webgl_lights_hemisphere.html 6.8 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. <style>
  8. body {
  9. background-color: #fff;
  10. color: #111;
  11. margin: 0px;
  12. overflow: hidden;
  13. font-family: Monospace;
  14. font-size: 13px;
  15. }
  16. #info {
  17. position: absolute;
  18. top: 0px; width: 100%;
  19. padding: 5px;
  20. text-align: center;
  21. }
  22. a {
  23. color: #0080ff;
  24. text-decoration: none;
  25. }
  26. a:hover {
  27. color: #f00;
  28. }
  29. #footer { width: 100%; margin: 2em auto; text-align: center; position: absolute; bottom: 0 }
  30. strong { color: red }
  31. </style>
  32. </head>
  33. <body>
  34. <div id="container"></div>
  35. <div id="info">
  36. <a href="http://threejs.org" target="_blank" rel="noopener">three.js</a> - webgl hemisphere light example -
  37. flamingo by <a href="http://mirada.com/">mirada</a> from <a href="http://ro.me">rome</a><br/>
  38. </div>
  39. <div id="footer">
  40. press <strong>h</strong> to toggle hemisphere light, <strong>d</strong> to toggle directional light
  41. </div>
  42. <script src="../build/three.js"></script>
  43. <script src="js/WebGL.js"></script>
  44. <script src="js/libs/stats.min.js"></script>
  45. <script src="js/loaders/GLTFLoader.js"></script>
  46. <script type="x-shader/x-vertex" id="vertexShader">
  47. varying vec3 vWorldPosition;
  48. void main() {
  49. vec4 worldPosition = modelMatrix * vec4( position, 1.0 );
  50. vWorldPosition = worldPosition.xyz;
  51. gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
  52. }
  53. </script>
  54. <script type="x-shader/x-fragment" id="fragmentShader">
  55. uniform vec3 topColor;
  56. uniform vec3 bottomColor;
  57. uniform float offset;
  58. uniform float exponent;
  59. varying vec3 vWorldPosition;
  60. void main() {
  61. float h = normalize( vWorldPosition + offset ).y;
  62. gl_FragColor = vec4( mix( bottomColor, topColor, max( pow( max( h , 0.0), exponent ), 0.0 ) ), 1.0 );
  63. }
  64. </script>
  65. <script>
  66. if ( WEBGL.isWebGLAvailable() === false ) {
  67. document.body.appendChild( WEBGL.getWebGLErrorMessage() );
  68. }
  69. var camera, scene, renderer, dirLight, dirLightHeper, hemiLight, hemiLightHelper;
  70. var mixers = [];
  71. var stats;
  72. var clock = new THREE.Clock();
  73. init();
  74. animate();
  75. function init() {
  76. var container = document.getElementById( 'container' );
  77. camera = new THREE.PerspectiveCamera( 30, window.innerWidth / window.innerHeight, 1, 5000 );
  78. camera.position.set( 0, 0, 250 );
  79. scene = new THREE.Scene();
  80. scene.background = new THREE.Color().setHSL( 0.6, 0, 1 );
  81. scene.fog = new THREE.Fog( scene.background, 1, 5000 );
  82. // LIGHTS
  83. hemiLight = new THREE.HemisphereLight( 0xffffff, 0xffffff, 0.6 );
  84. hemiLight.color.setHSL( 0.6, 1, 0.6 );
  85. hemiLight.groundColor.setHSL( 0.095, 1, 0.75 );
  86. hemiLight.position.set( 0, 50, 0 );
  87. scene.add( hemiLight );
  88. hemiLightHelper = new THREE.HemisphereLightHelper( hemiLight, 10 );
  89. scene.add( hemiLightHelper );
  90. //
  91. dirLight = new THREE.DirectionalLight( 0xffffff, 1 );
  92. dirLight.color.setHSL( 0.1, 1, 0.95 );
  93. dirLight.position.set( - 1, 1.75, 1 );
  94. dirLight.position.multiplyScalar( 30 );
  95. scene.add( dirLight );
  96. dirLight.castShadow = true;
  97. dirLight.shadow.mapSize.width = 2048;
  98. dirLight.shadow.mapSize.height = 2048;
  99. var d = 50;
  100. dirLight.shadow.camera.left = - d;
  101. dirLight.shadow.camera.right = d;
  102. dirLight.shadow.camera.top = d;
