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Trying to make STL example look less bad.

alteredq 13 years ago
parent
commit
16c1921ef7
1 changed files with 71 additions and 31 deletions
  1. 71 31
      examples/webgl_loader_stl.html

+ 71 - 31
examples/webgl_loader_stl.html

@@ -1,7 +1,7 @@
 <!DOCTYPE html>
 <html lang="en">
 	<head>
-		<title>three.js webgl - collada</title>
+		<title>three.js webgl - STL</title>
 		<meta charset="utf-8">
 		<meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0">
 		<style>
@@ -29,7 +29,7 @@
 	<body>
 		<div id="info">
 			<a href="http://github.com/mrdoob/three.js" target="_blank">three.js</a> -
-			STL loader test by <a href="https://github.com/aleeper">aleeper</a> 
+			STL loader test by <a href="https://github.com/aleeper">aleeper</a>
 		</div>
 
 		<script src="../build/three.min.js"></script>
@@ -46,7 +46,6 @@
 			var container, stats;
 
 			var camera, scene, renderer, objects;
-			var particleLight, pointLight;
 
 			init();
 			animate();
@@ -56,17 +55,20 @@
 				container = document.createElement( 'div' );
 				document.body.appendChild( container );
 
-				camera = new THREE.PerspectiveCamera( 45, window.innerWidth / window.innerHeight, 1, 2000 );
-				camera.position.set( 2, 2, 3 );
+				camera = new THREE.PerspectiveCamera( 35, window.innerWidth / window.innerHeight, 1, 15 );
+				camera.position.set( 3, 0.5, 3 );
 
 				scene = new THREE.Scene();
 
+				scene.fog = new THREE.Fog( 0xffffff, 2, 15 );
+				scene.fog.color.setHSV( 0.06, 0.2, 0.45 );
+
 				// Grid
 
-				var size = 14, step = 1;
+				var size = 20, step = 0.25;
 
 				var geometry = new THREE.Geometry();
-				var material = new THREE.LineBasicMaterial( { color: 0xcccccc, opacity: 0.2 } );
+				var material = new THREE.LineBasicMaterial( { color: 0x000000 } );
 
 				for ( var i = - size; i <= size; i += step ) {
 
@@ -79,43 +81,60 @@
 				}
 
 				var line = new THREE.Line( geometry, material, THREE.LinePieces );
+				line.position.y = -0.46;
 				scene.add( line );
 
+				// Ground
+
+				var plane = new THREE.Mesh( new THREE.PlaneGeometry( 40, 40 ), new THREE.MeshPhongMaterial( { ambient: 0x999999, color: 0x999999, specular: 0x101010, perPixel: true } ) );
+				plane.rotation.x = -Math.PI/2;
+				plane.position.y = -0.5;
+				scene.add( plane );
+
+				plane.receiveShadow = true;
+
+				// Object
+
 				var loader = new THREE.STLLoader();
 				loader.addEventListener( 'load', function ( event ) {
 
 					var geometry = event.content;
-					var material = new THREE.MeshPhongMaterial( { ambient: 0xff0000, color: 0xff0000, specular: 0xffffff } );
+					var material = new THREE.MeshPhongMaterial( { ambient: 0xff5533, color: 0xff5533, specular: 0x111111, shininess: 200, perPixel: true } );
+					var mesh = new THREE.Mesh( geometry, material );
+
+					mesh.castShadow = true;
+					mesh.receiveShadow = true;
 
-					scene.add( new THREE.Mesh( geometry, material ) );
+					scene.add( mesh );
 
 				} );
 				loader.load( './models/stl/slotted_disk.stl' );
 
-
-				particleLight = new THREE.Mesh( new THREE.SphereGeometry( 4, 8, 8 ), new THREE.MeshBasicMaterial( { color: 0xffffff } ) );
-				scene.add( particleLight );
-
 				// Lights
 
-				scene.add( new THREE.AmbientLight( 0xcccccc ) );
+				scene.add( new THREE.AmbientLight( 0x777777 ) );
 
-				var directionalLight = new THREE.DirectionalLight( 0xeeeeee );
-				directionalLight.position.x = Math.random() - 0.5;
-				directionalLight.position.y = Math.random() - 0.5;
-				directionalLight.position.z = Math.random() - 0.5;
-				directionalLight.position.normalize();
-				scene.add( directionalLight );
+				addShadowedLight( 1, 1, 1, 0xffffff, 1.35 );
+				addShadowedLight( 0.5, 1, -1, 0xffaa00, 1 );
 
-				pointLight = new THREE.PointLight( 0xffffff, 4 );
-				pointLight.position = particleLight.position;
-				scene.add( pointLight );
+				// renderer
 
-				renderer = new THREE.WebGLRenderer();
+				renderer = new THREE.WebGLRenderer( { antialias: true, clearColor: 0x111111, clearAlpha: 1, alpha: false } );
 				renderer.setSize( window.innerWidth, window.innerHeight );
 
+				renderer.setClearColor( scene.fog.color, 1 );
+
+				renderer.gammaInput = true;
+				renderer.gammaOutput = true;
+				renderer.physicallyBasedShading = true;
+
+				renderer.shadowMapEnabled = true;
+				renderer.shadowMapCullFrontFaces = false;
+
 				container.appendChild( renderer.domElement );
 
+				// stats
+
 				stats = new Stats();
 				stats.domElement.style.position = 'absolute';
 				stats.domElement.style.top = '0px';
@@ -127,6 +146,32 @@
 
 			}
 
+			function addShadowedLight( x, y, z, color, intensity ) {
+
+				var directionalLight = new THREE.DirectionalLight( color, intensity );
+				directionalLight.position.set( x, y, z )
+				scene.add( directionalLight );
+
+				directionalLight.castShadow = true;
+				//directionalLight.shadowCameraVisible = true;
+
+				var d = 1;
+				directionalLight.shadowCameraLeft = -d;
+				directionalLight.shadowCameraRight = d;
+				directionalLight.shadowCameraTop = d;
+				directionalLight.shadowCameraBottom = -d;
+
+				directionalLight.shadowCameraNear = 1;
+				directionalLight.shadowCameraFar = 4;
+
+				directionalLight.shadowMapWidth = 2048;
+				directionalLight.shadowMapHeight = 2048;
+
+				directionalLight.shadowBias = -0.005;
+				directionalLight.shadowDarkness = 0.15;
+
+			}
+
 			function onWindowResize() {
 
 				camera.aspect = window.innerWidth / window.innerHeight;
@@ -151,16 +196,11 @@
 
 				var timer = Date.now() * 0.0005;
 
-				camera.position.x = Math.cos( timer ) * 3;
-				camera.position.y = 1;
-				camera.position.z = Math.sin( timer ) * 3;
+				camera.position.x = Math.cos( timer ) * 5;
+				camera.position.z = Math.sin( timer ) * 5;
 
 				camera.lookAt( scene.position );
 
-				particleLight.position.x = Math.sin( timer * 4 ) * 3009;
-				particleLight.position.y = Math.cos( timer * 5 ) * 4000;
-				particleLight.position.z = Math.cos( timer * 4 ) * 3009;
-
 				renderer.render( scene, camera );
 
 			}