webgl_materials_lightmap.html 4.1 KB

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  1. <!DOCTYPE html>
  2. <html lang="en">
  3. <head>
  4. <title>three.js webgl - materials - lightmap</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. </style>
  19. </head>
  20. <body>
  21. <script src="../build/three.js"></script>
  22. <script src="js/controls/OrbitControls.js"></script>
  23. <script src="js/Detector.js"></script>
  24. <script src="js/libs/stats.min.js"></script>
  25. <script type="x-shader/x-vertex" id="vertexShader">
  26. varying vec3 vWorldPosition;
  27. void main() {
  28. vec4 worldPosition = modelMatrix * vec4( position, 1.0 );
  29. vWorldPosition = worldPosition.xyz;
  30. gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
  31. }
  32. </script>
  33. <script type="x-shader/x-fragment" id="fragmentShader">
  34. uniform vec3 topColor;
  35. uniform vec3 bottomColor;
  36. uniform float offset;
  37. uniform float exponent;
  38. varying vec3 vWorldPosition;
  39. void main() {
  40. float h = normalize( vWorldPosition + offset ).y;
  41. gl_FragColor = vec4( mix( bottomColor, topColor, max( pow( max( h, 0.0 ), exponent ), 0.0 ) ), 1.0 );
  42. }
  43. </script>
  44. <script>
  45. var SCREEN_WIDTH = window.innerWidth;
  46. var SCREEN_HEIGHT = window.innerHeight;
  47. var container, stats;
  48. var camera, scene, renderer;
  49. var clock = new THREE.Clock();
  50. init();
  51. animate();
  52. function init() {
  53. container = document.createElement( 'div' );
  54. document.body.appendChild( container );
  55. // CAMERA
  56. camera = new THREE.PerspectiveCamera( 40, SCREEN_WIDTH / SCREEN_HEIGHT, 1, 10000 );
  57. camera.position.set( 700, 200, - 500 );
  58. // SCENE
  59. scene = new THREE.Scene();
  60. // CONTROLS
  61. controls = new THREE.OrbitControls( camera );
  62. controls.maxPolarAngle = 0.9 * Math.PI / 2;
  63. controls.enableZoom = false;
  64. // LIGHTS
  65. var light = new THREE.DirectionalLight( 0xaabbff, 0.3 );
  66. light.position.x = 300;
  67. light.position.y = 250;
  68. light.position.z = -500;
  69. scene.add( light );
  70. // SKYDOME
  71. var vertexShader = document.getElementById( 'vertexShader' ).textContent;
  72. var fragmentShader = document.getElementById( 'fragmentShader' ).textContent;
  73. var uniforms = {
  74. topColor: { type: "c", value: new THREE.Color( 0x0077ff ) },
  75. bottomColor: { type: "c", value: new THREE.Color( 0xffffff ) },
  76. offset: { type: "f", value: 400 },
  77. exponent: { type: "f", value: 0.6 }
  78. };
  79. uniforms.topColor.value.copy( light.color );
  80. var skyGeo = new THREE.SphereGeometry( 4000, 32, 15 );
  81. var skyMat = new THREE.ShaderMaterial( {
  82. uniforms: uniforms,
  83. vertexShader: vertexShader,
  84. fragmentShader: fragmentShader,
  85. side: THREE.BackSide
  86. } );
  87. var sky = new THREE.Mesh( skyGeo, skyMat );
  88. scene.add( sky );
  89. // RENDERER
  90. renderer = new THREE.WebGLRenderer( { antialias: true } );
  91. renderer.setPixelRatio( window.devicePixelRatio );
  92. renderer.setSize( SCREEN_WIDTH, SCREEN_HEIGHT );
  93. container.appendChild( renderer.domElement );
  94. renderer.gammaInput = true;
  95. renderer.gammaOutput = true;
  96. // STATS
  97. stats = new Stats();
  98. container.appendChild( stats.dom );
  99. // MODEL
  100. var loader = new THREE.JSONLoader();
  101. loader.load( "obj/lightmap/lightmap.js", function ( geometry, materials ) {
  102. for ( var i = 0; i < materials.length; i ++ ) {
  103. materials[ i ].lightMapIntensity = 0.75;
  104. }
  105. var mesh = new THREE.Mesh( geometry, new THREE.MultiMaterial( materials ) );
  106. mesh.scale.multiplyScalar( 100 );
  107. scene.add( mesh );
  108. } );
  109. //
  110. window.addEventListener( 'resize', onWindowResize, false );
  111. }
  112. function onWindowResize() {
  113. camera.aspect = window.innerWidth / window.innerHeight;
  114. camera.updateProjectionMatrix();
  115. renderer.setSize( window.innerWidth, window.innerHeight );
  116. }
  117. //
  118. function animate() {
  119. requestAnimationFrame( animate );
  120. renderer.render( scene, camera );
  121. stats.update();
  122. }
  123. </script>
  124. </body>
  125. </html>