webgl_materials_shaders.html 9.7 KB

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  1. <!DOCTYPE HTML>
  2. <html lang="en">
  3. <head>
  4. <title>three.js - materials - shaders [Phong, Lambert] - webgl</title>
  5. <meta charset="utf-8">
  6. <style type="text/css">
  7. body {
  8. background:#000;
  9. color:#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. #log { position:absolute; top:50px; text-align:left; display:block; z-index:100 }
  20. #d { text-align:center; margin:1em 0 -19.7em 0; z-index:0; position:relative; display:block }
  21. .button { background:orange; color:#fff; padding:0.2em 0.5em; cursor:pointer }
  22. .inactive { background:#999; color:#eee }
  23. </style>
  24. </head>
  25. <body>
  26. <div id="d">
  27. <h1>Blinn-Phong / Lambert materials</h1>
  28. <span id="rcanvas" class="button inactive">2d canvas renderer</span>
  29. <span id="rwebgl" class="button">WebGL renderer</span>
  30. <br/>
  31. <p><a href="http://github.com/mrdoob/three.js">Three.js</a> example
  32. <br/>
  33. <p>Best viewed in Chrome 9 or Firefox 4 using WebGL renderer.
  34. <p>Canvas renderer is very slow on anything other than Chrome.
  35. <p>Blinn-Phong shader only works in WebGL, canvas has only diffuse materials.
  36. </div>
  37. <pre id="log"></pre>
  38. <script type="text/javascript" src="../build/Three.js"></script>
  39. <script type="text/javascript" src="../src/extras/io/Loader.js"></script>
  40. <script type="text/javascript" src="../src/extras/primitives/Sphere.js"></script>
  41. <script type="text/javascript" src="js/Stats.js"></script>
  42. <script type="text/javascript">
  43. var SCREEN_WIDTH = window.innerWidth;
  44. var SCREEN_HEIGHT = window.innerHeight;
  45. var FLOOR = -250;
  46. var container;
  47. var stats;
  48. var camera;
  49. var scene;
  50. var canvasRenderer, webglRenderer;
  51. var mesh, zmesh, lightMesh, geometry;
  52. var directionalLight, pointLight;
  53. var mouseX = 0;
  54. var mouseY = 0;
  55. var windowHalfX = window.innerWidth >> 1;
  56. var windowHalfY = window.innerHeight >> 1;
  57. var render_canvas = 1, render_gl = 1;
  58. var has_gl = 0;
  59. var bcanvas = document.getElementById("rcanvas");
  60. var bwebgl = document.getElementById("rwebgl");
  61. document.addEventListener('mousemove', onDocumentMouseMove, false);
  62. init();
  63. loop();
  64. render_canvas = !has_gl;
  65. bwebgl.style.display = has_gl ? "inline" : "none";
  66. bcanvas.className = render_canvas ? "button" : "button inactive";
  67. setInterval(loop, 1000/60);
  68. function addMesh( geometry, scale, x, y, z, rx, ry, rz, material ) {
  69. mesh = new THREE.Mesh( geometry, material );
  70. mesh.scale.x = mesh.scale.y = mesh.scale.z = scale;
  71. mesh.position.x = x;
  72. mesh.position.y = y;
  73. mesh.position.z = z;
  74. mesh.rotation.x = rx;
  75. mesh.rotation.y = ry;
  76. mesh.rotation.z = rz;
  77. mesh.overdraw = true;
  78. mesh.updateMatrix();
  79. scene.addObject(mesh);
  80. }
  81. function init() {
  82. container = document.createElement('div');
  83. document.body.appendChild(container);
  84. camera = new THREE.Camera( 75, SCREEN_WIDTH / SCREEN_HEIGHT, 1, 100000 );
  85. camera.position.z = 1000;
  86. camera.updateMatrix();
  87. scene = new THREE.Scene();
  88. // LIGHTS
  89. var ambient = new THREE.AmbientLight( 0x101010 );
  90. scene.addLight( ambient );
