webgl_lights_hemisphere.html 7.8 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. <style>
  8. body {
  9. background-color: #fff;
  10. color: #111;
  11. margin: 0px;
  12. overflow: hidden;
  13. font-family: Monospace;
  14. font-size: 13px;
  15. }
  16. #info {
  17. position: absolute;
  18. top: 0px; width: 100%;
  19. padding: 5px;
  20. text-align: center;
  21. }
  22. a {
  23. color: #0080ff;
  24. text-decoration: none;
  25. }
  26. a:hover {
  27. color: #f00;
  28. }
  29. #footer { width: 100%; margin: 2em auto; text-align: center; position: absolute; bottom: 0 }
  30. strong { color: red }
  31. </style>
  32. </head>
  33. <body>
  34. <div id="container"></div>
  35. <div id="info">
  36. <a href="http://threejs.org" target="_blank">three.js</a> - webgl hemisphere light example -
  37. flamingo by <a href="http://mirada.com/">mirada</a> from <a href="http://ro.me">rome</a><br/>
  38. </div>
  39. <div id="footer">
  40. press <strong>h</strong> to toggle hemisphere light, <strong>d</strong> to toggle directional light
  41. </div>
  42. <script src="../build/three.min.js"></script>
  43. <script src="js/controls/TrackballControls.js"></script>
  44. <script src="js/Detector.js"></script>
  45. <script src="js/libs/stats.min.js"></script>
  46. <script type="x-shader/x-vertex" id="vertexShader">
  47. varying vec3 worldPosition;
  48. void main() {
  49. vec4 mPosition = modelMatrix * vec4( position, 1.0 );
  50. gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
  51. worldPosition = mPosition.xyz;
  52. }
  53. </script>
  54. <script type="x-shader/x-fragment" id="fragmentShader">
  55. uniform vec3 topColor;
  56. uniform vec3 bottomColor;
  57. uniform float offset;
  58. uniform float exponent;
  59. varying vec3 worldPosition;
  60. void main() {
  61. float h = normalize( worldPosition + offset ).y;
  62. gl_FragColor = vec4( mix( bottomColor, topColor, max( pow( h, exponent ), 0.0 ) ), 1.0 );
  63. }
  64. </script>
  65. <script>
  66. if ( ! Detector.webgl ) Detector.addGetWebGLMessage();
  67. var camera, scene, renderer, dirLight, hemiLight;
  68. var morphs = [];
  69. var stats;
  70. var clock = new THREE.Clock();
  71. init();
  72. animate();
  73. function init() {
  74. var container = document.getElementById( 'container' );
  75. camera = new THREE.PerspectiveCamera( 30, window.innerWidth / window.innerHeight, 1, 5000 );
  76. camera.position.set( 0, 0, 250 );
  77. scene = new THREE.Scene();
  78. scene.fog = new THREE.Fog( 0xffffff, 1, 5000 );
  79. scene.fog.color.setHSV( 0.6, 0, 1 );
  80. /*
  81. controls = new THREE.TrackballControls( camera );
  82. controls.rotateSpeed = 1.0;
  83. controls.zoomSpeed = 1.2;
  84. controls.panSpeed = 0.8;
  85. controls.noZoom = false;
  86. controls.noPan = false;
  87. controls.staticMoving = true;
  88. controls.dynamicDampingFactor = 0.15;
  89. */
  90. // LIGHTS
  91. hemiLight = new THREE.HemisphereLight( 0xffffff, 0xffffff, 0.6 );
  92. hemiLight.color.setHSV( 0.6, 0.75, 1 );
  93. hemiLight.groundColor.setHSV( 0.095, 0.5, 1 );
  94. hemiLight.position.set( 0, 500, 0 );
  95. scene.add( hemiLight );
  96. //
  97. dirLight = new THREE.DirectionalLight( 0xffffff, 1 );
  98. dirLight.color.setHSV( 0.1, 0.1, 1 );
  99. dirLight.position.set( -1, 1.75, 1 );
  100. dirLight.position.multiplyScalar( 50 );
  101. scene.add( dirLight );
  102. dirLight.castShadow = true;
  103. dirLight.shadowMapWidth = 2048;
  104. dirLight.shadowMapHeight = 2048;
  105. var d = 50;
  106. dirLight.shadowCameraLeft = -d;
  107. dirLight.shadowCameraRight = d;
  108. dirLight.shadowCameraTop = d;
  109. dirLight.shadowCameraBottom = -d;
  110. dirLight.shadowCameraFar = 3500;
  111. dirLight.shadowBias = -0.0001;
  112. dirLight.shadowDarkness = 0.35;
  113. //dirLight.shadowCameraVisible = true;
  114. // GROUND
  115. var groundGeo = new THREE.PlaneGeometry( 10000, 10000 );
  116. var groundMat = new THREE.MeshPhongMaterial( { ambient: 0xffffff, color: 0xffffff, specular: 0x050505, perPixel: true } );
  117. groundMat.color.setHSV( 0.095, 0.5, 1 );
  118. var ground = new THREE.Mesh( groundGeo, groundMat );