  103. dirLight.shadow.camera.bottom = - d;
  104. dirLight.shadow.camera.far = 3500;
  105. dirLight.shadow.bias = - 0.0001;
  106. dirLightHeper = new THREE.DirectionalLightHelper( dirLight, 10 );
  107. scene.add( dirLightHeper );
  108. // GROUND
  109. var groundGeo = new THREE.PlaneBufferGeometry( 10000, 10000 );
  110. var groundMat = new THREE.MeshLambertMaterial( { color: 0xffffff } );
  111. groundMat.color.setHSL( 0.095, 1, 0.75 );
  112. var ground = new THREE.Mesh( groundGeo, groundMat );
  113. ground.position.y = - 33;
  114. ground.rotation.x = - Math.PI / 2;
  115. ground.receiveShadow = true;
  116. scene.add( ground );
  117. // SKYDOME
  118. var vertexShader = document.getElementById( 'vertexShader' ).textContent;
  119. var fragmentShader = document.getElementById( 'fragmentShader' ).textContent;
  120. var uniforms = {
  121. "topColor": { value: new THREE.Color( 0x0077ff ) },
  122. "bottomColor": { value: new THREE.Color( 0xffffff ) },
  123. "offset": { value: 33 },
  124. "exponent": { value: 0.6 }
  125. };
  126. uniforms[ "topColor" ].value.copy( hemiLight.color );
  127. scene.fog.color.copy( uniforms[ "bottomColor" ].value );
  128. var skyGeo = new THREE.SphereBufferGeometry( 4000, 32, 15 );
  129. var skyMat = new THREE.ShaderMaterial( {
  130. uniforms: uniforms,
  131. vertexShader: vertexShader,
  132. fragmentShader: fragmentShader,
  133. side: THREE.BackSide
  134. } );
  135. var sky = new THREE.Mesh( skyGeo, skyMat );
  136. scene.add( sky );
  137. // MODEL
  138. var loader = new THREE.GLTFLoader();
  139. loader.load( 'models/gltf/Flamingo.glb', function ( gltf ) {
  140. var mesh = gltf.scene.children[ 0 ];
  141. var s = 0.35;
  142. mesh.scale.set( s, s, s );
  143. mesh.position.y = 15;
  144. mesh.rotation.y = - 1;
  145. mesh.castShadow = true;
  146. mesh.receiveShadow = true;
  147. scene.add( mesh );
  148. var mixer = new THREE.AnimationMixer( mesh );
  149. mixer.clipAction( gltf.animations[ 0 ] ).setDuration( 1 ).play();
  150. mixers.push( mixer );
  151. } );
  152. // RENDERER
  153. renderer = new THREE.WebGLRenderer( { antialias: true } );
  154. renderer.setPixelRatio( window.devicePixelRatio );
  155. renderer.setSize( window.innerWidth, window.innerHeight );
  156. container.appendChild( renderer.domElement );
  157. renderer.gammaInput = true;
  158. renderer.gammaOutput = true;
  159. renderer.shadowMap.enabled = true;
  160. // STATS
  161. stats = new Stats();
  162. container.appendChild( stats.dom );
  163. //
  164. window.addEventListener( 'resize', onWindowResize, false );
  165. document.addEventListener( 'keydown', onKeyDown, false );
  166. }
  167. function onWindowResize() {
  168. camera.aspect = window.innerWidth / window.innerHeight;
  169. camera.updateProjectionMatrix();
  170. renderer.setSize( window.innerWidth, window.innerHeight );
  171. }
  172. function onKeyDown( event ) {
  173. switch ( event.keyCode ) {
  174. case 72: // h
  175. hemiLight.visible = ! hemiLight.visible;
  176. hemiLightHelper.visible = ! hemiLightHelper.visible;
  177. break;
  178. case 68: // d
  179. dirLight.visible = ! dirLight.visible;
  180. dirLightHeper.visible = ! dirLightHeper.visible;
  181. break;
  182. }
  183. }
  184. //
  185. function animate() {
  186. requestAnimationFrame( animate );
  187. render();
  188. stats.update();
  189. }
  190. function render() {
  191. var delta = clock.getDelta();
  192. for ( var i = 0; i < mixers.length; i ++ ) {
  193. mixers[ i ].update( delta );
  194. }
  195. renderer.render( scene, camera );
  196. }
  197. </script>
  198. </body>
  199. </html>