.DirectionalLight
Softening lights by adding ambient lighting
Using THREE.HemisphereLight for natural lighting
Adding a moving all-directional light
Moving a light source along a path
Making a light source follow an object
Creating a custom vertex shader
Creating a custom fragment shader
Chapter 6. Point Clouds and Postprocessing
Creating a point cloud based on a geometry
Creating a point cloud from scratch
Coloring the individual points in a point cloud
Styling individual points
Moving individual points of a point cloud
Exploding a point cloud
Setting up the basic postprocessing pipeline
Creating custom postprocessing steps
Saving WebGL output to disk