  119. ground.rotation.x = -Math.PI/2;
  120. ground.position.y = -33;
  121. scene.add( ground );
  122. ground.receiveShadow = true;
  123. // SKYDOME
  124. var vertexShader = document.getElementById( 'vertexShader' ).textContent;
  125. var fragmentShader = document.getElementById( 'fragmentShader' ).textContent;
  126. var uniforms = {
  127. topColor: { type: "c", value: new THREE.Color( 0x0077ff ) },
  128. bottomColor: { type: "c", value: new THREE.Color( 0xffffff ) },
  129. offset: { type: "f", value: 33 },
  130. exponent: { type: "f", value: 0.6 }
  131. }
  132. uniforms.topColor.value.copy( hemiLight.color );
  133. scene.fog.color.copy( uniforms.bottomColor.value );
  134. var skyGeo = new THREE.SphereGeometry( 4000, 32, 15 );
  135. var skyMat = new THREE.ShaderMaterial( { vertexShader: vertexShader, fragmentShader: fragmentShader, uniforms: uniforms, side: THREE.BackSide } );
  136. var sky = new THREE.Mesh( skyGeo, skyMat );
  137. scene.add( sky );
  138. // MODEL
  139. var loader = new THREE.JSONLoader();
  140. loader.load( "models/animated/flamingo.js", function( geometry ) {
  141. morphColorsToFaceColors( geometry );
  142. geometry.computeMorphNormals();
  143. var material = new THREE.MeshPhongMaterial( { color: 0xffffff, specular: 0xffffff, shininess: 20, morphTargets: true, morphNormals: true, vertexColors: THREE.FaceColors, shading: THREE.FlatShading, perPixel: false } );
  144. var meshAnim = new THREE.MorphAnimMesh( geometry, material );
  145. meshAnim.duration = 1000;
  146. var s = 0.35;
  147. meshAnim.scale.set( s, s, s );
  148. meshAnim.position.y = 15;
  149. meshAnim.rotation.y = -1;
  150. meshAnim.castShadow = true;
  151. meshAnim.receiveShadow = true;
  152. scene.add( meshAnim );
  153. morphs.push( meshAnim );
  154. } );
  155. // RENDERER
  156. renderer = new THREE.WebGLRenderer( { antialias: true } );
  157. renderer.setSize( window.innerWidth, window.innerHeight );
  158. container.appendChild( renderer.domElement );
  159. renderer.setClearColor( scene.fog.color, 1 );
  160. renderer.gammaInput = true;
  161. renderer.gammaOutput = true;
  162. renderer.physicallyBasedShading = true;
  163. renderer.shadowMapEnabled = true;
  164. renderer.shadowMapCullFrontFaces = false;
  165. // STATS
  166. stats = new Stats();
  167. stats.domElement.style.position = 'absolute';
  168. stats.domElement.style.top = '0px';
  169. stats.domElement.style.zIndex = 100;
  170. container.appendChild( stats.domElement );
  171. stats.domElement.children[ 0 ].children[ 0 ].style.color = "#777";
  172. stats.domElement.children[ 0 ].style.background = "transparent";
  173. stats.domElement.children[ 0 ].children[ 1 ].style.display = "none";
  174. //
  175. window.addEventListener( 'resize', onWindowResize, false );
  176. document.addEventListener( 'keydown', onKeyDown, false );
  177. }
  178. function morphColorsToFaceColors( geometry ) {
  179. if ( geometry.morphColors && geometry.morphColors.length ) {
  180. var colorMap = geometry.morphColors[ 0 ];
  181. for ( var i = 0; i < colorMap.colors.length; i ++ ) {
  182. geometry.faces[ i ].color = colorMap.colors[ i ];
  183. THREE.ColorUtils.adjustHSV( geometry.faces[ i ].color, 0, -0.1, 0 );
  184. }
  185. }
  186. }
  187. function onWindowResize() {
  188. camera.aspect = window.innerWidth / window.innerHeight;
  189. camera.updateProjectionMatrix();
  190. renderer.setSize( window.innerWidth, window.innerHeight );
  191. }
  192. function onKeyDown ( event ) {
  193. switch ( event.keyCode ) {
  194. case 72: /*h*/
  195. hemiLight.visible = !hemiLight.visible;
  196. break;
  197. case 68: /*d*/
  198. dirLight.visible = !dirLight.visible;
  199. break;
  200. }
  201. }
  202. //
  203. function animate() {
  204. requestAnimationFrame( animate );
  205. render();
  206. stats.update();
  207. }
  208. function render() {
  209. var delta = clock.getDelta();
  210. //controls.update();
  211. for ( var i = 0; i < morphs.length; i ++ ) {
  212. morph = morphs[ i ];
  213. morph.updateAnimation( 1000 * delta );
  214. }
  215. renderer.render( scene, camera );
  216. }
  217. </script>
  218. </body>
  219. </html>