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📄 lighting.js

📁 这是一个ajax的例子大家好好的看看就是一个鱼眼的效果
💻 JS
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if(!dojo._hasResource["dojox.gfx3d.lighting"]){ //_hasResource checks added by build. Do not use _hasResource directly in your code.dojo._hasResource["dojox.gfx3d.lighting"] = true;dojo.provide("dojox.gfx3d.lighting");dojo.require("dojox.gfx._base");(function(){	var lite = dojox.gfx3d.lighting;	dojo.mixin(dojox.gfx3d.lighting, {		// color utilities		black: function(){			return {r: 0, g: 0, b: 0, a: 1};		},		white: function(){			return {r: 1, g: 1, b: 1, a: 1};		},		toStdColor: function(c){			c = dojox.gfx.normalizeColor(c);			return {r: c.r / 255, g: c.g / 255, b: c.b / 255, a: c.a};		},		fromStdColor: function(c){			return new dojo.Color([Math.round(255 * c.r), Math.round(255 * c.g), Math.round(255 * c.b), c.a]);		},		scaleColor: function(s, c){			return {r: s * c.r, g: s * c.g, b: s * c.b, a: s * c.a};		},		addColor: function(a, b){			return {r: a.r + b.r, g: a.g + b.g, b: a.b + b.b, a: a.a + b.a};		},		multiplyColor: function(a, b){			return {r: a.r * b.r, g: a.g * b.g, b: a.b * b.b, a: a.a * b.a};		},		saturateColor: function(c){			return {				r: c.r < 0 ? 0 : c.r > 1 ? 1 : c.r,				g: c.g < 0 ? 0 : c.g > 1 ? 1 : c.g,				b: c.b < 0 ? 0 : c.b > 1 ? 1 : c.b,				a: c.a < 0 ? 0 : c.a > 1 ? 1 : c.a			};		},		mixColor: function(c1, c2, s){			return lite.addColor(lite.scaleColor(s, c1), lite.scaleColor(1 - s, c2));		},		diff2Color: function(c1, c2){			var r = c1.r - c2.r;			var g = c1.g - c2.g;			var b = c1.b - c2.b;			var a = c1.a - c2.a;			return r * r + g * g + b * b + a * a;		},		length2Color: function(c){			return c.r * c.r + c.g * c.g + c.b * c.b + c.a * c.a;		},				// vector utilities		//TODO: move vector utilities from this file to vector.js		dot: function(a, b){			return a.x * b.x + a.y * b.y + a.z * b.z;		},		scale: function(s, v){			return {x: s * v.x, y: s * v.y, z: s * v.z};		},		add: function(a, b){			return {x: a.x + b.x, y: a.y + b.y, z: a.z + b.z};		},		saturate: function(v){			return Math.min(Math.max(v, 0), 1);		},		length: function(v){			return Math.sqrt(dojox.gfx3d.lighting.dot(v, v));		},		normalize: function(v){			return lite.scale(1 / lite.length(v), v);		},		faceforward: function(n, i){			var p = dojox.gfx3d.lighting;			var s = p.dot(i, n) < 0 ? 1 : -1;			return p.scale(s, n);		},		reflect: function(i, n){			var p = dojox.gfx3d.lighting;			return p.add(i, p.scale(-2 * p.dot(i, n), n));		},				// lighting utilities		diffuse: function(normal, lights){			var c = lite.black();			for(var i = 0; i < lights.length; ++i){				var l = lights[i],					d = lite.dot(lite.normalize(l.direction), normal);				c = lite.addColor(c, lite.scaleColor(d, l.color));			}			return lite.saturateColor(c);		},		specular: function(normal, v, roughness, lights){			var c = lite.black();			for(var i = 0; i < lights.length; ++i){				var l = lights[i], 					h = lite.normalize(lite.add(lite.normalize(l.direction), v)),					s = Math.pow(Math.max(0, lite.dot(normal, h)), 1 / roughness);				c = lite.addColor(c, lite.scaleColor(s, l.color));			}			return lite.saturateColor(c);		},		phong: function(normal, v, size, lights){			normal = lite.normalize(normal);			var c = lite.black();			for(var i = 0; i < lights.length; ++i){				var l = lights[i],					r = lite.reflect(lite.scale(-1, lite.normalize(v)), normal),					s = Math.pow(Math.max(0, lite.dot(r, lite.normalize(l.direction))), size);				c = lite.addColor(c, lite.scaleColor(s, l.color));			}			return lite.saturateColor(c);		}	});	// this lighting model is derived from RenderMan Interface Specification Version 3.2	dojo.declare("dojox.gfx3d.lighting.Model", null, {		constructor: function(incident, lights, ambient, specular){			this.incident = lite.normalize(incident);			this.lights = [];			for(var i = 0; i < lights.length; ++i){				var l = lights[i];				this.lights.push({direction: lite.normalize(l.direction), color: lite.toStdColor(l.color)});			}			this.ambient = lite.toStdColor(ambient.color ? ambient.color : "white");			this.ambient = lite.scaleColor(ambient.intensity, this.ambient);			this.ambient = lite.scaleColor(this.ambient.a, this.ambient);			this.ambient.a = 1;			this.specular = lite.toStdColor(specular ? specular : "white");			this.specular = lite.scaleColor(this.specular.a, this.specular);			this.specular.a = 1;			this.npr_cool = {r: 0,   g: 0,   b: 0.4, a: 1};			this.npr_warm = {r: 0.4, g: 0.4, b: 0.2, a: 1};			this.npr_alpha = 0.2;			this.npr_beta  = 0.6;			this.npr_scale = 0.6;		},		constant: function(normal, finish, pigment){			pigment   = lite.toStdColor(pigment);			