lights_test.html 7.1 KB

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  1. <!DOCTYPE HTML>
  2. <html lang="en">
  3. <head>
  4. <title>three.js - lights test</title>
  5. <meta charset="utf-8">
  6. <style type="text/css">
  7. body {
  8. background:#fff;
  9. padding:0;
  10. margin:0;
  11. overflow:hidden;
  12. font-family:georgia;
  13. text-align:center;
  14. }
  15. h1 { }
  16. a { color:skyblue }
  17. canvas { pointer-events:none; z-index:10; position:relative; }
  18. #log { position:absolute; top:50px; text-align:left; display:block; z-index:100; }
  19. #d { text-align:center; margin:1em 0 -15.7em 0; z-index:0; position:relative; display:block }
  20. .button { background:#000; color:#fff; padding:0.2em 0.5em; cursor:pointer }
  21. .inactive { background:#999; color:#eee }
  22. </style>
  23. </head>
  24. <body>
  25. <div id="d">
  26. <h1>lights test</h1>
  27. <span id="rcanvas" class="button inactive">2d canvas renderer</span>
  28. <span id="rwebgl" class="button">WebGL renderer</span>
  29. <br/>
  30. <p>Best viewed in Chrome 8/9 or Firefox 4 using WebGL renderer.
  31. <p>Canvas renderer is very slow on anything other than Chrome.
  32. </div>
  33. <pre id="log"></pre>
  34. <script type="text/javascript" src="../build/Three.js"></script>
  35. <script type="text/javascript" src="../src/extras/io/Loader.js"></script>
  36. <script type="text/javascript" src="../src/extras/primitives/Sphere.js"></script>
  37. <script type="text/javascript" src="js/Stats.js"></script>
  38. <script type="text/javascript">
  39. var SCREEN_WIDTH = window.innerWidth / 2;
  40. var SCREEN_HEIGHT = window.innerHeight;
  41. var FLOOR = -250;
  42. var container, stats;
  43. var camera, scene, canvasRenderer, webglRenderer;
  44. var mesh, zmesh, lightMesh, geometry;
  45. var directionalLight, pointLight;
  46. var mouseX = 0, mouseY = 0;
  47. var windowHalfX = window.innerWidth / 2;
  48. var windowHalfY = window.innerHeight / 2;
  49. var render_canvas = 1, render_gl = 1;
  50. var has_gl = 0;
  51. var bcanvas = document.getElementById( 'rcanvas' );
  52. var bwebgl = document.getElementById( 'rwebgl' );
  53. document.addEventListener('mousemove', onDocumentMouseMove, false);
  54. init();
  55. loop();
  56. //render_canvas = !has_gl;
  57. bwebgl.style.display = has_gl ? 'inline' : 'none';
  58. bcanvas.className = render_canvas ? 'button' : 'button inactive';
  59. setInterval(loop, 1000/60);
  60. function init() {
  61. container = document.createElement('div');
  62. document.body.appendChild(container);
  63. camera = new THREE.Camera( 75, SCREEN_WIDTH / SCREEN_HEIGHT, 1, 100000 );
  64. camera.position.z = 500;
  65. camera.updateMatrix();
  66. scene = new THREE.Scene();
  67. // Spheres
  68. var geometry = new Sphere( 100, 16, 8 );
  69. var material = new THREE.MeshLambertMaterial( { color: 0xffffff, shading: THREE.FlatShading } );
  70. for ( var i = 0; i < 30; i ++ ) {
  71. mesh = new THREE.Mesh( geometry, material );
  72. mesh.position.x = 500 * ( Math.random() - 0.5 );
  73. mesh.position.y = 500 * ( Math.random() - 0.5 );
  74. mesh.position.z = 500 * ( Math.random() - 0.5 );
  75. mesh.scale.x = mesh.scale.y = mesh.scale.z = 0.25 * ( Math.random() + 0.5 );
  76. mesh.overdraw = true;
  77. mesh.updateMatrix();
  78. scene.addObject(mesh);
  79. }
  80. // Lights
  81. var ambient = new THREE.AmbientLight( 0x101010 );
  82. scene.addLight( ambient );
  83. directionalLight = new THREE.DirectionalLight( 0xffffff );
  84. directionalLight.position.y = -70;
  85. directionalLight.position.z = 100;
  86. directionalLight.position.normalize();
  87. scene.addLight( directionalLight );
  88. pointLight = new THREE.PointLight( 0xffaa00 );
  89. pointLight.position.x = 0;
  90. pointLight.position.y = 0;
  91. pointLight.position.z = 0;
