misc_lights_test.html 6.6 KB

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  1. <!doctype html>
  2. <html lang="en">
  3. <head>
  4. <title>three.js misc - lights - point + directional</title>
  5. <meta charset="utf-8">
  6. <meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0">
  7. <style>
  8. body {
  9. background:#fff;
  10. padding:0;
  11. margin:0;
  12. overflow:hidden;
  13. font-family:georgia;
  14. text-align:center;
  15. }
  16. h1 { }
  17. a { color:skyblue }
  18. canvas { pointer-events:none; z-index:10; }
  19. #d { text-align:center; margin:1em 0 -11.4em 0; z-index:0; position:relative; display:block }
  20. .button { background:#000; color:#fff; padding:0.2em 0.5em; cursor:pointer }
  21. .inactive { background:#999; color:#eee }
  22. </style>
  23. </head>
  24. <body>
  25. <div id="d">
  26. <h1>lights test</h1>
  27. <span id="rcanvas" class="button inactive">2d canvas renderer</span>
  28. <span id="rwebgl" class="button">WebGL renderer</span>
  29. <br/>
  30. <p>Best viewed in Chrome or Firefox using WebGL renderer.
  31. <p>Canvas renderer is very slow on anything other than Chrome.
  32. </div>
  33. <script src="../build/Three.js"></script>
  34. <script src="js/Stats.js"></script>
  35. <script>
  36. var SCREEN_WIDTH = window.innerWidth / 2;
  37. var SCREEN_HEIGHT = window.innerHeight;
  38. var FLOOR = -250;
  39. var container, stats;
  40. var camera, scene, canvasRenderer, webglRenderer;
  41. var mesh, zmesh, lightMesh, geometry;
  42. var materialSpheres, materialTorus;
  43. var directionalLight, pointLight;
  44. var mouseX = 0, mouseY = 0;
  45. var windowHalfX = window.innerWidth / 2;
  46. var windowHalfY = window.innerHeight / 2;
  47. var render_canvas = 1, render_gl = 1;
  48. var has_gl = 0;
  49. var lightAdded = false;
  50. var clock = new THREE.Clock();
  51. var bcanvas = document.getElementById( 'rcanvas' );
  52. var bwebgl = document.getElementById( 'rwebgl' );
  53. document.addEventListener( 'mousemove', onDocumentMouseMove, false );
  54. init();
  55. animate();
  56. //render_canvas = !has_gl;
  57. bwebgl.style.display = has_gl ? 'inline' : 'none';
  58. bcanvas.className = render_canvas ? 'button' : 'button inactive';
  59. function init() {
  60. container = document.createElement('div');
  61. document.body.appendChild(container);
  62. scene = new THREE.Scene();
  63. camera = new THREE.PerspectiveCamera( 75, SCREEN_WIDTH / SCREEN_HEIGHT, 1, 100000 );
  64. camera.position.z = 500;
  65. scene.add( camera );
  66. // Spheres
  67. var geometry = new THREE.SphereGeometry( 100, 16, 8 );
  68. materialSpheres = new THREE.MeshLambertMaterial( { color: 0xffffff, shading: THREE.FlatShading, overdraw: true } );
  69. for ( var i = 0; i < 30; i ++ ) {
  70. mesh = new THREE.Mesh( geometry, materialSpheres );
  71. mesh.position.x = 500 * ( Math.random() - 0.5 );
  72. mesh.position.y = 500 * ( Math.random() - 0.5 );
  73. mesh.position.z = 500 * ( Math.random() - 0.5 );
  74. mesh.scale.x = mesh.scale.y = mesh.scale.z = 0.25 * ( Math.random() + 0.5 );
  75. scene.add( mesh );
  76. }
  77. // Torus
  78. materialTorus = new THREE.MeshLambertMaterial( { color: 0xffffff, overdraw: true } );
  79. mesh = new THREE.Mesh( new THREE.TorusGeometry( 100, 25, 15, 30 ), materialTorus );
  80. scene.add( mesh );
  81. // Lights
  82. var ambient = new THREE.AmbientLight( 0x101010 );
  83. scene.add( ambient );
  84. directionalLight = new THREE.DirectionalLight( 0xffffff );
  85. directionalLight.position.set( 0, -70, 100 ).normalize();
