webgl_lights_deferred_morphs.html 22 KB

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  1. <!DOCTYPE HTML>
  2. <html lang="en">
  3. <head>
  4. <title>three.js webgl - deferred rendering [morphs]</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="info">
  37. <a href="http://threejs.org" target="_blank">three.js</a> - webgl deferred rendering with morph animation -
  38. character from <a href="http://www.sintel.org/">Sintel</a>
  39. </div>
  40. <div id="container"></div>
  41. <script src="js/libs/stats.min.js"></script>
  42. <script src="../build/three.min.js"></script>
  43. <script src="js/Detector.js"></script>
  44. <script src="js/ShaderDeferred.js"></script>
  45. <script src="js/shaders/CopyShader.js"></script>
  46. <script src="js/shaders/FXAAShader.js"></script>
  47. <script src="js/shaders/ColorCorrectionShader.js"></script>
  48. <script src="js/postprocessing/EffectComposer.js"></script>
  49. <script src="js/postprocessing/RenderPass.js"></script>
  50. <script src="js/postprocessing/ShaderPass.js"></script>
  51. <script src="js/postprocessing/MaskPass.js"></script>
  52. <script src="js/controls/TrackballControls.js"></script>
  53. <script>
  54. if ( ! Detector.webgl ) Detector.addGetWebGLMessage();
  55. var SCALE = 0.75;
  56. var MARGIN = 100;
  57. var WIDTH = window.innerWidth;
  58. var HEIGHT = window.innerHeight - 2 * MARGIN;
  59. var SCALED_WIDTH = Math.floor( SCALE * WIDTH );
  60. var SCALED_HEIGHT = Math.floor( SCALE * HEIGHT );
  61. var NEAR = 1.0, FAR = 350.0;
  62. var VIEW_ANGLE = 45;
  63. var ASPECT = WIDTH / HEIGHT;
  64. var mouseX = 0;
  65. var mouseY = 0;
  66. var targetX = 0, targetY = 0;
  67. var angle = 0;
  68. var target = new THREE.Vector3( 0, 0, 0 );
  69. var windowHalfX = window.innerWidth / 2;
  70. var windowHalfY = window.innerHeight / 2;
  71. // core
  72. var renderer, camera, controls, stats, clock;
  73. // scenes and scene nodes
  74. var lightScene, lightNode, scene, sceneNode, emitterScene, emitterNode, quadScene, quadNode;
  75. // rendertargets
  76. var rtColor, rtNormals, rtDepth, rtLight, rtEmitter, rtFinal;
  77. // composer
  78. var compColor, compNormals, compDepth, compLightBuffer, compFinal, compEmitter, compositePass;
  79. var effectFXAA;
  80. // materials
  81. var colorShader, normalShader, bumpShader, clipDepthShader, lightShader, unlitShader, compositeShader;
  82. var matNormal, matClipDepth, matBasic, matUnlit;
  83. // lights
  84. var numLights = 50;
  85. var lights = new Array();
  86. // morphs
  87. var morphs = [];
  88. // -----------------------------
  89. function bootstrap() {
  90. renderer = new THREE.WebGLRenderer( { alpha: false } );
  91. renderer.setSize( WIDTH, HEIGHT );
  92. renderer.setClearColorHex( 0x000000, 1 );
  93. renderer.domElement.style.position = "absolute";
  94. renderer.domElement.style.top = MARGIN + "px";
  95. renderer.domElement.style.left = "0px";
  96. var container = document.getElementById( 'container' );
  97. container.appendChild( renderer.domElement );
  98. // scene camera
  99. camera = new THREE.PerspectiveCamera( VIEW_ANGLE, ASPECT, NEAR, FAR );
  100. camera.position.z = 150;
  101. controls = new THREE.TrackballControls( camera, renderer.domElement );
  102. // scene for walt's head model
  103. scene = new THREE.Scene();
  104. sceneNode = new THREE.Object3D();
  105. scene.add( sceneNode );
  106. scene.add( camera );
  107. // scene for light proxy geometry
  108. lightScene = new THREE.Scene();
  109. lightNode = new THREE.Object3D();
  110. lightScene.add( lightNode );
  111. // scene for the coloured emitter spheres
  112. emitterScene = new THREE.Scene();
  113. emitterNode = new THREE.Object3D();
