webgl_materials_lightmap.html 3.7 KB

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  1. <!DOCTYPE html>
  2. <html lang="en">
  3. <head>
  4. <title>three.js webgl - materials - lightmap</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. </head>
  9. <body>
  10. <script src="../build/three.js"></script>
  11. <script src="js/controls/OrbitControls.js"></script>
  12. <script src="js/WebGL.js"></script>
  13. <script src="js/libs/stats.min.js"></script>
  14. <script type="x-shader/x-vertex" id="vertexShader">
  15. varying vec3 vWorldPosition;
  16. void main() {
  17. vec4 worldPosition = modelMatrix * vec4( position, 1.0 );
  18. vWorldPosition = worldPosition.xyz;
  19. gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
  20. }
  21. </script>
  22. <script type="x-shader/x-fragment" id="fragmentShader">
  23. uniform vec3 topColor;
  24. uniform vec3 bottomColor;
  25. uniform float offset;
  26. uniform float exponent;
  27. varying vec3 vWorldPosition;
  28. void main() {
  29. float h = normalize( vWorldPosition + offset ).y;
  30. gl_FragColor = vec4( mix( bottomColor, topColor, max( pow( max( h, 0.0 ), exponent ), 0.0 ) ), 1.0 );
  31. }
  32. </script>
  33. <script>
  34. var SCREEN_WIDTH = window.innerWidth;
  35. var SCREEN_HEIGHT = window.innerHeight;
  36. var container, stats;
  37. var camera, scene, renderer;
  38. init();
  39. animate();
  40. function init() {
  41. container = document.createElement( 'div' );
  42. document.body.appendChild( container );
  43. // CAMERA
  44. camera = new THREE.PerspectiveCamera( 40, SCREEN_WIDTH / SCREEN_HEIGHT, 1, 10000 );
  45. camera.position.set( 700, 200, - 500 );
  46. // SCENE
  47. scene = new THREE.Scene();
  48. // LIGHTS
  49. var light = new THREE.DirectionalLight( 0xaabbff, 0.3 );
  50. light.position.x = 300;
  51. light.position.y = 250;
  52. light.position.z = - 500;
  53. scene.add( light );
  54. // SKYDOME
  55. var vertexShader = document.getElementById( 'vertexShader' ).textContent;
  56. var fragmentShader = document.getElementById( 'fragmentShader' ).textContent;
  57. var uniforms = {
  58. topColor: { value: new THREE.Color( 0x0077ff ) },
  59. bottomColor: { value: new THREE.Color( 0xffffff ) },
  60. offset: { value: 400 },
  61. exponent: { value: 0.6 }
  62. };
  63. uniforms.topColor.value.copy( light.color );
  64. var skyGeo = new THREE.SphereBufferGeometry( 4000, 32, 15 );
  65. var skyMat = new THREE.ShaderMaterial( {
  66. uniforms: uniforms,
  67. vertexShader: vertexShader,
  68. fragmentShader: fragmentShader,
  69. side: THREE.BackSide
  70. } );
  71. var sky = new THREE.Mesh( skyGeo, skyMat );
  72. scene.add( sky );
  73. // RENDERER
  74. renderer = new THREE.WebGLRenderer( { antialias: true } );
  75. renderer.setPixelRatio( window.devicePixelRatio );
  76. renderer.setSize( SCREEN_WIDTH, SCREEN_HEIGHT );
  77. container.appendChild( renderer.domElement );
  78. renderer.gammaInput = true;
  79. renderer.gammaOutput = true;
  80. // CONTROLS
  81. var controls = new THREE.OrbitControls( camera, renderer.domElement );
  82. controls.maxPolarAngle = 0.9 * Math.PI / 2;
  83. controls.enableZoom = false;
  84. // STATS
  85. stats = new Stats();
  86. container.appendChild( stats.dom );
  87. // MODEL
  88. var loader = new THREE.ObjectLoader();
  89. loader.load( "models/json/lightmap/lightmap.json", function ( object ) {
  90. scene.add( object );
  91. } );
  92. //
  93. window.addEventListener( 'resize', onWindowResize, false );
  94. }
  95. function onWindowResize() {
  96. camera.aspect = window.innerWidth / window.innerHeight;
  97. camera.updateProjectionMatrix();
  98. renderer.setSize( window.innerWidth, window.innerHeight );
  99. }
  100. //
  101. function animate() {
  102. requestAnimationFrame( animate );
  103. renderer.render( scene, camera );
  104. stats.update();
  105. }
  106. </script>
  107. </body>
  108. </html>