  86. //scene.add( directionalLight );
  87. pointLight = new THREE.PointLight( 0xffaa00 );
  88. scene.add( pointLight );
  89. lightMesh = new THREE.Mesh( geometry, new THREE.MeshBasicMaterial( { color: 0xffaa00 } ) );
  90. lightMesh.scale.x = lightMesh.scale.y = lightMesh.scale.z = 0.05;
  91. lightMesh.position = pointLight.position;
  92. scene.add( lightMesh );
  93. if ( render_canvas ) {
  94. canvasRenderer = new THREE.CanvasRenderer();
  95. canvasRenderer.setSize( SCREEN_WIDTH, SCREEN_HEIGHT );
  96. container.appendChild( canvasRenderer.domElement );
  97. }
  98. if ( render_gl ) {
  99. try {
  100. webglRenderer = new THREE.WebGLRenderer( { alpha: true } );
  101. webglRenderer.setSize( SCREEN_WIDTH, SCREEN_HEIGHT );
  102. webglRenderer.domElement.style.position = "relative";
  103. container.appendChild( webglRenderer.domElement );
  104. has_gl = 1;
  105. } catch (e) {
  106. }
  107. }
  108. stats = new Stats();
  109. stats.domElement.style.position = 'absolute';
  110. stats.domElement.style.top = '0px';
  111. stats.domElement.style.zIndex = 100;
  112. container.appendChild( stats.domElement );
  113. bcanvas.addEventListener("click", toggleCanvas, false);
  114. bwebgl.addEventListener("click", toggleWebGL, false);
  115. }
  116. function onDocumentMouseMove( event ) {
  117. mouseX = ( event.clientX - windowHalfX );
  118. mouseY = ( event.clientY - windowHalfY );
  119. }
  120. //
  121. function animate() {
  122. requestAnimationFrame( animate );
  123. render();
  124. stats.update();
  125. }
  126. function render() {
  127. var delta = clock.getDelta();
  128. var r = clock.getElapsedTime();
  129. if ( ! lightAdded && r >= 3.0 ) {
  130. scene.add( directionalLight );
  131. materialTorus.needsUpdate = true;
  132. materialSpheres.needsUpdate = true;
  133. lightAdded = true;
  134. }
  135. camera.position.x += ( mouseX - camera.position.x ) * 0.05;
  136. camera.position.y += ( - mouseY - camera.position.y ) * 0.05;
  137. camera.lookAt( scene.position );
  138. for ( var i = 0, l = scene.children.length; i < l; i ++ ) {
  139. var object = scene.children[ i ];
  140. if ( object instanceof THREE.Mesh ) {
  141. if ( i % 3 == 1 )
  142. object.rotation.z += 1.5 * delta;
  143. else if ( i % 3 == 2 )
  144. object.rotation.y += 1.5 * delta;
  145. else if ( i % 3 == 0 )
  146. object.rotation.x += 1.5 * delta;
  147. }
  148. }
  149. lightMesh.position.x = 200 * Math.cos( r );
  150. lightMesh.position.z = 200 * Math.sin( r );
  151. if ( render_canvas ) canvasRenderer.render( scene, camera );
  152. if ( render_gl && has_gl ) webglRenderer.render( scene, camera );
  153. }
  154. function toggleCanvas() {
  155. render_canvas = !render_canvas;
  156. bcanvas.className = render_canvas ? "button" : "button inactive";
  157. render_gl = !render_canvas;
  158. bwebgl.className = render_gl ? "button" : "button inactive";
  159. if( has_gl )
  160. webglRenderer.domElement.style.display = render_gl ? "block" : "none";
  161. canvasRenderer.domElement.style.display = render_canvas ? "block" : "none";
  162. }
  163. function toggleWebGL() {
  164. render_gl = !render_gl;
  165. bwebgl.className = render_gl ? "button" : "button inactive";
  166. render_canvas = !render_gl;
  167. bcanvas.className = render_canvas ? "button" : "button inactive";
  168. if( has_gl )
  169. webglRenderer.domElement.style.display = render_gl ? "block" : "none";
  170. canvasRenderer.domElement.style.display = render_canvas ? "block" : "none";
  171. }
  172. </script>
  173. </body>
  174. </html>