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- <!DOCTYPE html>
- <html lang="en">
- <head>
- <title>three.js webgl - lights - hemisphere light</title>
- <meta charset="utf-8">
- <meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0">
- <style>
- body {
- background-color: #fff;
- color: #111;
- margin: 0px;
- overflow: hidden;
- font-family: Monospace;
- font-size: 13px;
- }
- #info {
- position: absolute;
- top: 0px; width: 100%;
- padding: 5px;
- text-align: center;
- }
- a {
- color: #0080ff;
- text-decoration: none;
- }
- a:hover {
- color: #f00;
- }
- #footer { width: 100%; margin: 2em auto; text-align: center; position: absolute; bottom: 0 }
- strong { color: red }
- </style>
- </head>
- <body>
- <div id="container"></div>
- <div id="info">
- <a href="http://threejs.org" target="_blank">three.js</a> - webgl hemisphere light example -
- flamingo by <a href="http://mirada.com/">mirada</a> from <a href="http://ro.me">rome</a><br/>
- </div>
- <div id="footer">
- press <strong>h</strong> to toggle hemisphere light, <strong>d</strong> to toggle directional light
- </div>
- <script src="../build/three.js"></script>
- <script src="js/Detector.js"></script>
- <script src="js/libs/stats.min.js"></script>
- <script type="x-shader/x-vertex" id="vertexShader">
- varying vec3 vWorldPosition;
- void main() {
- vec4 worldPosition = modelMatrix * vec4( position, 1.0 );
- vWorldPosition = worldPosition.xyz;
- gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
- }
- </script>
- <script type="x-shader/x-fragment" id="fragmentShader">
- uniform vec3 topColor;
- uniform vec3 bottomColor;
- uniform float offset;
- uniform float exponent;
- varying vec3 vWorldPosition;
- void main() {
- float h = normalize( vWorldPosition + offset ).y;
- gl_FragColor = vec4( mix( bottomColor, topColor, max( pow( max( h , 0.0), exponent ), 0.0 ) ), 1.0 );
- }
- </script>
- <script>
- if ( ! Detector.webgl ) Detector.addGetWebGLMessage();
- var camera, scene, renderer, dirLight, hemiLight;
- var mixers = [];
- var stats;
- var clock = new THREE.Clock();
- init();
- animate();
- function init() {
- var container = document.getElementById( 'container' );
- camera = new THREE.PerspectiveCamera( 30, window.innerWidth / window.innerHeight, 1, 5000 );
- camera.position.set( 0, 0, 250 );
- scene = new THREE.Scene();
- scene.fog = new THREE.Fog( 0xffffff, 1, 5000 );
- scene.fog.color.setHSL( 0.6, 0, 1 );
- // LIGHTS
- hemiLight = new THREE.HemisphereLight( 0xffffff, 0xffffff, 0.6 );
- hemiLight.color.setHSL( 0.6, 1, 0.6 );
- hemiLight.groundColor.setHSL( 0.095, 1, 0.75 );
- hemiLight.position.set( 0, 500, 0 );
- scene.add( hemiLight );
- //
- dirLight = new THREE.DirectionalLight( 0xffffff, 1 );
- dirLight.color.setHSL( 0.1, 1, 0.95 );
- dirLight.position.set( -1, 1.75, 1 );
- dirLight.position.multiplyScalar( 50 );
- scene.add( dirLight );
- dirLight.castShadow = true;
- dirLight.shadow.mapSize.width = 2048;
- dirLight.shadow.mapSize.height = 2048;
- var d = 50;
- dirLight.shadow.camera.left = -d;
- dirLight.shadow.camera.right = d;
- dirLight.shadow.camera.top = d;
- dirLight.shadow.camera.bottom = -d;
- dirLight.shadow.camera.far = 3500;
- dirLight.shadow.bias = -0.0001;
- // GROUND
- var groundGeo = new THREE.PlaneBufferGeometry( 10000, 10000 );
- var groundMat = new THREE.MeshPhongMaterial( { color: 0xffffff, specular: 0x050505 } );
- groundMat.color.setHSL( 0.095, 1, 0.75 );
- var ground = new THREE.Mesh( groundGeo, groundMat );
- ground.rotation.x = -Math.PI/2;
- ground.position.y = -33;
- scene.add( ground );
- ground.receiveShadow = true;
- // SKYDOME
- var vertexShader = document.getElementById( 'vertexShader' ).textContent;
- var fragmentShader = document.getElementById( 'fragmentShader' ).textContent;
- var uniforms = {
- topColor: { value: new THREE.Color( 0x0077ff ) },
- bottomColor: { value: new THREE.Color( 0xffffff ) },
- offset: { value: 33 },
- exponent: { value: 0.6 }
- };
- uniforms.topColor.value.copy( hemiLight.color );
- scene.fog.color.copy( uniforms.bottomColor.value );
- var skyGeo = new THREE.SphereGeometry( 4000, 32, 15 );
- var skyMat = new THREE.ShaderMaterial( { vertexShader: vertexShader, fragmentShader: fragmentShader, uniforms: uniforms, side: THREE.BackSide } );
- var sky = new THREE.Mesh( skyGeo, skyMat );
- scene.add( sky );
- // MODEL
- var loader = new THREE.JSONLoader();
- loader.load( 'models/animated/flamingo.js', function( geometry ) {
- var material = new THREE.MeshPhongMaterial( { color: 0xffffff, specular: 0xffffff, shininess: 20, morphTargets: true, vertexColors: THREE.FaceColors, shading: THREE.FlatShading } );
- var mesh = new THREE.Mesh( geometry, material );
- var s = 0.35;
- mesh.scale.set( s, s, s );
- mesh.position.y = 15;
- mesh.rotation.y = -1;
- mesh.castShadow = true;
- mesh.receiveShadow = true;
- scene.add( mesh );
- var mixer = new THREE.AnimationMixer( mesh );
- mixer.clipAction( geometry.animations[ 0 ] ).setDuration( 1 ).play();
- mixers.push( mixer );
- } );
- // RENDERER
- renderer = new THREE.WebGLRenderer( { antialias: true } );
- renderer.setClearColor( scene.fog.color );
- renderer.setPixelRatio( window.devicePixelRatio );
- renderer.setSize( window.innerWidth, window.innerHeight );
- container.appendChild( renderer.domElement );
- renderer.gammaInput = true;
- renderer.gammaOutput = true;
- renderer.shadowMap.enabled = true;
- renderer.shadowMap.renderReverseSided = false;
- // STATS
- stats = new Stats();
- container.appendChild( stats.dom );
- //
- window.addEventListener( 'resize', onWindowResize, false );
- document.addEventListener( 'keydown', onKeyDown, false );
- }
- function onWindowResize() {
- camera.aspect = window.innerWidth / window.innerHeight;
- camera.updateProjectionMatrix();
- renderer.setSize( window.innerWidth, window.innerHeight );
- }
- function onKeyDown ( event ) {
- switch ( event.keyCode ) {
- case 72: // h
- hemiLight.visible = !hemiLight.visible;
- break;
- case 68: // d
- dirLight.visible = !dirLight.visible;
- break;
- }
- }
- //
- function animate() {
- requestAnimationFrame( animate );
- render();
- stats.update();
- }
- function render() {
- var delta = clock.getDelta();
- for ( var i = 0; i < mixers.length; i ++ ) {
- mixers[ i ].update( delta );
- }
- renderer.render( scene, camera );
- }
- </script>
- </body>
- </html>
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