webgldeferred_animation.html 8.0 KB

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  1. <!DOCTYPE HTML>
  2. <html lang="en">
  3. <head>
  4. <title>three.js webgl - deferred rendering [morphing + skinning]</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-color: #000;
  10. margin: 0px;
  11. overflow: hidden;
  12. }
  13. #info {
  14. position: absolute;
  15. top: 20px; width: 100%;
  16. color: #ffffff;
  17. padding: 5px;
  18. font-family: Monospace;
  19. font-size: 13px;
  20. text-align: center;
  21. }
  22. a {
  23. color: #ff0080;
  24. text-decoration: none;
  25. }
  26. a:hover {
  27. color: #0080ff;
  28. }
  29. #stats { position: absolute; top:10px; left: 5px }
  30. #stats #fps { background: transparent !important }
  31. #stats #fps #fpsText { color: #aaa !important }
  32. #stats #fps #fpsGraph { display: none }
  33. </style>
  34. </head>
  35. <body>
  36. <div id="container"></div>
  37. <script src="js/libs/dat.gui.min.js"></script>
  38. <script src="js/libs/stats.min.js"></script>
  39. <script src="../build/three.js"></script>
  40. <script src="js/Detector.js"></script>
  41. <script src="js/shaders/CopyShader.js"></script>
  42. <script src="js/shaders/FXAAShader.js"></script>
  43. <script src="js/postprocessing/EffectComposer.js"></script>
  44. <script src="js/postprocessing/RenderPass.js"></script>
  45. <script src="js/postprocessing/ShaderPass.js"></script>
  46. <script src="js/renderers/WebGLDeferredRenderer.js"></script>
  47. <script>
  48. var WIDTH = window.innerWidth;
  49. var HEIGHT = window.innerHeight;
  50. var windowHalfX = WIDTH / 2;
  51. var windowHalfY = HEIGHT / 2;
  52. var mouseX = 0, mouseY = 0;
  53. var NEAR = 1.0, FAR = 350.0;
  54. var VIEW_ANGLE = 45;
  55. var renderer, camera, scene, stats, clock, mixer;
  56. var numLights = 40;
  57. var lights = [];
  58. var transparentObjects = [];
  59. var ready = false;
  60. init();
  61. animate();
  62. function init() {
  63. renderer = new THREE.WebGLDeferredRenderer();
  64. renderer.setSize( WIDTH, HEIGHT );
  65. camera = new THREE.PerspectiveCamera( VIEW_ANGLE, WIDTH / HEIGHT, NEAR, FAR );
  66. camera.position.z = 150;
  67. scene = new THREE.Scene();
  68. stats = new Stats();
  69. stats.domElement.style.position = 'absolute';
  70. stats.domElement.style.top = '8px';
  71. stats.domElement.style.zIndex = 100;
  72. var container = document.getElementById( 'container' );
  73. container.appendChild( renderer.domElement );
  74. container.appendChild( stats.domElement );
  75. initKnight();
  76. initRoom();
  77. initLights();
  78. initGui();
  79. document.addEventListener( 'mousemove', onDocumentMouseMove, false );
  80. window.addEventListener( 'resize', onWindowResize, false );
  81. clock = new THREE.Clock();
  82. }
  83. function initKnight() {
  84. var loader = new THREE.JSONLoader();
  85. loader.load( "models/skinned/knight.js", function( geometry, materials ) {
  86. var material = materials[ 0 ];
  87. material.emissive.set( 0x101010 );
  88. material.skinning = true;
  89. material.morphTargets = true;
  90. var mesh = new THREE.SkinnedMesh( geometry, material );
  91. mesh.position.y = -30;
  92. mesh.scale.multiplyScalar( 5 );
  93. mixer = new THREE.AnimationMixer( mesh );
  94. for ( var i = 0; i < mesh.geometry.animations.length; i ++ ) {
  95. var action = mixer.clipAction( mesh.geometry.animations[ i ] );
  96. if ( i === 1 ) action.timeScale = 0.25;
  97. action.play();
  98. }
  99. scene.add( mesh );
  100. ready = true;
  101. } );
  102. }
  103. function initLights() {
  104. var distance = 20;
  105. var c = new THREE.Vector3();
  106. var geometry = new THREE.SphereGeometry( 1, 1, 1 );
  107. for ( var i = 0; i < numLights; i ++ ) {
  108. var light = new THREE.PointLight( 0xffffff, 2.0, distance );
  109. c.set( Math.random(), Math.random(), Math.random() ).normalize();
  110. light.color.setRGB( c.x, c.y, c.z );
  111. scene.add( light );
  112. lights.push( light );
  113. var material = new THREE.MeshBasicMaterial( { color: light.color } );
  114. var emitter = new THREE.Mesh( geometry, material );
  115. light.add( emitter );
  116. }
  117. var directionalLight = new THREE.DirectionalLight( 0x101010 );
  118. directionalLight.position.set( -1, 1, 1 ).normalize();
  119. scene.add( directionalLight );