  114. emitterScene.add( emitterNode );
  115. // full screen quad for compositing
  116. quadScene = new THREE.Scene();
  117. quadNode = new THREE.Object3D();
  118. quadScene.add( quadNode );
  119. quadNode.add( new THREE.Mesh( new THREE.PlaneGeometry( 1, 1 ) ) );
  120. // stats
  121. stats = new Stats();
  122. stats.domElement.style.position = 'absolute';
  123. stats.domElement.style.top = '8px';
  124. stats.domElement.style.zIndex = 100;
  125. container.appendChild( stats.domElement );
  126. // clock
  127. clock = new THREE.Clock();
  128. }
  129. // -----------------------------
  130. function createRenderTargets() {
  131. var rtParamsFloatLinear = { minFilter: THREE.NearestFilter, magFilter: THREE.LinearFilter, stencilBuffer: false,
  132. format: THREE.RGBAFormat, type: THREE.FloatType };
  133. var rtParamsFloatNearest = { minFilter: THREE.NearestFilter, magFilter: THREE.NearestFilter, stencilBuffer: false,
  134. format: THREE.RGBAFormat, type: THREE.FloatType };
  135. var rtParamsUByte = { minFilter: THREE.NearestFilter, magFilter: THREE.LinearFilter, stencilBuffer: false,
  136. format: THREE.RGBFormat, type: THREE.UnsignedByteType };
  137. // ----------------------------------------------------------
  138. // g-buffer
  139. // ----------------------------------------------------------
  140. rtNormals = new THREE.WebGLRenderTarget( SCALED_WIDTH, SCALED_HEIGHT, rtParamsFloatLinear );
  141. rtDepth = new THREE.WebGLRenderTarget( SCALED_WIDTH, SCALED_HEIGHT, rtParamsFloatLinear );
  142. rtColor = new THREE.WebGLRenderTarget( SCALED_WIDTH, SCALED_HEIGHT, rtParamsFloatNearest );
  143. rtLight = new THREE.WebGLRenderTarget( SCALED_WIDTH, SCALED_HEIGHT, rtParamsFloatLinear );
  144. rtEmitter = new THREE.WebGLRenderTarget( SCALED_WIDTH, SCALED_HEIGHT, rtParamsUByte );
  145. rtFinal = new THREE.WebGLRenderTarget( SCALED_WIDTH, SCALED_HEIGHT, rtParamsUByte );
  146. rtNormals.generateMipmaps = false;
  147. rtDepth.generateMipmaps = false;
  148. rtColor.generateMipmaps = false;
  149. rtLight.generateMipmaps = false;
  150. rtEmitter.generateMipmaps = false;
  151. rtFinal.generateMipmaps = false;
  152. var passNormals = new THREE.RenderPass( scene, camera );
  153. compNormals = new THREE.EffectComposer( renderer, rtNormals );
  154. compNormals.addPass( passNormals );
  155. var passDepth = new THREE.RenderPass( scene, camera );
  156. compDepth = new THREE.EffectComposer( renderer, rtDepth );
  157. compDepth.addPass( passDepth );
  158. var passColor = new THREE.RenderPass( scene, camera );
  159. compColor = new THREE.EffectComposer( renderer, rtColor );
  160. compColor.addPass( passColor );
  161. // ----------------------------------------------------------
  162. // light emitter spheres
  163. // ----------------------------------------------------------
  164. var emitterPass = new THREE.RenderPass( emitterScene, camera );
  165. compEmitter = new THREE.EffectComposer( renderer, rtEmitter );
  166. compEmitter.addPass( emitterPass );
  167. // ----------------------------------------------------------
  168. // lighting pass
  169. // ----------------------------------------------------------
  170. var passLight = new THREE.RenderPass( lightScene, camera );
  171. compLightBuffer = new THREE.EffectComposer( renderer, rtLight );
  172. compLightBuffer.addPass( passLight );
  173. lightShader.uniforms[ 'samplerColor' ].value = compColor.renderTarget2;
  174. lightShader.uniforms[ 'samplerNormals' ].value = compNormals.renderTarget2;
  175. lightShader.uniforms[ 'samplerDepth' ].value = compDepth.renderTarget2;
  176. lightShader.uniforms[ 'samplerLightBuffer' ].value = rtLight;
  177. var geomEmitter = new THREE.SphereGeometry( 0.7, 7, 7 );
