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Added hemisphere light example.

alteredq 13 ani în urmă
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comite
143b576c5b
1 a modificat fișierele cu 324 adăugiri și 0 ștergeri
  1. 324 0
      examples/webgl_lights_hemisphere.html

+ 324 - 0
examples/webgl_lights_hemisphere.html

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+<!DOCTYPE html>
+<html lang="en">
+	<head>
+		<title>three.js webgl - lights - hemisphere light</title>
+		<meta charset="utf-8">
+		<meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0">
+		<style>
+			body {
+				background-color: #fff;
+				color: #111;
+				margin: 0px;
+				overflow: hidden;
+				font-family: Monospace;
+				font-size: 13px;
+			}
+
+			#info {
+				position: absolute;
+				top: 0px; width: 100%;
+				padding: 5px;
+				text-align: center;
+			}
+
+			a {
+				color: #0080ff;
+				text-decoration: none;
+			}
+
+			a:hover {
+				color: #f00;
+			}
+			#footer { width: 100%; margin: 2em auto; text-align: center; position: absolute; bottom: 0 }
+			strong { color: red }
+		</style>
+	</head>
+	<body>
+
+		<div id="container"></div>
+		<div id="info">
+			<a href="http://github.com/mrdoob/three.js" target="_blank">three.js</a> - webgl hemisphere light example -
+			flamingo by <a href="http://mirada.com/">mirada</a> from <a href="http://ro.me">rome</a><br/>
+		</div>
+		<div id="footer">
+			press <strong>h</strong> to toggle hemisphere light, <strong>d</strong> to toggle directional light
+		</div>
+
+		<script src="../build/three.js"></script>
+
+		<script src="js/Detector.js"></script>
+		<script src="js/Stats.js"></script>
+
+		<script type="x-shader/x-vertex" id="vertexShader">
+
+			varying vec3 worldPosition;
+
+			void main() {
+
+				vec4 mPosition = modelMatrix * vec4( position, 1.0 );
+
+				gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
+				worldPosition = mPosition.xyz;
+
+			}
+
+		</script>
+
+		<script type="x-shader/x-fragment" id="fragmentShader">
+
+			uniform vec3 topColor;
+			uniform vec3 bottomColor;
+			uniform float offset;
+			uniform float exponent;
+
+			varying vec3 worldPosition;
+
+			void main() {
+
+				float h = normalize( worldPosition + offset ).y;
+				gl_FragColor = vec4( mix( bottomColor, topColor, max( pow( h, exponent ), 0.0 ) ), 1.0 );
+
+			}
+
+		</script>
+		<script>
+
+			if ( ! Detector.webgl ) Detector.addGetWebGLMessage();
+
+			var camera, scene, renderer, dirLight, hemiLight;
+			var morphs = [];
+			var stats;
+
+			var clock = new THREE.Clock();
+
+			init();
+			animate();
+
+			function init() {
+
+				var container = document.getElementById( 'container' );
+
+				camera = new THREE.PerspectiveCamera( 30, window.innerWidth / window.innerHeight, 1, 5000 );
+				camera.position.set( 0, 0, 250 );
+
+				scene = new THREE.Scene();
+
+				scene.fog = new THREE.Fog( 0xffffff, 1, 5000 );
+				scene.fog.color.setHSV( 0.6, 0, 1 );
+
+				/*
+				controls = new THREE.TrackballControls( camera );
+
+				controls.rotateSpeed = 1.0;
+				controls.zoomSpeed = 1.2;
+				controls.panSpeed = 0.8;
+
+				controls.noZoom = false;
+				controls.noPan = false;
+
+				controls.staticMoving = true;
+				controls.dynamicDampingFactor = 0.15;
+				*/
+
+				// LIGHTS
+
+				hemiLight = new THREE.HemisphereLight( 0xffffff, 0xffffff, 0.6 );
+				hemiLight.color.setHSV( 0.6, 0.75, 1 );
+				hemiLight.groundColor.setHSV( 0.095, 0.5, 1 );
+				hemiLight.position.set( 0, 500, 0 );
+				scene.add( hemiLight );
+
+				//
+
+				dirLight = new THREE.DirectionalLight( 0xffffff, 1 );
+				dirLight.color.setHSV( 0.1, 0.1, 1 );
+				dirLight.position.set( -1, 1.75, 1 );
+				dirLight.position.multiplyScalar( 50 );
+				scene.add( dirLight );
+
+				dirLight.castShadow = true;
+
+				dirLight.shadowMapWidth = 2048;
+				dirLight.shadowMapHeight = 2048;
+
+				var d = 50;
+
+				dirLight.shadowCameraLeft = -d;
+				dirLight.shadowCameraRight = d;
+				dirLight.shadowCameraTop = d;
+				dirLight.shadowCameraBottom = -d;
+
+				dirLight.shadowCameraFar = 3500;
+				dirLight.shadowBias = -0.0001;
+				dirLight.shadowDarkness = 0.35;
+				//dirLight.shadowCameraVisible = true;
+
+				// GROUND
+
+				var groundGeo = new THREE.PlaneGeometry( 10000, 10000 );
