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- <!DOCTYPE HTML>
- <html lang="en">
- <head>
- <title>three.js webgl - deferred rendering</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: #000;
- margin: 0px;
- overflow: hidden;
- }
- #info {
- position: absolute;
- top: 20px; width: 100%;
- color: #ffffff;
- padding: 5px;
- font-family: Monospace;
- font-size: 13px;
- text-align: center;
- }
- a {
- color: #ff0080;
- text-decoration: none;
- }
- a:hover {
- color: #0080ff;
- }
- #stats { position: absolute; top:10px; left: 5px }
- #stats #fps { background: transparent !important }
- #stats #fps #fpsText { color: #aaa !important }
- #stats #fps #fpsGraph { display: none }
- </style>
- </head>
- <body>
- <div id="info">
- <a href="http://threejs.org" target="_blank">three.js</a> - deferred area lights WebGL demo by <a href="http://de.redplant.de" target=_blank>redPlant</a> -
- based on <a href="http://www.gamedev.net/topic/552315-glsl-area-light-implementation/" target=_blank>ArKano22's</a> glsl implementation
- </div>
- <div id="container"></div>
- <script src="../build/three.min.js"></script>
- <script src="js/Detector.js"></script>
- <script src="js/libs/stats.min.js"></script>
- <script src="js/renderers/WebGLDeferredRenderer.js"></script>
- <script src="js/ShaderDeferred.js"></script>
- <script src="js/shaders/CopyShader.js"></script>
- <script src="js/shaders/FXAAShader.js"></script>
- <script src="js/postprocessing/EffectComposer.js"></script>
- <script src="js/postprocessing/RenderPass.js"></script>
- <script src="js/postprocessing/ShaderPass.js"></script>
- <script src="js/postprocessing/MaskPass.js"></script>
- <script>
- if ( ! Detector.webgl ) Detector.addGetWebGLMessage();
- var SCALE = 1;
- var MARGIN = 100;
- var WIDTH = window.innerWidth;
- var HEIGHT = window.innerHeight - 2 * MARGIN;
- var NEAR = 1.0, FAR = 350.0;
- var VIEW_ANGLE = 40;
- // controls
- var mouseX = 0;
- var mouseY = 0;
- var targetX = 0, targetY = 0;
- var angle = 0;
- var target = new THREE.Vector3( 0, 0, 0 );
- var windowHalfX = window.innerWidth / 2;
- var windowHalfY = window.innerHeight / 2;
- // core
- var renderer, camera, scene, stats, clock;
- // lights
- var numLights = 50;
- var lights = [];
- //
- init();
- animate();
- // -----------------------------
- function init() {
- // renderer
- renderer = new THREE.WebGLDeferredRenderer( { width: WIDTH, height: HEIGHT, scale: SCALE, antialias: true } );
- renderer.domElement.style.position = "absolute";
- renderer.domElement.style.top = MARGIN + "px";
- renderer.domElement.style.left = "0px";
- var container = document.getElementById( 'container' );
- container.appendChild( renderer.domElement );
- // camera
- camera = new THREE.PerspectiveCamera( VIEW_ANGLE, WIDTH / HEIGHT, NEAR, FAR );
- camera.position.y = 40;
- // scene
- scene = new THREE.Scene();
- scene.add( camera );
- // stats
- stats = new Stats();
- stats.domElement.style.position = 'absolute';
- stats.domElement.style.top = '8px';
- stats.domElement.style.zIndex = 100;
- container.appendChild( stats.domElement );
- // clock
- clock = new THREE.Clock();
- // add lights
- initLights();
- // add objects
- initObjects();
- // events
- document.addEventListener( 'mousemove', onDocumentMouseMove, false );
- window.addEventListener( 'resize', onWindowResize, false );
- }
- // -----------------------------
- function createAreaEmitter( light ) {
- var geometry = new THREE.CubeGeometry( 1, 1, 1 );
- var material = new THREE.MeshBasicMaterial( { color: light.color.getHex() } );
- var emitter = new THREE.Mesh( geometry, material );
- emitter.position = light.position;
- emitter.rotation = light.rotation;
- emitter.scale.set( light.width * 2, 0.2, light.height * 2 );
- return emitter;
- }
- function setupAreaLight( light ) {
- var matrix = light.matrixWorld;
- light.right.set( 1, 0, 0 );
- light.normal.set( 0, -1, 0 );
- light.right = matrix.multiplyVector3( light.right );
- light.normal = matrix.multiplyVector3( light.normal );
- }
- function initLights() {
- var areaLight1 = new THREE.AreaLight( 0xffffff, 1 );
- areaLight1.position.set( 0.0001, 10.0001, -19.5001 );
- areaLight1.rotation.set( -0.74719, 0.0001, 0.0001 );
- areaLight1.width = 10;
- areaLight1.height = 1;
- scene.add( areaLight1 );
- var meshEmitter = createAreaEmitter( areaLight1 );
- scene.add( meshEmitter );
- //
- var areaLight2 = new THREE.AreaLight( 0x33ff66, 1.5 );
- areaLight2.position.set( -19.0001, 3.0001, 0.0001 );
- areaLight2.rotation.set( -1.5707, 0.0001, 1.5707 );
- areaLight2.width = 8;
- areaLight2.height = 1;
- scene.add( areaLight2 );
- var meshEmitter = createAreaEmitter( areaLight2 );
- scene.add( meshEmitter );
- //
- var areaLight3 = new THREE.AreaLight( 0x3366ff, 1.5 );
- areaLight3.position.set( 19.0001, 3.0001, 0.0001 );
- areaLight3.rotation.set( 1.5707, 0.0001, -1.5707 );
- areaLight3.width = 8;
- areaLight3.height = 1;
- scene.add( areaLight3 );
- var meshEmitter = createAreaEmitter( areaLight3 );
- scene.add( meshEmitter );
- }
- // -----------------------------
- function initObjects() {
- var loader = new THREE.BinaryLoader();
- loader.load( "obj/box/box.js", function( geometry, materials ) {
- var object = new THREE.Mesh( geometry, new THREE.MeshPhongMaterial( { color: 0xffaa55 } ) );
- object.position.x = 0;
- object.position.y = 0;
- object.scale.multiplyScalar( 2 );
- scene.add( object );
- } );
- }
- // -----------------------------
- function onWindowResize( event ) {
- windowHalfX = window.innerWidth / 2;
- windowHalfY = window.innerHeight / 2;
- WIDTH = window.innerWidth;
- HEIGHT = window.innerHeight - 2 * MARGIN;
- renderer.setSize( WIDTH, HEIGHT );
- camera.aspect = WIDTH / HEIGHT;
- camera.updateProjectionMatrix();
- }
- function onDocumentMouseMove( event ) {
- mouseX = ( event.clientX - windowHalfX ) * 1;
- mouseY = ( event.clientY - windowHalfY ) * 1;
- }
- // -----------------------------
- function animate() {
- requestAnimationFrame( animate );
- render();
- stats.update();
- }
- function render() {
- // update camera
- var delta = clock.getDelta();
- targetX = mouseX * .001;
- targetY = mouseY * .001;
- angle += 0.05 * ( targetX - angle );
- camera.position.x = -Math.sin( angle ) * 40;
- camera.position.z = Math.cos( angle ) * 40;
- camera.lookAt( target );
- // render
- renderer.render( scene, camera );
- }
- </script>
- </body>
- </html>
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