  178. for ( var x = 0; x < numLights; x ++ ) {
  179. var light = lights[ x ];
  180. // setup material
  181. var matLight = new THREE.ShaderMaterial( {
  182. uniforms: THREE.UniformsUtils.clone( lightShader.uniforms ),
  183. vertexShader: lightShader.vertexShader,
  184. fragmentShader: lightShader.fragmentShader,
  185. defines: { "ADDITIVE_SPECULAR": true, "SPECULAR_INTENSITY" : 0.125, "SHININESS": 75.01 },
  186. blending: THREE.AdditiveBlending,
  187. depthWrite: false,
  188. transparent: true
  189. } );
  190. matLight.uniforms[ "lightPos" ].value = light.position;
  191. matLight.uniforms[ "lightRadius" ].value = light.distance;
  192. matLight.uniforms[ "lightIntensity" ].value = light.intensity;
  193. matLight.uniforms[ "lightColor" ].value = light.color;
  194. // setup proxy geometry for this light
  195. var geomLight = new THREE.SphereGeometry( light.distance, 16, 8 );
  196. var meshLight = new THREE.Mesh( geomLight, matLight );
  197. lightNode.add( meshLight );
  198. // create emitter sphere
  199. var matEmitter = new THREE.ShaderMaterial( {
  200. uniforms: THREE.UniformsUtils.clone( unlitShader.uniforms ),
  201. vertexShader: unlitShader.vertexShader,
  202. fragmentShader: unlitShader.fragmentShader
  203. } );
  204. var meshEmitter = new THREE.Mesh( geomEmitter, matEmitter );
  205. meshEmitter.position = light.position;
  206. emitterNode.add( meshEmitter );
  207. // add emitter to light node
  208. meshLight.emitter = meshEmitter;
  209. }
  210. // ----------------------------------------------------------
  211. // composite
  212. // ----------------------------------------------------------
  213. compositeShader.uniforms[ 'samplerLightBuffer' ].value = compLightBuffer.renderTarget2;
  214. compositeShader.uniforms[ 'samplerEmitter' ].value = compEmitter.renderTarget2;
  215. compositePass = new THREE.ShaderPass( compositeShader );
  216. compositePass.needsSwap = true;
  217. effectFXAA = new THREE.ShaderPass( THREE.FXAAShader );
  218. effectFXAA.uniforms[ 'resolution' ].value.set( 1 / SCALED_WIDTH, 1 / SCALED_HEIGHT );
  219. var effectColor = new THREE.ShaderPass( THREE.ColorCorrectionShader );
  220. effectColor.renderToScreen = true;
  221. effectColor.uniforms[ 'powRGB' ].value.set( 1, 1, 1 );
  222. effectColor.uniforms[ 'mulRGB' ].value.set( 2, 2, 2 );
  223. compFinal = new THREE.EffectComposer( renderer, rtFinal );
  224. compFinal.addPass( compositePass );
  225. compFinal.addPass( effectFXAA );
  226. compFinal.addPass( effectColor );
  227. }
  228. // -----------------------------
  229. function initScene( object, y, scale ) {
  230. object.traverse( function( node ) {
  231. if ( node.material ) {
  232. // color material
  233. var uniforms = THREE.UniformsUtils.clone( colorShader.uniforms );
  234. var defines = { "USE_MAP": !!node.material.map, "GAMMA_INPUT": true };
  235. var material = new THREE.ShaderMaterial( {
  236. fragmentShader: colorShader.fragmentShader,
  237. vertexShader: colorShader.vertexShader,
  238. uniforms: uniforms,
  239. defines: defines,
  240. shading: node.material.shading
  241. } );
  242. uniforms.diffuse.value.copy( node.material.color );
  243. uniforms.map.value = node.material.map;
  244. material.vertexColors = node.material.vertexColors;
  245. material.morphTargets = node.material.morphTargets;
  246. material.morphNormals = node.material.morphNormals;
  247. if ( node.material.bumpMap ) {
  248. var offset = node.material.bumpMap.offset;
  249. var repeat = node.material.bumpMap.repeat;
  250. uniforms.offsetRepeat.value.set( offset.x, offset.y, repeat.x, repeat.y );
  251. }
  252. if ( node.material.transparent ) {
  253. material.alphaTest = 0.1;
  254. }
