background.html 5.8 KB

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  1. <!-- Licensed under a BSD license. See license.html for license -->
  2. <!DOCTYPE html>
  3. <html>
  4. <head>
  5. <meta charset="utf-8">
  6. <meta name="viewport" content="width=device-width, initial-scale=1.0, user-scalable=yes">
  7. <title>Three.js - Fundamentals</title>
  8. <link type="text/css" href="resources/threejs-tutorials.css" rel="stylesheet" />
  9. <style>
  10. html, body {
  11. margin: 0;
  12. height: 100%;
  13. }
  14. canvas {
  15. width: 100%;
  16. height: 100%;
  17. display: block;
  18. }
  19. </style>
  20. </head>
  21. <body>
  22. <canvas id="c"></canvas>
  23. </body>
  24. <script src="resources/threejs/r98/three.min.js"></script>
  25. <script src="resources/threejs/r98/js/controls/OrbitControls.js"></script>
  26. <script src="resources/threejs/r98/js/shaders/SSAOShader.js"></script>
  27. <script src="resources/threejs/r98/js/shaders/CopyShader.js"></script>
  28. <script src="resources/threejs/r98/js/postprocessing/EffectComposer.js"></script>
  29. <script src="resources/threejs/r98/js/postprocessing/RenderPass.js"></script>
  30. <script src="resources/threejs/r98/js/postprocessing/ShaderPass.js"></script>
  31. <script src="resources/threejs/r98/js/postprocessing/MaskPass.js"></script>
  32. <script src="resources/threejs/r98/js/postprocessing/SSAOPass.js"></script>
  33. <script src="resources/threejs/r98/js/loaders/GLTFLoader.js"></script>
  34. <script>
  35. 'use strict';
  36. /* global THREE */
  37. function main() {
  38. const canvas = document.querySelector('#c');
  39. const renderer = new THREE.WebGLRenderer({canvas: canvas});
  40. const scene = new THREE.Scene();
  41. scene.background = new THREE.Color().setHSL(0.6, 0, 1);
  42. const aspect = 2; // the canvas default
  43. const fov = 35;
  44. const near = 0.1;
  45. const far = 5000;
  46. const camera = new THREE.PerspectiveCamera(fov, aspect, near, far);
  47. camera.position.x = -0.;
  48. camera.position.y = 350;
  49. camera.position.z = 40.;
  50. const useFog = true;
  51. const useOrbitCamera = false;
  52. const showHelpers = false;
  53. const camSpeed = 0.2;
  54. if (useOrbitCamera) {
  55. const controls = new THREE.OrbitControls(camera);
  56. controls.target.set(0, 100.01, 0.2);
  57. controls.update();
  58. }
  59. renderer.setClearColor(0xAACCFF);
  60. renderer.gammaInput = true;
  61. renderer.gammaOutput = true;
  62. renderer.shadowMap.enabled = true;
  63. const hemiLight = new THREE.HemisphereLight(0xffffff, 0xffffff, 0.6);
  64. hemiLight.color.setHSL(0.6, 1, 0.6);
  65. hemiLight.groundColor.setHSL(0.095, 1, 0.75);
  66. hemiLight.position.set(0, 50, 0);
  67. scene.add(hemiLight);
  68. if (showHelpers) {
  69. const hemiLightHelper = new THREE.HemisphereLightHelper(hemiLight, 10);
  70. scene.add(hemiLightHelper);
  71. }
  72. const dirLight = new THREE.DirectionalLight(0xffffff, 1);
  73. dirLight.color.setHSL(0.1, 1, 0.95);
  74. dirLight.position.set(-300, 220, 245);
  75. scene.add(dirLight);
  76. dirLight.castShadow = true;
  77. dirLight.shadow.mapSize.width = 2048;
  78. dirLight.shadow.mapSize.height = 2048;
  79. const d = 350;
  80. dirLight.shadow.camera.left = -d;