  120. var spotLight = new THREE.SpotLight( 0x404040 );
  121. spotLight.position.set( 0, 50, 0 );
  122. scene.add( spotLight );
  123. }
  124. function initRoom() {
  125. var size = 100;
  126. var geometry = new THREE.PlaneBufferGeometry( size, size );
  127. var material = new THREE.MeshPhongMaterial( { color: 0x222222, specular: 0x222222, shininess: 75 } );
  128. var transparentMaterial = new THREE.MeshPhongMaterial( { color: 0x222222, emissive: 0x88888888, specular: 0x222222, shininess: 75, opacity: 0.3, transparent: true } );
  129. var room = new THREE.Object3D();
  130. room.position.y = size / 2 - 30;
  131. // top
  132. var mesh = new THREE.Mesh( geometry, material );
  133. mesh.rotation.x = Math.PI/2;
  134. mesh.position.y = size / 2;
  135. room.add( mesh );
  136. // bottom
  137. mesh = new THREE.Mesh( geometry, material );
  138. mesh.rotation.x = -Math.PI/2;
  139. mesh.position.y = -size / 2;
  140. room.add( mesh );
  141. // left
  142. mesh = new THREE.Mesh( geometry, material );
  143. mesh.position.x = -size / 2;
  144. mesh.rotation.y = Math.PI/2;
  145. room.add( mesh );
  146. // right
  147. mesh = new THREE.Mesh( geometry, material );
  148. mesh.position.x = size / 2;
  149. mesh.rotation.y = -Math.PI/2;
  150. room.add( mesh );
  151. // back
  152. mesh = new THREE.Mesh( geometry, material );
  153. mesh.position.z = -size / 2;
  154. room.add( mesh );
  155. // front, to check if transparency works
  156. mesh = new THREE.Mesh( geometry, transparentMaterial );
  157. mesh.position.z = size / 2;
  158. mesh.scale.multiplyScalar( 0.33 );
  159. mesh.visible = false;
  160. transparentObjects.push( mesh );
  161. room.add( mesh );
  162. // back2, to check if transparency works
  163. mesh = new THREE.Mesh( geometry, transparentMaterial );
  164. mesh.position.z = -size / 4;
  165. mesh.scale.multiplyScalar( 0.75 );
  166. mesh.visible = false;
  167. transparentObjects.push( mesh );
  168. room.add( mesh );
  169. scene.add( room );
  170. }
  171. function initGui() {
  172. var gui = new dat.GUI( { width: 280 } );
  173. var api = {
  174. 'mode': 0,
  175. 'transparent_objects': false
  176. };
  177. var folder = gui.addFolder( 'menu' );
  178. folder.add( api, 'mode', {
  179. 'classic': 0,
  180. 'light pre-pass': 1,
  181. 'forward': 2
  182. } ).onChange( function() {
  183. switch( parseInt( api.mode ) ) {
  184. case 0:
  185. renderer.forwardRendering = false;
  186. renderer.enableLightPrePass( false );
  187. break;
  188. case 1:
  189. renderer.forwardRendering = false;
  190. renderer.enableLightPrePass( true );
  191. break;
  192. case 2:
  193. renderer.forwardRendering = true;
  194. break;
  195. default:
  196. break;
  197. }
  198. } );
  199. folder.add( api, 'transparent_objects' ).onChange( function () {
  200. for ( var i = 0, il = transparentObjects.length; i < il; i ++ ) {
  201. transparentObjects[ i ].visible = api[ 'transparent_objects' ];
  202. }
  203. } );
  204. folder.open();
  205. }
  206. function onDocumentMouseMove( event ) {
  207. mouseX = ( event.clientX - windowHalfX ) / 10.0;
  208. mouseY = ( event.clientY - windowHalfY ) / 10.0;
  209. }
  210. function onWindowResize( event ) {
  211. WIDTH = window.innerWidth;
  212. HEIGHT = window.innerHeight;
  213. windowHalfX = WIDTH / 2;
  214. windowHalfY = HEIGHT / 2;
  215. renderer.setSize( WIDTH, HEIGHT );
  216. camera.aspect = WIDTH / HEIGHT;
  217. camera.updateProjectionMatrix();
  218. }
  219. function animate() {
  220. requestAnimationFrame( animate );
  221. if ( ready ) {
  222. update();
  223. render();
  224. }
  225. stats.update();
  226. }
  227. function update() {
  228. var delta = clock.getDelta();
  229. var time = Date.now() * 0.0005;
  230. mixer.update( delta / 2.0 );
  231. for ( var i = 0, il = lights.length; i < il; i ++ ) {
  232. var light = lights[ i ];
  233. var x = Math.sin( time + i * 7.0 ) * 45;
  234. var y = Math.cos( time + i * 5.0 ) * 45 + 20;
  235. var z = Math.cos( time + i * 3.0 ) * 45;
  236. light.position.set( x, y, z );
  237. }
  238. }
  239. function render() {
  240. camera.position.x += ( - mouseX - camera.position.x ) * .05;
  241. camera.position.y += ( - mouseY - camera.position.y ) * .05;
  242. camera.lookAt( scene.position );
  243. renderer.render( scene, camera );
  244. }
  245. </script>
  246. </body>
  247. </html>