var alpha = pigment.a, color = lite.scaleColor(alpha, pigment);			color.a   = alpha;			return lite.fromStdColor(lite.saturateColor(color));		},		matte: function(normal, finish, pigment){			if(typeof finish == "string"){ finish = lite.finish[finish]; }			pigment = lite.toStdColor(pigment);			normal  = lite.faceforward(lite.normalize(normal), this.incident);			var ambient = lite.scaleColor(finish.Ka, this.ambient),				shadow  = lite.saturate(-4 * lite.dot(normal, this.incident)),				diffuse = lite.scaleColor(shadow * finish.Kd, lite.diffuse(normal, this.lights)),				color   = lite.scaleColor(pigment.a, lite.multiplyColor(pigment, lite.addColor(ambient, diffuse)));			color.a = pigment.a;			return lite.fromStdColor(lite.saturateColor(color));		},		metal: function(normal, finish, pigment){			if(typeof finish == "string"){ finish = lite.finish[finish]; }			pigment = lite.toStdColor(pigment);			normal  = lite.faceforward(lite.normalize(normal), this.incident);			var v = lite.scale(-1, this.incident), specular, color,				ambient = lite.scaleColor(finish.Ka, this.ambient),				shadow  = lite.saturate(-4 * lite.dot(normal, this.incident));			if("phong" in finish){				specular = lite.scaleColor(shadow * finish.Ks * finish.phong, lite.phong(normal, v, finish.phong_size, this.lights));			}else{				specular = lite.scaleColor(shadow * finish.Ks, lite.specular(normal, v, finish.roughness, this.lights));			}			color = lite.scaleColor(pigment.a, lite.addColor(lite.multiplyColor(pigment, ambient), lite.multiplyColor(this.specular, specular)));			color.a = pigment.a;			return lite.fromStdColor(lite.saturateColor(color));		},		plastic: function(normal, finish, pigment){			if(typeof finish == "string"){ finish = lite.finish[finish]; }			pigment = lite.toStdColor(pigment);			normal  = lite.faceforward(lite.normalize(normal), this.incident);			var v = lite.scale(-1, this.incident), specular, color,				ambient = lite.scaleColor(finish.Ka, this.ambient),				shadow  = lite.saturate(-4 * lite.dot(normal, this.incident)),				diffuse = lite.scaleColor(shadow * finish.Kd, lite.diffuse(normal, this.lights));			if("phong" in finish){				specular = lite.scaleColor(shadow * finish.Ks * finish.phong, lite.phong(normal, v, finish.phong_size, this.lights));			}else{				specular = lite.scaleColor(shadow * finish.Ks, lite.specular(normal, v, finish.roughness, this.lights));			}			color = lite.scaleColor(pigment.a, lite.addColor(lite.multiplyColor(pigment, lite.addColor(ambient, diffuse)), lite.multiplyColor(this.specular, specular)));			color.a = pigment.a;			return lite.fromStdColor(lite.saturateColor(color));		},		npr: function(normal, finish, pigment){			if(typeof finish == "string"){ finish = lite.finish[finish]; }			pigment = lite.toStdColor(pigment);			normal  = lite.faceforward(lite.normalize(normal), this.incident);			var ambient  = lite.scaleColor(finish.Ka, this.ambient),				shadow   = lite.saturate(-4 * lite.dot(normal, this.incident)),				diffuse  = lite.scaleColor(shadow * finish.Kd, lite.diffuse(normal, this.lights)),				color = lite.scaleColor(pigment.a, lite.multiplyColor(pigment, lite.addColor(ambient, diffuse))),				cool = lite.addColor(this.npr_cool, lite.scaleColor(this.npr_alpha, color)),				warm = lite.addColor(this.npr_warm, lite.scaleColor(this.npr_beta,  color)),				d = (1 + lite.dot(this.incident, normal)) / 2,				color = lite.scaleColor(this.npr_scale, lite.addColor(color, lite.mixColor(cool, warm, d)));			color.a = pigment.a;			return lite.fromStdColor(lite.saturateColor(color));		}	});})();// POV-Ray basic finishesdojox.gfx3d.lighting.finish = {	// Default		defaults: {Ka: 0.1, Kd: 0.6, Ks: 0.0, roughness: 0.05},		dull:     {Ka: 0.1, Kd: 0.6, Ks: 0.5, roughness: 0.15},	shiny:    {Ka: 0.1, Kd: 0.6, Ks: 1.0, roughness: 0.001},	glossy:   {Ka: 0.1, Kd: 0.6, Ks: 1.0, roughness: 0.0001},		phong_dull:   {Ka: 0.1, Kd: 0.6, Ks: 0.5, phong: 0.5, phong_size: 1},	phong_shiny:  {Ka: 0.1, Kd: 0.6, Ks: 1.0, phong: 1.0, phong_size: 200},	phong_glossy: {Ka: 0.1, Kd: 0.6, Ks: 1.0, phong: 1.0, phong_size: 300},	luminous: {Ka: 1.0, Kd: 0.0, Ks: 0.0, roughness: 0.05},	// Metals	// very soft and dull	metalA: {Ka: 0.35, Kd: 0.3, Ks: 0.8, roughness: 1/20},	// fairly soft and dull	metalB: {Ka: 0.30, Kd: 0.4, Ks: 0.7, roughness: 1/60},	// medium reflectivity, holds color well	metalC: {Ka: 0.25, Kd: 0.5, Ks: 0.8, roughness: 1/80},	// highly hard and polished, high reflectivity	metalD: {Ka: 0.15, Kd: 0.6, Ks: 0.8, roughness: 1/100},	// very highly polished and reflective	metalE: {Ka: 0.10, Kd: 0.7, Ks: 0.8, roughness: 1/120}};}

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