  255. if ( node.material.name === "eyetrans" ) {
  256. material.visible = false;
  257. }
  258. node.properties.colorMaterial = material;
  259. // normal material
  260. if ( node.material.bumpMap ) {
  261. var uniforms = THREE.UniformsUtils.clone( bumpShader.uniforms );
  262. var normalMaterial = new THREE.ShaderMaterial( {
  263. uniforms: uniforms,
  264. vertexShader: bumpShader.vertexShader,
  265. fragmentShader: bumpShader.fragmentShader,
  266. defines: { "USE_BUMPMAP": true }
  267. } );
  268. uniforms.bumpMap.value = node.material.bumpMap;
  269. uniforms.bumpScale.value = node.material.bumpScale;
  270. var offset = node.material.bumpMap.offset;
  271. var repeat = node.material.bumpMap.repeat;
  272. uniforms.offsetRepeat.value.set( offset.x, offset.y, repeat.x, repeat.y );
  273. node.properties.normalMaterial = normalMaterial;
  274. } else if ( node.material.morphTargets ) {
  275. var normalMaterial = new THREE.ShaderMaterial( {
  276. uniforms: THREE.UniformsUtils.clone( normalShader.uniforms ),
  277. vertexShader: normalShader.vertexShader,
  278. fragmentShader: normalShader.fragmentShader,
  279. shading: node.material.shading
  280. } );
  281. normalMaterial.morphTargets = node.material.morphTargets;
  282. normalMaterial.morphNormals = node.material.morphNormals;
  283. node.properties.normalMaterial = normalMaterial;
  284. } else {
  285. node.properties.normalMaterial = matNormal;
  286. }
  287. // depth material
  288. if ( node.material.morphTargets ) {
  289. var depthMaterial = new THREE.ShaderMaterial({
  290. uniforms: THREE.UniformsUtils.clone( clipDepthShader.uniforms ),
  291. vertexShader: clipDepthShader.vertexShader,
  292. fragmentShader: clipDepthShader.fragmentShader
  293. });
  294. depthMaterial.morphTargets = node.material.morphTargets;
  295. node.properties.depthMaterial = depthMaterial;
  296. } else {
  297. node.properties.depthMaterial = matClipDepth;
  298. }
  299. }
  300. } );
  301. object.position.y = y;
  302. object.scale.set( scale, scale, scale );
  303. sceneNode.add( object );
  304. }
  305. // -----------------------------
  306. function initMaterials() {
  307. // -----------------------
  308. // shader definitions
  309. // -----------------------
  310. colorShader = THREE.ShaderDeferred[ "color" ];
  311. normalShader = THREE.ShaderDeferred[ "normals" ];
  312. bumpShader = THREE.ShaderDeferred[ "bump" ];
  313. clipDepthShader = THREE.ShaderDeferred[ "clipDepth" ];
  314. unlitShader = THREE.ShaderDeferred[ "unlit" ];
  315. lightShader = THREE.ShaderDeferred[ "light" ];
  316. compositeShader = THREE.ShaderDeferred[ "composite" ];
  317. unlitShader.uniforms[ "viewWidth" ].value = SCALED_WIDTH;
  318. unlitShader.uniforms[ "viewHeight" ].value = SCALED_HEIGHT;
  319. lightShader.uniforms[ "viewWidth" ].value = SCALED_WIDTH;
  320. lightShader.uniforms[ "viewHeight" ].value = SCALED_HEIGHT;
  321. // -----------------------
  322. // default materials
  323. // -----------------------
  324. matNormal = new THREE.ShaderMaterial( {
  325. uniforms: THREE.UniformsUtils.clone( normalShader.uniforms ),
  326. vertexShader: normalShader.vertexShader,
  327. fragmentShader: normalShader.fragmentShader
  328. } );
  329. matClipDepth = new THREE.ShaderMaterial({
  330. uniforms: THREE.UniformsUtils.clone( clipDepthShader.uniforms ),
  331. vertexShader: clipDepthShader.vertexShader,
  332. fragmentShader: clipDepthShader.fragmentShader
  333. });
  334. }
  335. // -----------------------------
  336. function initLights() {
  337. var distance = 40;
  338. // front light
  339. var light = new THREE.PointLight();
  340. light.color = new THREE.Vector3( 1, 1, 1 );
  341. light.intensity = 1.5;
