webgl_lights_hemisphere.html 6.6 KB

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  1. <!DOCTYPE html>
  2. <html lang="en">
  3. <head>
  4. <title>three.js webgl - lights - hemisphere light</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. <link type="text/css" rel="stylesheet" href="main.css">
  8. <style>
  9. body {
  10. color: #444;
  11. }
  12. a {
  13. color: #08f;
  14. }
  15. </style>
  16. </head>
  17. <body>
  18. <div id="container"></div>
  19. <div id="info">
  20. <a href="http://threejs.org" target="_blank" rel="noopener">three.js</a> - webgl hemisphere light example<br/>
  21. flamingo by <a href="http://mirada.com/">mirada</a> from <a href="http://ro.me">rome</a><br/><br/>
  22. <button id="hemisphereButton">toggle hemisphere light</button>
  23. <button id="directionalButton">toggle directional light</button>
  24. </div>
  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 type="module">
  45. import {
  46. AnimationMixer,
  47. BackSide,
  48. Clock,
  49. Color,
  50. DirectionalLight,
  51. DirectionalLightHelper,
  52. Fog,
  53. HemisphereLight,
  54. HemisphereLightHelper,
  55. Mesh,
  56. MeshLambertMaterial,
  57. PerspectiveCamera,
  58. PlaneBufferGeometry,
  59. Scene,
  60. ShaderMaterial,
  61. SphereBufferGeometry,
  62. WebGLRenderer
  63. } from "../build/three.module.js";
  64. import Stats from './jsm/libs/stats.module.js';
  65. import { GLTFLoader } from './jsm/loaders/GLTFLoader.js';
  66. var camera, scene, renderer, dirLight, dirLightHeper, hemiLight, hemiLightHelper;
  67. var mixers = [];
  68. var stats;
  69. var clock = new Clock();
  70. init();
  71. animate();
  72. function init() {
  73. var container = document.getElementById( 'container' );
  74. camera = new PerspectiveCamera( 30, window.innerWidth / window.innerHeight, 1, 5000 );
  75. camera.position.set( 0, 0, 250 );
  76. scene = new Scene();
  77. scene.background = new Color().setHSL( 0.6, 0, 1 );
  78. scene.fog = new Fog( scene.background, 1, 5000 );
  79. // LIGHTS
  80. hemiLight = new HemisphereLight( 0xffffff, 0xffffff, 0.6 );
  81. hemiLight.color.setHSL( 0.6, 1, 0.6 );
  82. hemiLight.groundColor.setHSL( 0.095, 1, 0.75 );
  83. hemiLight.position.set( 0, 50, 0 );
  84. scene.add( hemiLight );
  85. hemiLightHelper = new HemisphereLightHelper( hemiLight, 10 );
  86. scene.add( hemiLightHelper );
  87. //
  88. dirLight = new DirectionalLight( 0xffffff, 1 );
  89. dirLight.color.setHSL( 0.1, 1, 0.95 );
  90. dirLight.position.set( - 1, 1.75, 1 );
  91. dirLight.position.multiplyScalar( 30 );
  92. scene.add( dirLight );
  93. dirLight.castShadow = true;
  94. dirLight.shadow.mapSize.width = 2048;
  95. dirLight.shadow.mapSize.height = 2048;
  96. var d = 50;
  97. dirLight.shadow.camera.left = - d;
  98. dirLight.shadow.camera.right = d;
  99. dirLight.shadow.camera.top = d;
  100. dirLight.shadow.camera.bottom = - d;
  101. dirLight.shadow.camera.far = 3500;
  102. dirLight.shadow.bias = - 0.0001;
  103. dirLightHeper = new DirectionalLightHelper( dirLight, 10 );
  104. scene.add( dirLightHeper );
  105. // GROUND
  106. var groundGeo = new PlaneBufferGeometry( 10000, 10000 );
  107. var groundMat = new MeshLambertMaterial( { color: 0xffffff } );
  108. groundMat.color.setHSL( 0.095, 1, 0.75 );
  109. var ground = new Mesh( groundGeo, groundMat );
  110. ground.position.y = - 33;
  111. ground.rotation.x = - Math.PI / 2;
  112. ground.receiveShadow = true;
  113. scene.add( ground );
  114. // SKYDOME
  115. var vertexShader = document.getElementById( 'vertexShader' ).textContent;
  116. var fragmentShader = document.getElementById( 'fragmentShader' ).textContent;
  117. var uniforms = {
  118. "topColor": { value: new Color( 0x0077ff ) },
  119. "bottomColor": { value: new Color( 0xffffff ) },
  120. "offset": { value: 33 },
  121. "exponent": { value: 0.6 }
  122. };
  123. uniforms[ "topColor" ].value.copy( hemiLight.color );
  124. scene.fog.color.copy( uniforms[ "bottomColor" ].value );
  125. var skyGeo = new SphereBufferGeometry( 4000, 32, 15 );
  126. var skyMat = new ShaderMaterial( {
  127. uniforms: uniforms,
  128. vertexShader: vertexShader,
  129. fragmentShader: fragmentShader,
  130. side: BackSide
  131. } );
  132. var sky = new Mesh( skyGeo, skyMat );
  133. scene.add( sky );
  134. // MODEL
  135. var loader = new GLTFLoader();
  136. loader.load( 'models/gltf/Flamingo.glb', function ( gltf ) {
  137. var mesh = gltf.scene.children[ 0 ];
  138. var s = 0.35;
  139. mesh.scale.set( s, s, s );
  140. mesh.position.y = 15;
  141. mesh.rotation.y = - 1;
  142. mesh.castShadow = true;
  143. mesh.receiveShadow = true;
  144. scene.add( mesh );
  145. var mixer = new AnimationMixer( mesh );
  146. mixer.clipAction( gltf.animations[ 0 ] ).setDuration( 1 ).play();
  147. mixers.push( mixer );
  148. } );
  149. // RENDERER
  150. renderer = new WebGLRenderer( { antialias: true } );
  151. renderer.setPixelRatio( window.devicePixelRatio );
  152. renderer.setSize( window.innerWidth, window.innerHeight );
  153. container.appendChild( renderer.domElement );
  154. renderer.gammaInput = true;
  155. renderer.gammaOutput = true;
  156. renderer.shadowMap.enabled = true;
  157. // STATS
  158. stats = new Stats();
  159. container.appendChild( stats.dom );
  160. //
  161. window.addEventListener( 'resize', onWindowResize, false );
  162. var hemisphereButton = document.getElementById( 'hemisphereButton' );
  163. hemisphereButton.addEventListener( 'click', function () {
  164. hemiLight.visible = ! hemiLight.visible;
  165. hemiLightHelper.visible = ! hemiLightHelper.visible;
  166. } );
  167. var directionalButton = document.getElementById( 'directionalButton' );
  168. directionalButton.addEventListener( 'click', function () {
  169. dirLight.visible = ! dirLight.visible;
  170. dirLightHeper.visible = ! dirLightHeper.visible;
  171. } );
  172. }
  173. function onWindowResize() {
  174. camera.aspect = window.innerWidth / window.innerHeight;
  175. camera.updateProjectionMatrix();
  176. renderer.setSize( window.innerWidth, window.innerHeight );
  177. }
  178. //
  179. function animate() {
  180. requestAnimationFrame( animate );
  181. render();
  182. stats.update();
  183. }
  184. function render() {
  185. var delta = clock.getDelta();
  186. for ( var i = 0; i < mixers.length; i ++ ) {
  187. mixers[ i ].update( delta );
  188. }
  189. renderer.render( scene, camera );
  190. }
  191. </script>
  192. </body>
  193. </html>