background-v01.html 5.4 KB

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  1. <!-- Licensed under a BSD license. See license.html for license -->
  2. <!DOCTYPE html>
  3. <html>
  4. <head>
  5. <meta charset="utf-8">
  6. <meta name="viewport" content="width=device-width, initial-scale=1.0, user-scalable=yes">
  7. <title>Three.js - Fundamentals</title>
  8. <link href="resources/threejs-tutorials.css" rel="stylesheet" />
  9. <style>
  10. html, body {
  11. margin: 0;
  12. height: 100%;
  13. }
  14. canvas {
  15. width: 100%;
  16. height: 100%;
  17. display: block;
  18. }
  19. </style>
  20. </head>
  21. <body>
  22. <canvas id="c"></canvas>
  23. </body>
  24. <!-- Import maps polyfill -->
  25. <!-- Remove this when import maps will be widely supported -->
  26. <script async src="https://unpkg.com/[email protected]/dist/es-module-shims.js"></script>
  27. <script type="importmap">
  28. {
  29. "imports": {
  30. "three": "../../build/three.module.js"
  31. }
  32. }
  33. </script>
  34. <script type="module">
  35. import * as THREE from 'three';
  36. import {OrbitControls} from '../../examples/jsm/controls/OrbitControls.js';
  37. import {GLTFLoader} from '../../examples/jsm/loaders/GLTFLoader.js';
  38. function main() {
  39. const canvas = document.querySelector('#c');
  40. const renderer = new THREE.WebGLRenderer({canvas});
  41. const scene = new THREE.Scene();
  42. const aspect = 2; // the canvas default
  43. const fov = 35;
  44. const near = 0.1;
  45. const far = 5000;
  46. const camera = new THREE.PerspectiveCamera(fov, aspect, near, far);
  47. camera.position.x = -0.;
  48. camera.position.y = 350;
  49. camera.position.z = 40.;
  50. const useFog = true;
  51. const useOrbitCamera = false;
  52. const showHelpers = false;
  53. const camSpeed = 0.2;
  54. if (useOrbitCamera) {
  55. const controls = new OrbitControls(camera, canvas);
  56. controls.target.set(0, 100.01, 0.2);
  57. controls.update();
  58. }
  59. renderer.outputEncoding = THREE.sRGBEncoding;
  60. renderer.shadowMap.enabled = true;
  61. const hemiLight = new THREE.HemisphereLight(0xffffff, 0xffffff, 0.6);
  62. hemiLight.color.setHSL(0.6, 1, 0.6);
  63. hemiLight.groundColor.setHSL(0.095, 1, 0.75);
  64. hemiLight.position.set(0, 50, 0);
  65. scene.add(hemiLight);
  66. if (showHelpers) {
  67. const hemiLightHelper = new THREE.HemisphereLightHelper(hemiLight, 10);
  68. scene.add(hemiLightHelper);
  69. }
  70. const dirLight = new THREE.DirectionalLight(0xffffff, 1);
  71. dirLight.color.setHSL(0.1, 1, 0.95);
  72. dirLight.position.set(-300, 220, 245);
  73. scene.add(dirLight);
  74. dirLight.castShadow = true;
  75. dirLight.shadow.mapSize.width = 2048;
  76. dirLight.shadow.mapSize.height = 2048;
  77. const d = 350;
  78. dirLight.shadow.camera.left = -d;
  79. dirLight.shadow.camera.right = d;
  80. dirLight.shadow.camera.top = d;
  81. dirLight.shadow.camera.bottom = -d;
  82. dirLight.shadow.camera.near = 100;
  83. dirLight.shadow.camera.far = 950;
  84. dirLight.shadow.bias = -0.005;
  85. if (showHelpers) {
  86. const dirLightHeper = new THREE.DirectionalLightHelper(dirLight, 10);
  87. scene.add(dirLightHeper);
  88. }
  89. const loader = new GLTFLoader();
  90. const camRadius = 600;
  91. const camHeight = 160;
  92. const camTarget = [0, 30, 0];
  93. const fogNear = 1350;
  94. const fogFar = 1500;
  95. loader.load('resources/models/mountain_landscape/scene.gltf', (gltf) => {
  96. gltf.scene.traverse((child) => {
  97. if ( child.isMesh ) {
  98. child.castShadow = true;
  99. child.receiveShadow = true;
  100. }
  101. });
  102. scene.add(gltf.scene);
  103. });
  104. window.s = scene;
  105. if (useFog) {
  106. const vertexShader = `
  107. varying vec3 vWorldPosition;
  108. void main() {
  109. vec4 worldPosition = modelMatrix * vec4( position, 1.0 );
  110. vWorldPosition = worldPosition.xyz;
  111. gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
  112. }
  113. `;
  114. const fragmentShader = `
  115. uniform vec3 topColor;
  116. uniform vec3 bottomColor;
  117. uniform float offset;
  118. uniform float exponent;
  119. varying vec3 vWorldPosition;
  120. void main() {
  121. float h = normalize( vWorldPosition + offset ).y;
  122. gl_FragColor = vec4( mix( bottomColor, topColor, max( pow( max( h , 0.0), exponent ), 0.0 ) ), 1.0 );
  123. }
  124. `;
  125. const uniforms = {
  126. topColor: { value: new THREE.Color(0x88AABB) },
  127. bottomColor: { value: new THREE.Color(0xEFCB7F) },
  128. offset: { value: 730 },
  129. exponent: { value: 0.3 },
  130. };
  131. uniforms.topColor.value.copy(hemiLight.color);
  132. scene.fog = new THREE.Fog(scene.background, fogNear, fogFar);
  133. scene.fog.color.copy(uniforms.bottomColor.value);
  134. const skyGeo = new THREE.SphereGeometry(4000, 32, 15);
  135. const skyMat = new THREE.ShaderMaterial( { vertexShader: vertexShader, fragmentShader: fragmentShader, uniforms: uniforms, side: THREE.BackSide } );
  136. const sky = new THREE.Mesh( skyGeo, skyMat );
  137. scene.add(sky);
  138. }
  139. function resizeRendererToDisplaySize(renderer) {
  140. const canvas = renderer.domElement;
  141. const width = canvas.clientWidth;
  142. const height = canvas.clientHeight;
  143. if (width === canvas.width && height === canvas.height) {
  144. return false;
  145. }
  146. renderer.setSize(width, height, false);
  147. return true;
  148. }
  149. function render(time) {
  150. time *= 0.001;
  151. time += 80;
  152. if (resizeRendererToDisplaySize(renderer)) {
  153. camera.aspect = canvas.clientWidth / canvas.clientHeight;
  154. camera.updateProjectionMatrix();
  155. }
  156. if (!useOrbitCamera) {
  157. const angle = Math.sin(time * camSpeed) + Math.PI * .75;
  158. camera.position.set(Math.cos(angle) * camRadius, camHeight, Math.sin(angle) * camRadius);
  159. camera.lookAt(...camTarget);
  160. }
  161. renderer.render(scene, camera);
  162. requestAnimationFrame(render);
  163. }
  164. requestAnimationFrame(render);
  165. }
  166. main();
  167. </script>
  168. </html>