webgl_lights_hemisphere.html 6.5 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 src="../build/three.js"></script>
  26. <script src="js/WebGL.js"></script>
  27. <script src="js/libs/stats.min.js"></script>
  28. <script src="js/loaders/GLTFLoader.js"></script>
  29. <script type="x-shader/x-vertex" id="vertexShader">
  30. varying vec3 vWorldPosition;
  31. void main() {
  32. vec4 worldPosition = modelMatrix * vec4( position, 1.0 );
  33. vWorldPosition = worldPosition.xyz;
  34. gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
  35. }
  36. </script>
  37. <script type="x-shader/x-fragment" id="fragmentShader">
  38. uniform vec3 topColor;
  39. uniform vec3 bottomColor;
  40. uniform float offset;
  41. uniform float exponent;
  42. varying vec3 vWorldPosition;
  43. void main() {
  44. float h = normalize( vWorldPosition + offset ).y;
  45. gl_FragColor = vec4( mix( bottomColor, topColor, max( pow( max( h , 0.0), exponent ), 0.0 ) ), 1.0 );
  46. }
  47. </script>
  48. <script>
  49. if ( WEBGL.isWebGLAvailable() === false ) {
  50. document.body.appendChild( WEBGL.getWebGLErrorMessage() );
  51. }
  52. var camera, scene, renderer, dirLight, dirLightHeper, hemiLight, hemiLightHelper;
  53. var mixers = [];
  54. var stats;
  55. var clock = new THREE.Clock();
  56. init();
  57. animate();
  58. function init() {
  59. var container = document.getElementById( 'container' );
  60. camera = new THREE.PerspectiveCamera( 30, window.innerWidth / window.innerHeight, 1, 5000 );
  61. camera.position.set( 0, 0, 250 );
  62. scene = new THREE.Scene();
  63. scene.background = new THREE.Color().setHSL( 0.6, 0, 1 );
  64. scene.fog = new THREE.Fog( scene.background, 1, 5000 );
  65. // LIGHTS
  66. hemiLight = new THREE.HemisphereLight( 0xffffff, 0xffffff, 0.6 );
  67. hemiLight.color.setHSL( 0.6, 1, 0.6 );
  68. hemiLight.groundColor.setHSL( 0.095, 1, 0.75 );
  69. hemiLight.position.set( 0, 50, 0 );
  70. scene.add( hemiLight );
  71. hemiLightHelper = new THREE.HemisphereLightHelper( hemiLight, 10 );
  72. scene.add( hemiLightHelper );
  73. //
  74. dirLight = new THREE.DirectionalLight( 0xffffff, 1 );
  75. dirLight.color.setHSL( 0.1, 1, 0.95 );
  76. dirLight.position.set( - 1, 1.75, 1 );
  77. dirLight.position.multiplyScalar( 30 );
  78. scene.add( dirLight );
  79. dirLight.castShadow = true;
  80. dirLight.shadow.mapSize.width = 2048;
  81. dirLight.shadow.mapSize.height = 2048;
  82. var d = 50;
  83. dirLight.shadow.camera.left = - d;
  84. dirLight.shadow.camera.right = d;
  85. dirLight.shadow.camera.top = d;
  86. dirLight.shadow.camera.bottom = - d;
  87. dirLight.shadow.camera.far = 3500;
  88. dirLight.shadow.bias = - 0.0001;
  89. dirLightHeper = new THREE.DirectionalLightHelper( dirLight, 10 );
  90. scene.add( dirLightHeper );
  91. // GROUND
  92. var groundGeo = new THREE.PlaneBufferGeometry( 10000, 10000 );
  93. var groundMat = new THREE.MeshLambertMaterial( { color: 0xffffff } );
  94. groundMat.color.setHSL( 0.095, 1, 0.75 );
  95. var ground = new THREE.Mesh( groundGeo, groundMat );
  96. ground.position.y = - 33;
  97. ground.rotation.x = - Math.PI / 2;
  98. ground.receiveShadow = true;
  99. scene.add( ground );
  100. // SKYDOME
  101. var vertexShader = document.getElementById( 'vertexShader' ).textContent;
  102. var fragmentShader = document.getElementById( 'fragmentShader' ).textContent;
  103. var uniforms = {
  104. "topColor": { value: new THREE.Color( 0x0077ff ) },
  105. "bottomColor": { value: new THREE.Color( 0xffffff ) },
  106. "offset": { value: 33 },
  107. "exponent": { value: 0.6 }
  108. };
  109. uniforms[ "topColor" ].value.copy( hemiLight.color );
  110. scene.fog.color.copy( uniforms[ "bottomColor" ].value );
  111. var skyGeo = new THREE.SphereBufferGeometry( 4000, 32, 15 );
  112. var skyMat = new THREE.ShaderMaterial( {
  113. uniforms: uniforms,
  114. vertexShader: vertexShader,
  115. fragmentShader: fragmentShader,
  116. side: THREE.BackSide
  117. } );
  118. var sky = new THREE.Mesh( skyGeo, skyMat );
  119. scene.add( sky );
  120. // MODEL
  121. var loader = new THREE.GLTFLoader();
  122. loader.load( 'models/gltf/Flamingo.glb', function ( gltf ) {
  123. var mesh = gltf.scene.children[ 0 ];
  124. var s = 0.35;
  125. mesh.scale.set( s, s, s );
  126. mesh.position.y = 15;
  127. mesh.rotation.y = - 1;
  128. mesh.castShadow = true;
  129. mesh.receiveShadow = true;
  130. scene.add( mesh );
  131. var mixer = new THREE.AnimationMixer( mesh );
  132. mixer.clipAction( gltf.animations[ 0 ] ).setDuration( 1 ).play();
  133. mixers.push( mixer );
  134. } );
  135. // RENDERER
  136. renderer = new THREE.WebGLRenderer( { antialias: true } );
  137. renderer.setPixelRatio( window.devicePixelRatio );
  138. renderer.setSize( window.innerWidth, window.innerHeight );
  139. container.appendChild( renderer.domElement );
  140. renderer.gammaInput = true;
  141. renderer.gammaOutput = true;
  142. renderer.shadowMap.enabled = true;
  143. // STATS
  144. stats = new Stats();
  145. container.appendChild( stats.dom );
  146. //
  147. window.addEventListener( 'resize', onWindowResize, false );
  148. var hemisphereButton = document.getElementById( 'hemisphereButton' );
  149. hemisphereButton.addEventListener( 'click', function () {
  150. hemiLight.visible = ! hemiLight.visible;
  151. hemiLightHelper.visible = ! hemiLightHelper.visible;
  152. } );
  153. var directionalButton = document.getElementById( 'directionalButton' );
  154. directionalButton.addEventListener( 'click', function () {
  155. dirLight.visible = ! dirLight.visible;
  156. dirLightHeper.visible = ! dirLightHeper.visible;
  157. } );
  158. }
  159. function onWindowResize() {
  160. camera.aspect = window.innerWidth / window.innerHeight;
  161. camera.updateProjectionMatrix();
  162. renderer.setSize( window.innerWidth, window.innerHeight );
  163. }
  164. //
  165. function animate() {
  166. requestAnimationFrame( animate );
  167. render();
  168. stats.update();
  169. }
  170. function render() {
  171. var delta = clock.getDelta();
  172. for ( var i = 0; i < mixers.length; i ++ ) {
  173. mixers[ i ].update( delta );
  174. }
  175. renderer.render( scene, camera );
  176. }
  177. </script>
  178. </body>
  179. </html>