  92. scene.addLight( pointLight );
  93. lightMesh = new THREE.Mesh( geometry, new THREE.MeshBasicMaterial( { color: 0xffaa00 } ) );
  94. lightMesh.scale.x = lightMesh.scale.y = lightMesh.scale.z = 0.05;
  95. lightMesh.position = pointLight.position;
  96. lightMesh.overdraw = true;
  97. lightMesh.updateMatrix();
  98. scene.addObject(lightMesh);
  99. if ( render_canvas ) {
  100. canvasRenderer = new THREE.CanvasRenderer();
  101. canvasRenderer.setSize( SCREEN_WIDTH, SCREEN_HEIGHT );
  102. container.appendChild( canvasRenderer.domElement );
  103. }
  104. if ( render_gl ) {
  105. try {
  106. webglRenderer = new THREE.WebGLRenderer( scene );
  107. webglRenderer.setSize( SCREEN_WIDTH, SCREEN_HEIGHT );
  108. container.appendChild( webglRenderer.domElement );
  109. has_gl = 1;
  110. } catch (e) {
  111. }
  112. }
  113. stats = new Stats();
  114. stats.domElement.style.position = 'absolute';
  115. stats.domElement.style.top = '0px';
  116. stats.domElement.style.zIndex = 100;
  117. container.appendChild( stats.domElement );
  118. bcanvas.addEventListener("click", toggleCanvas, false);
  119. bwebgl.addEventListener("click", toggleWebGL, false);
  120. var loader = new THREE.Loader();
  121. //loader.loadAscii( "obj/torus/Torus_slim.js", function( geometry ) { createMesh( geometry ) } );
  122. loader.loadBinary( "obj/torus/Torus_bin.js", function( geometry ) { createMesh( geometry ) }, "obj/torus" );
  123. }
  124. function createMesh( geometry ) {
  125. zmesh = new THREE.Mesh( geometry, new THREE.MeshLambertMaterial( { color: 0xffffff } ) );
  126. zmesh.position.x = zmesh.position.y = zmesh.position.z = 0;
  127. zmesh.scale.x = zmesh.scale.y = zmesh.scale.z = 100;
  128. zmesh.overdraw = true;
  129. zmesh.updateMatrix();
  130. scene.addObject( zmesh );
  131. }
  132. function onDocumentMouseMove( event ) {
  133. mouseX = ( event.clientX - windowHalfX );
  134. mouseY = ( event.clientY - windowHalfY );
  135. }
  136. var r = 0;
  137. function loop() {
  138. camera.position.x += ( mouseX - camera.position.x ) * .05;
  139. camera.position.y += ( - mouseY - camera.position.y ) * .05;
  140. camera.updateMatrix();
  141. for ( var i = 0, l = scene.objects.length; i < l; i ++ ) {
  142. if ( i%3 == 1 )
  143. scene.objects[i].rotation.x += 0.05;
  144. else if ( i%3 == 2 )
  145. scene.objects[i].rotation.y += 0.05;
  146. else if ( i%3 == 0 )
  147. scene.objects[i].rotation.z += 0.05;
  148. scene.objects[i].updateMatrix();
  149. }
  150. lightMesh.position.x = 200*Math.cos(r);
  151. lightMesh.position.z = 200*Math.sin(r);
  152. lightMesh.updateMatrix();
  153. r += 0.1;
  154. if ( render_canvas ) canvasRenderer.render( scene, camera );
  155. if ( render_gl && has_gl ) webglRenderer.render( scene, camera );
  156. stats.update();
  157. }
  158. function log(text) {
  159. var e = document.getElementById("log");
  160. e.innerHTML = text + "<br/>" + e.innerHTML;
  161. }
  162. function toggleCanvas() {
  163. render_canvas = !render_canvas;
  164. bcanvas.className = render_canvas ? "button" : "button inactive";
  165. render_gl = !render_canvas;
  166. bwebgl.className = render_gl ? "button" : "button inactive";
  167. if( has_gl )
  168. webglRenderer.domElement.style.display = render_gl ? "block" : "none";
  169. canvasRenderer.domElement.style.display = render_canvas ? "block" : "none";
  170. }
  171. function toggleWebGL() {
  172. render_gl = !render_gl;
  173. bwebgl.className = render_gl ? "button" : "button inactive";
  174. render_canvas = !render_gl;
  175. bcanvas.className = render_canvas ? "button" : "button inactive";
  176. if( has_gl )
  177. webglRenderer.domElement.style.display = render_gl ? "block" : "none";
  178. canvasRenderer.domElement.style.display = render_canvas ? "block" : "none";
  179. }
  180. </script>
  181. </body>
  182. </html>