misc_lights_test.html 6.7 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 type="text/css">
  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. #log { position:absolute; top:50px; text-align:left; display:block; z-index:100; }
  20. #d { text-align:center; margin:1em 0 -15.7em 0; z-index:0; position:relative; display:block }
  21. .button { background:#000; 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>lights test</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>Best viewed in Chrome 8/9 or Firefox 4 using WebGL renderer.
  32. <p>Canvas renderer is very slow on anything other than Chrome.
  33. </div>
  34. <pre id="log"></pre>
  35. <script type="text/javascript" src="../build/Three.js"></script>
  36. <script type="text/javascript" src="js/RequestAnimationFrame.js"></script>
  37. <script type="text/javascript" src="js/Stats.js"></script>
  38. <script type="text/javascript">
  39. var SCREEN_WIDTH = window.innerWidth / 2;
  40. var SCREEN_HEIGHT = window.innerHeight;
  41. var FLOOR = -250;
  42. var container, stats;
  43. var camera, scene, canvasRenderer, webglRenderer;
  44. var mesh, zmesh, lightMesh, geometry;
  45. var directionalLight, pointLight;
  46. var mouseX = 0, mouseY = 0;
  47. var windowHalfX = window.innerWidth / 2;
  48. var windowHalfY = window.innerHeight / 2;
  49. var render_canvas = 1, render_gl = 1;
  50. var has_gl = 0;
  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. camera = new THREE.Camera( 75, SCREEN_WIDTH / SCREEN_HEIGHT, 1, 100000 );
  63. camera.position.z = 500;
  64. camera.updateMatrix();
  65. scene = new THREE.Scene();
  66. // Spheres
  67. var geometry = new THREE.SphereGeometry( 100, 16, 8 );
  68. var material = new THREE.MeshLambertMaterial( { color: 0xffffff, shading: THREE.FlatShading } );
  69. for ( var i = 0; i < 30; i ++ ) {
  70. mesh = new THREE.Mesh( geometry, material );
  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. mesh.overdraw = true;
  76. scene.add( mesh );
  77. }
  78. // Torus
  79. mesh = new THREE.Mesh( new THREE.TorusGeometry( 100, 25, 15, 30 ), new THREE.MeshLambertMaterial( { color: 0xffffff } ) );
  80. mesh.overdraw = true;
  81. scene.add( mesh );
  82. // Lights
  83. var ambient = new THREE.AmbientLight( 0x101010 );
  84. scene.add( ambient );
  85. directionalLight = new THREE.DirectionalLight( 0xffffff );
  86. directionalLight.position.y = -70;
  87. directionalLight.position.z = 100;
  88. directionalLight.position.normalize();
  89. scene.add( directionalLight );
  90. pointLight = new THREE.PointLight( 0xffaa00 );
  91. pointLight.position.x = 0;
  92. pointLight.position.y = 0;
  93. pointLight.position.z = 0;
  94. scene.add( pointLight );
  95. lightMesh = new THREE.Mesh( geometry, new THREE.MeshBasicMaterial( { color: 0xffaa00 } ) );
  96. lightMesh.scale.x = lightMesh.scale.y = lightMesh.scale.z = 0.05;
  97. lightMesh.position = pointLight.position;
  98. lightMesh.overdraw = true;
  99. scene.add(lightMesh);
  100. if ( render_canvas ) {
  101. canvasRenderer = new THREE.CanvasRenderer();
  102. canvasRenderer.setSize( SCREEN_WIDTH, SCREEN_HEIGHT );
  103. container.appendChild( canvasRenderer.domElement );
  104. }
  105. if ( render_gl ) {
  106. try {
  107. webglRenderer = new THREE.WebGLRenderer();
  108. webglRenderer.setSize( SCREEN_WIDTH, SCREEN_HEIGHT );
  109. webglRenderer.domElement.style.position = "relative";
  110. container.appendChild( webglRenderer.domElement );
  111. has_gl = 1;
  112. } catch (e) {
  113. }
  114. }
  115. stats = new Stats();
  116. stats.domElement.style.position = 'absolute';
  117. stats.domElement.style.top = '0px';
  118. stats.domElement.style.zIndex = 100;
  119. container.appendChild( stats.domElement );
  120. bcanvas.addEventListener("click", toggleCanvas, false);
  121. bwebgl.addEventListener("click", toggleWebGL, false);
  122. }
  123. function onDocumentMouseMove( event ) {
  124. mouseX = ( event.clientX - windowHalfX );
  125. mouseY = ( event.clientY - windowHalfY );
  126. }
  127. //
  128. function animate() {
  129. requestAnimationFrame( animate );
  130. render();
  131. stats.update();
  132. }
  133. var r = 0, counter = 0;
  134. function render() {
  135. counter == 30 ? scene.remove( directionalLight ) : counter ++;
  136. camera.position.x += ( mouseX - camera.position.x ) * .05;
  137. camera.position.y += ( - mouseY - camera.position.y ) * .05;
  138. for ( var i = 0, l = scene.objects.length; i < l; i ++ ) {
  139. if ( i%3 == 1 )
  140. scene.objects[i].rotation.z += 0.05;
  141. else if ( i%3 == 2 )
  142. scene.objects[i].rotation.y += 0.05;
  143. else if ( i%3 == 0 )
  144. scene.objects[i].rotation.x += 0.05;
  145. }
  146. lightMesh.position.x = 200 * Math.cos( r );
  147. lightMesh.position.z = 200 * Math.sin( r );
  148. r += 0.1;
  149. if ( render_canvas ) canvasRenderer.render( scene, camera );
  150. if ( render_gl && has_gl ) webglRenderer.render( scene, camera );
  151. }
  152. function log(text) {
  153. var e = document.getElementById("log");
  154. e.innerHTML = text + "<br/>" + e.innerHTML;
  155. }
  156. function toggleCanvas() {
  157. render_canvas = !render_canvas;
  158. bcanvas.className = render_canvas ? "button" : "button inactive";
  159. render_gl = !render_canvas;
  160. bwebgl.className = render_gl ? "button" : "button inactive";
  161. if( has_gl )
  162. webglRenderer.domElement.style.display = render_gl ? "block" : "none";
  163. canvasRenderer.domElement.style.display = render_canvas ? "block" : "none";
  164. }
  165. function toggleWebGL() {
  166. render_gl = !render_gl;
  167. bwebgl.className = render_gl ? "button" : "button inactive";
  168. render_canvas = !render_gl;
  169. bcanvas.className = render_canvas ? "button" : "button inactive";
  170. if( has_gl )
  171. webglRenderer.domElement.style.display = render_gl ? "block" : "none";
  172. canvasRenderer.domElement.style.display = render_canvas ? "block" : "none";
  173. }
  174. </script>
  175. </body>
  176. </html>