  81. dirLight.shadow.camera.right = d;
  82. dirLight.shadow.camera.top = d;
  83. dirLight.shadow.camera.bottom = -d;
  84. dirLight.shadow.camera.near = 100;
  85. dirLight.shadow.camera.far = 950;
  86. dirLight.shadow.bias = -0.005;
  87. if (showHelpers) {
  88. const dirLightHeper = new THREE.DirectionalLightHelper(dirLight, 10);
  89. scene.add(dirLightHeper);
  90. }
  91. const loader = new THREE.GLTFLoader();
  92. const camRadius = 600;
  93. const camHeight = 160;
  94. const camTarget = [0, 30, 0];
  95. const fogNear = 1350;
  96. const fogFar = 1500;
  97. loader.load('resources/models/mountain_landscape/scene.gltf', (gltf) => {
  98. gltf.scene.traverse((child) => {
  99. if ( child.isMesh ) {
  100. child.castShadow = true;
  101. child.receiveShadow = true;
  102. }
  103. });
  104. scene.add(gltf.scene);
  105. });
  106. window.s = scene;
  107. if (useFog) {
  108. const vertexShader = `
  109. varying vec3 vWorldPosition;
  110. void main() {
  111. vec4 worldPosition = modelMatrix * vec4( position, 1.0 );
  112. vWorldPosition = worldPosition.xyz;
  113. gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
  114. }
  115. `;
  116. const fragmentShader = `
  117. uniform vec3 topColor;
  118. uniform vec3 bottomColor;
  119. uniform float offset;
  120. uniform float exponent;
  121. varying vec3 vWorldPosition;
  122. void main() {
  123. float h = normalize( vWorldPosition + offset ).y;
  124. gl_FragColor = vec4( mix( bottomColor, topColor, max( pow( max( h , 0.0), exponent ), 0.0 ) ), 1.0 );
  125. }
  126. `;
  127. const uniforms = {
  128. topColor: { value: new THREE.Color(0x88AABB) },
  129. bottomColor: { value: new THREE.Color(0xEFCB7F) },
  130. offset: { value: 730 },
  131. exponent: { value: 0.3 },
  132. };
  133. uniforms.topColor.value.copy(hemiLight.color);
  134. scene.fog = new THREE.Fog(scene.background, fogNear, fogFar);
  135. scene.fog.color.copy(uniforms.bottomColor.value);
  136. const skyGeo = new THREE.SphereBufferGeometry(4000, 32, 15);
  137. const skyMat = new THREE.ShaderMaterial( { vertexShader: vertexShader, fragmentShader: fragmentShader, uniforms: uniforms, side: THREE.BackSide } );
  138. const sky = new THREE.Mesh( skyGeo, skyMat );
  139. scene.add(sky);
  140. }
  141. function resizeRendererToDisplaySize(renderer) {
  142. const canvas = renderer.domElement;
  143. const width = canvas.clientWidth;
  144. const height = canvas.clientHeight;
  145. if (width === canvas.width && height === canvas.height) {
  146. return false;
  147. }
  148. renderer.setSize(width, height, false);
  149. return true;
  150. }
  151. function render(time) {
  152. time *= 0.001;
  153. time += 80;
  154. if (resizeRendererToDisplaySize(renderer)) {
  155. camera.aspect = canvas.clientWidth / canvas.clientHeight;
  156. camera.updateProjectionMatrix();
  157. }
  158. if (!useOrbitCamera) {
  159. const angle = Math.sin(time * camSpeed) + Math.PI * .75;
  160. camera.position.set(Math.cos(angle) * camRadius, camHeight, Math.sin(angle) * camRadius);
  161. camera.lookAt(...camTarget);
  162. }
  163. renderer.render(scene, camera);
  164. requestAnimationFrame(render);
  165. }
  166. requestAnimationFrame(render);
  167. }
  168. main();
  169. </script>
  170. </html>