  91. directionalLight = new THREE.DirectionalLight( 0xffffff );
  92. directionalLight.position.x = 1;
  93. directionalLight.position.y = 1;
  94. directionalLight.position.z = 2;
  95. directionalLight.position.normalize();
  96. scene.addLight( directionalLight );
  97. pointLight = new THREE.PointLight( 0xffffff );
  98. pointLight.position.x = 0;
  99. pointLight.position.y = 0;
  100. pointLight.position.z = 0;
  101. scene.addLight( pointLight );
  102. // light representation
  103. sphere = new Sphere( 100, 16, 8 );
  104. lightMesh = new THREE.Mesh( sphere, new THREE.MeshBasicMaterial( { color: 0xffaa00 } ) );
  105. lightMesh.scale.x = lightMesh.scale.y = lightMesh.scale.z = 0.05;
  106. lightMesh.position = pointLight.position;
  107. lightMesh.overdraw = true;
  108. lightMesh.updateMatrix();
  109. scene.addObject(lightMesh);
  110. // material samples
  111. sphere = new Sphere( 100, 32, 32 );
  112. var y1 = 0, y2 = -200;
  113. addMesh( sphere, 1, -600, y1, 0, 0,0,0, new THREE.MeshPhongMaterial( { ambient: 0x050505, color: 0x000000, specular: 0x555555, shininess: 30 } ) );
  114. addMesh( sphere, 1, -600, y2, 0, 0,0,0, new THREE.MeshLambertMaterial( { color: 0x050505 } ) );
  115. addMesh( sphere, 1, -400, y1, 0, 0,0,0, new THREE.MeshPhongMaterial( { ambient: 0x000000, color: 0xffffff, specular: 0x555555, shininess: 30 } ) );
  116. addMesh( sphere, 1, -400, y2, 0, 0,0,0, new THREE.MeshLambertMaterial( { color: 0xffffff } ) );
  117. addMesh( sphere, 1, -200, y1, 0, 0,0,0, new THREE.MeshPhongMaterial( { ambient: 0x000000, color: 0xff5500, specular: 0x555555, shininess: 10 } ) );
  118. addMesh( sphere, 1, -200, y2, 0, 0,0,0, new THREE.MeshLambertMaterial( { color: 0xff5500 } ) );
  119. addMesh( sphere, 1, 0, y1, 0, 0,0,0, new THREE.MeshPhongMaterial( { ambient: 0x000000, color: 0xffaa00, specular: 0x555555, shininess: 30 } ) );
  120. addMesh( sphere, 1, 0, y2, 0, 0,0,0, new THREE.MeshLambertMaterial( { color: 0xffaa00 } ) );
  121. addMesh( sphere, 1, 200, y1, 0, 0,0,0, new THREE.MeshPhongMaterial( { ambient: 0x000000, color: 0x55ff00, specular: 0x555555, shininess: 30 } ) );
  122. addMesh( sphere, 1, 200, y2, 0, 0,0,0, new THREE.MeshLambertMaterial( { color: 0x55ff00 } ) );
  123. addMesh( sphere, 1, 400, y1, 0, 0,0,0, new THREE.MeshPhongMaterial( { ambient: 0x000000, color: 0x0055ff, specular: 0x555555, shininess: 30 } ) );
  124. addMesh( sphere, 1, 400, y2, 0, 0,0,0, new THREE.MeshLambertMaterial( { color: 0x0055ff } ) );
  125. addMesh( sphere, 1, 600, y1, 0, 0,0,0, new THREE.MeshPhongMaterial( { ambient: 0x000000, color: 0x5500ff, specular: 0x555555, shininess: 30 } ) );
  126. addMesh( sphere, 1, 600, y2, 0, 0,0,0, new THREE.MeshLambertMaterial( { color: 0x5500ff } ) );
  127. if ( render_gl ) {
  128. try {
  129. webglRenderer = new THREE.WebGLRenderer();
  130. webglRenderer.setSize( SCREEN_WIDTH, SCREEN_HEIGHT );
  131. webglRenderer.domElement.style.position = "relative";
  132. container.appendChild( webglRenderer.domElement );
  133. has_gl = 1;
  134. }
  135. catch (e) {
  136. }
  137. }
  138. if( render_canvas ) {
  139. canvasRenderer = new THREE.CanvasRenderer();
  140. canvasRenderer.setSize( SCREEN_WIDTH, SCREEN_HEIGHT );
  141. container.appendChild( canvasRenderer.domElement );
  142. }
  143. stats = new Stats();
  144. stats.domElement.style.position = 'absolute';
  145. stats.domElement.style.top = '0px';
  146. stats.domElement.style.zIndex = 100;