  342. light.distance = 1.5 * distance;
  343. lights.push( light );
  344. // random lights
  345. for ( var i = 1; i < numLights; i ++ ) {
  346. var light = new THREE.PointLight();
  347. light.color = new THREE.Vector3( Math.random(), Math.random(), Math.random() ).normalize();
  348. // gamma to linear
  349. light.color.x *= light.color.x;
  350. light.color.y *= light.color.y;
  351. light.color.z *= light.color.z;
  352. light.intensity = 2.0;
  353. light.distance = distance;
  354. lights.push( light );
  355. }
  356. }
  357. // -----------------------------
  358. function onDocumentMouseMove( event ) {
  359. mouseX = ( event.clientX - windowHalfX ) * 1;
  360. mouseY = ( event.clientY - windowHalfY ) * 1;
  361. }
  362. // -----------------------------
  363. function animate() {
  364. var delta = clock.getDelta();
  365. requestAnimationFrame( animate );
  366. //controls.update( delta );
  367. targetX = mouseX * .001;
  368. targetY = mouseY * .001;
  369. angle += 0.05 * ( targetX - angle );
  370. camera.position.x = -Math.sin( angle ) * 150;
  371. camera.position.z = Math.cos( angle ) * 150;
  372. camera.lookAt( target );
  373. for ( var i = 0; i < morphs.length; i ++ ) {
  374. morph = morphs[ i ];
  375. morph.updateAnimation( 1000 * delta );
  376. morph.position.x += morph.properties.delta * delta;
  377. if ( morph.position.x < -50 ) morph.position.x = 200;
  378. }
  379. stats.update();
  380. render();
  381. }
  382. // -----------------------------
  383. function render() {
  384. // -----------------------------
  385. // g-buffer color
  386. // -----------------------------
  387. sceneNode.traverse( function( node ) {
  388. if ( node.material ) {
  389. node.material = node.properties.colorMaterial;
  390. }
  391. } );
  392. compColor.render();
  393. // -----------------------------
  394. // g-buffer depth
  395. // -----------------------------
  396. sceneNode.traverse( function( node ) {
  397. if ( node.material ) {
  398. node.material = node.properties.depthMaterial;
  399. }
  400. } );
  401. compDepth.render();
  402. // -----------------------------
  403. // g-buffer normals
  404. // -----------------------------
  405. sceneNode.traverse( function( node ) {
  406. if ( node.material ) {
  407. node.material = node.properties.normalMaterial;
  408. }
  409. } );
  410. compNormals.render();
  411. // -----------------------------
  412. // emitter pass
  413. // -----------------------------
  414. for ( var i = 0, il = lightNode.children.length; i < il; i ++ ) {
  415. var light = lightNode.children[ i ];
  416. var color = light.material.uniforms[ "lightColor" ].value;
  417. var emitter = light.emitter;
  418. emitter.material.uniforms[ "samplerDepth" ].value = compDepth.renderTarget2;
  419. emitter.material.uniforms[ "lightColor" ].value = color;
  420. }
  421. compEmitter.render();
  422. // -----------------------------
  423. // light pass
  424. // -----------------------------
  425. camera.projectionMatrixInverse.getInverse( camera.projectionMatrix );
  426. for ( var i = 0, il = lightNode.children.length; i < il; i ++ ) {
  427. var uniforms = lightNode.children[ i ].material.uniforms;
  428. uniforms[ "matProjInverse" ].value = camera.projectionMatrixInverse;
  429. uniforms[ "matView" ].value = camera.matrixWorldInverse;
  430. }
  431. var time = Date.now() * 0.0005;
  432. // update lights
  433. var x, y, z;
  434. for ( var i = 0; i < numLights; i ++ ) {
  435. if ( i > 0 ) {
  436. x = Math.sin( time + i * 1.7 ) * 80;
  437. y = Math.cos( time + i * 1.5 ) * 40;
  438. z = Math.cos( time + i * 1.3 ) * 30;
  439. } else {
  440. x = Math.sin( time * 3 ) * 20;
  441. y = 15;
