misc_lights_test.html 6.2 KB

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  1. <!doctype html>
  2. <html lang="en">
  3. <head>
  4. <title>three.js misc - lights - point + directional</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:#fff;
  10. padding:0;
  11. margin:0;
  12. overflow:hidden;
  13. font-family:georgia;
  14. text-align:center;
  15. }
  16. h1 { }
  17. a { color:skyblue }
  18. canvas { pointer-events:none; z-index:10; }
  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. <script src="../build/Three.js"></script>
  34. <script src="js/Stats.js"></script>
  35. <script>
  36. var SCREEN_WIDTH = window.innerWidth / 2;
  37. var SCREEN_HEIGHT = window.innerHeight;
  38. var FLOOR = -250;
  39. var container, stats;
  40. var camera, scene, canvasRenderer, webglRenderer;
  41. var mesh, zmesh, lightMesh, geometry;
  42. var directionalLight, pointLight;
  43. var mouseX = 0, mouseY = 0;
  44. var windowHalfX = window.innerWidth / 2;
  45. var windowHalfY = window.innerHeight / 2;
  46. var render_canvas = 1, render_gl = 1;
  47. var has_gl = 0;
  48. var bcanvas = document.getElementById( 'rcanvas' );
  49. var bwebgl = document.getElementById( 'rwebgl' );
  50. document.addEventListener( 'mousemove', onDocumentMouseMove, false );
  51. init();
  52. animate();
  53. //render_canvas = !has_gl;
  54. bwebgl.style.display = has_gl ? 'inline' : 'none';
  55. bcanvas.className = render_canvas ? 'button' : 'button inactive';
  56. function init() {
  57. container = document.createElement('div');
  58. document.body.appendChild(container);
  59. scene = new THREE.Scene();
  60. camera = new THREE.PerspectiveCamera( 75, SCREEN_WIDTH / SCREEN_HEIGHT, 1, 100000 );
  61. camera.position.z = 500;
  62. scene.add( camera );
  63. // Spheres
  64. var geometry = new THREE.SphereGeometry( 100, 16, 8 );
  65. var material = new THREE.MeshLambertMaterial( { color: 0xffffff, shading: THREE.FlatShading, overdraw: true } );
  66. for ( var i = 0; i < 30; i ++ ) {
  67. mesh = new THREE.Mesh( geometry, material );
  68. mesh.position.x = 500 * ( Math.random() - 0.5 );
  69. mesh.position.y = 500 * ( Math.random() - 0.5 );
  70. mesh.position.z = 500 * ( Math.random() - 0.5 );
  71. mesh.scale.x = mesh.scale.y = mesh.scale.z = 0.25 * ( Math.random() + 0.5 );
  72. scene.add( mesh );
  73. }
  74. // Torus
  75. mesh = new THREE.Mesh( new THREE.TorusGeometry( 100, 25, 15, 30 ), new THREE.MeshLambertMaterial( { color: 0xffffff, overdraw: true } ) );
  76. scene.add( mesh );
  77. // Lights
  78. var ambient = new THREE.AmbientLight( 0x101010 );
  79. scene.add( ambient );
  80. directionalLight = new THREE.DirectionalLight( 0xffffff );
  81. directionalLight.position.set( 0, -70, 100 ).normalize();
  82. scene.add( directionalLight );
  83. pointLight = new THREE.PointLight( 0xffaa00 );
  84. scene.add( pointLight );
  85. lightMesh = new THREE.Mesh( geometry, new THREE.MeshBasicMaterial( { color: 0xffaa00 } ) );
  86. lightMesh.scale.x = lightMesh.scale.y = lightMesh.scale.z = 0.05;
  87. lightMesh.position = pointLight.position;
  88. lightMesh.overdraw = true;
  89. scene.add( lightMesh );
  90. if ( render_canvas ) {
  91. canvasRenderer = new THREE.CanvasRenderer();
  92. canvasRenderer.setSize( SCREEN_WIDTH, SCREEN_HEIGHT );
  93. container.appendChild( canvasRenderer.domElement );
  94. }
  95. if ( render_gl ) {
  96. try {
  97. webglRenderer = new THREE.WebGLRenderer();
  98. webglRenderer.setSize( SCREEN_WIDTH, SCREEN_HEIGHT );
  99. webglRenderer.domElement.style.position = "relative";
  100. container.appendChild( webglRenderer.domElement );
  101. has_gl = 1;
  102. } catch (e) {
  103. }
  104. }
  105. stats = new Stats();
  106. stats.domElement.style.position = 'absolute';
  107. stats.domElement.style.top = '0px';
  108. stats.domElement.style.zIndex = 100;
  109. container.appendChild( stats.domElement );
  110. bcanvas.addEventListener("click", toggleCanvas, false);
  111. bwebgl.addEventListener("click", toggleWebGL, false);
  112. }
  113. function onDocumentMouseMove( event ) {
  114. mouseX = ( event.clientX - windowHalfX );
  115. mouseY = ( event.clientY - windowHalfY );
  116. }
  117. //
  118. function animate() {
  119. requestAnimationFrame( animate );
  120. render();
  121. stats.update();
  122. }
  123. var r = 0, counter = 0;
  124. function render() {
  125. counter == 30 ? scene.remove( directionalLight ) : counter ++;
  126. camera.position.x += ( mouseX - camera.position.x ) * .05;
  127. camera.position.y += ( - mouseY - camera.position.y ) * .05;
  128. camera.lookAt( scene.position );
  129. for ( var i = 0, l = scene.objects.length; i < l; i ++ ) {
  130. if ( i%3 == 1 )
  131. scene.objects[i].rotation.z += 0.05;
  132. else if ( i%3 == 2 )
  133. scene.objects[i].rotation.y += 0.05;
  134. else if ( i%3 == 0 )
  135. scene.objects[i].rotation.x += 0.05;
  136. }
  137. lightMesh.position.x = 200 * Math.cos( r );
  138. lightMesh.position.z = 200 * Math.sin( r );
  139. r += 0.1;
  140. if ( render_canvas ) canvasRenderer.render( scene, camera );
  141. if ( render_gl && has_gl ) webglRenderer.render( scene, camera );
  142. }
  143. function toggleCanvas() {
  144. render_canvas = !render_canvas;
  145. bcanvas.className = render_canvas ? "button" : "button inactive";
  146. render_gl = !render_canvas;
  147. bwebgl.className = render_gl ? "button" : "button inactive";
  148. if( has_gl )
  149. webglRenderer.domElement.style.display = render_gl ? "block" : "none";
  150. canvasRenderer.domElement.style.display = render_canvas ? "block" : "none";
  151. }
  152. function toggleWebGL() {
  153. render_gl = !render_gl;
  154. bwebgl.className = render_gl ? "button" : "button inactive";
  155. render_canvas = !render_gl;
  156. bcanvas.className = render_canvas ? "button" : "button inactive";
  157. if( has_gl )
  158. webglRenderer.domElement.style.display = render_gl ? "block" : "none";
  159. canvasRenderer.domElement.style.display = render_canvas ? "block" : "none";
  160. }
  161. </script>
  162. </body>
  163. </html>