  147. container.appendChild( stats.domElement );
  148. bcanvas.addEventListener("click", toggleCanvas, false);
  149. bwebgl.addEventListener("click", toggleWebGL, false);
  150. var loader = new THREE.Loader();
  151. loader.loadAscii( { model: "obj/torus/Torus_slim.js", callback: function( geometry ) { createScene( geometry ) } } );
  152. //loader.loadBinary( { model: "obj/torus/Torus_bin.js", callback: function( geometry ) { createScene( geometry ) } } );
  153. }
  154. function createScene( geometry ) {
  155. var s = 80, t = s + 20, y = 200;
  156. addMesh( geometry, s, -6*t, y, 0, 1.57,0,0, new THREE.MeshPhongMaterial( { ambient: 0x000000, color: 0x000000, specular: 0x333333, shininess: 10 } ) );
  157. addMesh( geometry, s, -4*t, y, 0, 1.57,0,0, new THREE.MeshPhongMaterial( { ambient: 0x030303, color: 0x888888, specular: 0x333333, shininess: 10 } ) );
  158. addMesh( geometry, s, -2*t, y, 0, 1.57,0,0, new THREE.MeshPhongMaterial( { ambient: 0x030303, color: 0x030303, specular: 0xff5500, shininess: 10 } ) );
  159. addMesh( geometry, s, 0, y, 0, 1.57,0,0, new THREE.MeshPhongMaterial( { ambient: 0x030303, color: 0x030303, specular: 0xffaa00, shininess: 10 } ) );
  160. addMesh( geometry, s, 2*t, y, 0, 1.57,0,0, new THREE.MeshPhongMaterial( { ambient: 0x030303, color: 0x030303, specular: 0x55ff00, shininess: 10 } ) );
  161. addMesh( geometry, s, 4*t, y, 0, 1.57,0,0, new THREE.MeshPhongMaterial( { ambient: 0x030303, color: 0x030303, specular: 0x0055ff, shininess: 10 } ) );
  162. addMesh( geometry, s, 6*t, y, 0, 1.57,0,0, new THREE.MeshPhongMaterial( { ambient: 0x030303, color: 0x030303, specular: 0x5500ff, shininess: 10 } ) );
  163. }
  164. function onDocumentMouseMove(event) {
  165. mouseX = ( event.clientX - windowHalfX );
  166. mouseY = ( event.clientY - windowHalfY );
  167. }
  168. var r = 0;
  169. function loop() {
  170. camera.position.x += ( mouseX - camera.position.x ) * .05;
  171. camera.position.y += ( - mouseY - camera.position.y ) * .05;
  172. camera.updateMatrix();
  173. lightMesh.position.x = 700*Math.cos(r);
  174. lightMesh.position.z = 700*Math.sin(r);
  175. lightMesh.updateMatrix();
  176. r += 0.01;
  177. if ( render_canvas ) canvasRenderer.render( scene, camera );
  178. if ( render_gl && has_gl ) webglRenderer.render( scene, camera );
  179. stats.update();
  180. }
  181. function log(text) {
  182. var e = document.getElementById("log");
  183. e.innerHTML = text + "<br/>" + e.innerHTML;
  184. }
  185. function toggleCanvas() {
  186. render_canvas = !render_canvas;
  187. bcanvas.className = render_canvas ? "button" : "button inactive";
  188. render_gl = !render_canvas;
  189. bwebgl.className = render_gl ? "button" : "button inactive";
  190. if( has_gl )
  191. webglRenderer.domElement.style.display = render_gl ? "block" : "none";
  192. canvasRenderer.domElement.style.display = render_canvas ? "block" : "none";
  193. }
  194. function toggleWebGL() {
  195. render_gl = !render_gl;
  196. bwebgl.className = render_gl ? "button" : "button inactive";
  197. render_canvas = !render_gl;
  198. bcanvas.className = render_canvas ? "button" : "button inactive";
  199. if( has_gl )
  200. webglRenderer.domElement.style.display = render_gl ? "block" : "none";
  201. canvasRenderer.domElement.style.display = render_canvas ? "block" : "none";
  202. }
  203. </script>
  204. </body>
  205. </html>