  442. z = Math.cos( time * 3 ) * 25 + 10;
  443. }
  444. var light = lightNode.children[ i ];
  445. var lightPosition = light.material.uniforms[ "lightPos" ].value;
  446. lightPosition.x = x;
  447. lightPosition.y = y;
  448. lightPosition.z = z;
  449. light.emitter.position = lightPosition;
  450. light.position = lightPosition;
  451. light.frustumCulled = false;
  452. }
  453. compLightBuffer.render();
  454. // -----------------------------
  455. // composite pass
  456. // -----------------------------
  457. compFinal.render( 0.1 );
  458. }
  459. function generateBox() {
  460. var object = new THREE.Object3D();
  461. var mapHeight2 = THREE.ImageUtils.loadTexture( "obj/lightmap/rocks.jpg" );
  462. mapHeight2.repeat.set( 3, 1.5 );
  463. mapHeight2.wrapS = mapHeight2.wrapT = THREE.RepeatWrapping;
  464. mapHeight2.anisotropy = 4;
  465. mapHeight2.format = THREE.RGBFormat;
  466. var mapHeight3 = THREE.ImageUtils.loadTexture( "textures/water.jpg" );
  467. mapHeight3.repeat.set( 16, 8 );
  468. mapHeight3.wrapS = mapHeight3.wrapT = THREE.RepeatWrapping;
  469. mapHeight3.anisotropy = 4;
  470. mapHeight3.format = THREE.RGBFormat;
  471. var geoPlane = new THREE.PlaneGeometry( 40, 20 );
  472. var matPlane = new THREE.MeshPhongMaterial( { color: 0x000000, bumpMap: mapHeight2, bumpScale: 0.5 } );
  473. var matPlane2 = new THREE.MeshPhongMaterial( { color: 0x000000, bumpMap: mapHeight3, bumpScale: 0.5 } );
  474. var matPlane3 = new THREE.MeshPhongMaterial( { color: 0x000000, bumpMap: mapHeight3, bumpScale: 1 } );
  475. // bottom
  476. var mesh = new THREE.Mesh( geoPlane, matPlane2 );
  477. mesh.position.z = -2;
  478. mesh.position.y = -6;
  479. mesh.rotation.x = -Math.PI/2;
  480. object.add( mesh );
  481. // top
  482. var mesh = new THREE.Mesh( geoPlane, matPlane3 );
  483. mesh.position.z = -2;
  484. mesh.position.y = 7;
  485. mesh.rotation.x = Math.PI/2;
  486. object.add( mesh );
  487. // back
  488. var mesh = new THREE.Mesh( geoPlane, matPlane );
  489. mesh.position.z = -4;
  490. mesh.position.y = 0;
  491. object.add( mesh );
  492. // right
  493. var mesh = new THREE.Mesh( geoPlane, matPlane );
  494. mesh.position.z = 0;
  495. mesh.position.y = 0;
  496. mesh.position.x = 13;
  497. mesh.rotation.y = -Math.PI/2;
  498. //object.add( mesh );
  499. // left
  500. var mesh = new THREE.Mesh( geoPlane, matPlane );
  501. mesh.position.z = 0;
  502. mesh.position.y = 0;
  503. mesh.position.x = -13;
  504. mesh.rotation.y = Math.PI/2;
  505. //object.add( mesh );
  506. return object;
  507. }
  508. // -----------------------------
  509. // entry point
  510. // -----------------------------
  511. bootstrap();
  512. initMaterials();
  513. initLights();
  514. createRenderTargets();
  515. // create animated model
  516. var loader = new THREE.JSONLoader();
  517. loader.load( "models/animated/elderlyWalk.js", function( geometry ) {
  518. geometry.computeMorphNormals();
  519. var material = new THREE.MeshPhongMaterial( { color: 0xffffff, morphTargets: true, morphNormals: true, vertexColors: THREE.NoColors, shading: THREE.FlatShading } );
  520. var meshAnim = new THREE.MorphAnimMesh( geometry, material );
  521. meshAnim.duration = 3000;
  522. meshAnim.properties.delta = -13;
  523. var s = 1;
  524. meshAnim.scale.set( s, s, s );
  525. meshAnim.position.x = 180;
  526. meshAnim.position.z = -10;
  527. meshAnim.rotation.y = -Math.PI/2;
  528. morphs.push( meshAnim );
  529. initScene( meshAnim, -48, 50 );
  530. } );
  531. // create box
  532. var object = generateBox();
  533. initScene( object, 0, 8 );
  534. animate();
  535. document.addEventListener( 'mousemove', onDocumentMouseMove, false );
  536. </script>
  537. </body>
  538. </html>