+				var groundMat = new THREE.MeshPhongMaterial( { ambient: 0xffffff, color: 0xffffff, specular: 0x050505, perPixel: true } );
+				groundMat.color.setHSV( 0.095, 0.5, 1 );
+
+				var ground = new THREE.Mesh( groundGeo, groundMat );
+				ground.rotation.x = -Math.PI/2;
+				ground.position.y = -33;
+				scene.add( ground );
+
+				ground.receiveShadow = true;
+
+				// SKYDOME
+
+				var vertexShader = document.getElementById( 'vertexShader' ).textContent;
+				var fragmentShader = document.getElementById( 'fragmentShader' ).textContent;
+				var uniforms = {
+					topColor: 	 { type: "c", value: new THREE.Color( 0x0077ff ) },
+					bottomColor: { type: "c", value: new THREE.Color( 0xffffff ) },
+					offset:		 { type: "f", value: 33 },
+					exponent:	 { type: "f", value: 0.6 }
+				}
+				uniforms.topColor.value.copy( hemiLight.color );
+
+				scene.fog.color.copy( uniforms.bottomColor.value );
+
+				var skyGeo = new THREE.SphereGeometry( 4000, 32, 15 );
+				var skyMat = new THREE.ShaderMaterial( { vertexShader: vertexShader, fragmentShader: fragmentShader, uniforms: uniforms, side: THREE.BackSide } );
+
+				var sky = new THREE.Mesh( skyGeo, skyMat );
+				scene.add( sky );
+
+				// MODEL
+
+				var loader = new THREE.JSONLoader();
+
+				loader.load( "models/animated/flamingo.js", function( geometry ) {
+
+					morphColorsToFaceColors( geometry );
+					geometry.computeMorphNormals();
+
+					var material = new THREE.MeshPhongMaterial( { color: 0xffffff, specular: 0xffffff, shininess: 20, morphTargets: true, morphNormals: true, vertexColors: THREE.FaceColors, shading: THREE.FlatShading, perPixel: false } );
+					var meshAnim = new THREE.MorphAnimMesh( geometry, material );
+
+					meshAnim.duration = 1000;
+
+					var s = 0.35;
+					meshAnim.scale.set( s, s, s );
+					meshAnim.position.y = 15;
+					meshAnim.rotation.y = -1;
+
+					meshAnim.castShadow = true;
+					meshAnim.receiveShadow = true;
+
+					scene.add( meshAnim );
+					morphs.push( meshAnim );
+
+				} );
+
+				// RENDERER
+
+				renderer = new THREE.WebGLRenderer( { antialias: true } );
+				renderer.setSize( window.innerWidth, window.innerHeight );
+				container.appendChild( renderer.domElement );
+
+				renderer.setClearColor( scene.fog.color, 1 );
+
+				renderer.gammaInput = true;
+				renderer.gammaOutput = true;
+				renderer.physicallyBasedShading = true;
+
+				renderer.shadowMapEnabled = true;
+				renderer.shadowMapCullFrontFaces = false;
+
+				// STATS
+
+				stats = new Stats();
+				stats.domElement.style.position = 'absolute';
+				stats.domElement.style.top = '0px';
+				stats.domElement.style.zIndex = 100;
+				container.appendChild( stats.domElement );
+
+				stats.domElement.children[ 0 ].children[ 0 ].style.color = "#777";
+				stats.domElement.children[ 0 ].style.background = "transparent";
+				stats.domElement.children[ 0 ].children[ 1 ].style.display = "none";
+
+				//
+
+				window.addEventListener( 'resize', onWindowResize, false );
+				document.addEventListener( 'keydown', onKeyDown, false );
+
+			}
+
+			function morphColorsToFaceColors( geometry ) {
+
+				if ( geometry.morphColors && geometry.morphColors.length ) {
+
+					var colorMap = geometry.morphColors[ 0 ];
+
+					for ( var i = 0; i < colorMap.colors.length; i ++ ) {
+
+						geometry.faces[ i ].color = colorMap.colors[ i ];
+						THREE.ColorUtils.adjustHSV( geometry.faces[ i ].color, 0, -0.1, 0 );
+
+					}
+
+				}
+
+			}
+
+			function onWindowResize() {
+
+				camera.aspect = window.innerWidth / window.innerHeight;
+				camera.updateProjectionMatrix();
+
+				renderer.setSize( window.innerWidth, window.innerHeight );
+
+			}
+
+			function onKeyDown ( event ) {
+
+				switch ( event.keyCode ) {
+
+					case 72: /*h*/
+
+					hemiLight.visible = !hemiLight.visible;
+					break;
+
+					case 68: /*d*/
+
+					dirLight.visible = !dirLight.visible;
+					break;
+
+				}
+
+			}
+
+			//
+
+			function animate() {
+
+				requestAnimationFrame( animate );
+
+				render();
+				stats.update();
+
+			}
+
+			function render() {
+
+				var delta = clock.getDelta();
+
+				//controls.update();
+
+				for ( var i = 0; i < morphs.length; i ++ ) {
+
+					morph = morphs[ i ];
+					morph.updateAnimation( 1000 * delta );
+
+				}
+
+				renderer.render( scene, camera );
+
+			}
+
+		</script>
+	</body>
+</html>