webgl_lights_hemisphere.html 7.6 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. #stats { position: absolute; top:0; left: 0 }
  32. #stats #fps { background: transparent !important }
  33. #stats #fps #fpsText { color: #555 !important }
  34. #stats #fps #fpsGraph { display: none }
  35. </style>
  36. </head>
  37. <body>
  38. <div id="container"></div>
  39. <div id="info">
  40. <a href="http://threejs.org" target="_blank">three.js</a> - webgl hemisphere light example -
  41. flamingo by <a href="http://mirada.com/">mirada</a> from <a href="http://ro.me">rome</a><br/>
  42. </div>
  43. <div id="footer">
  44. press <strong>h</strong> to toggle hemisphere light, <strong>d</strong> to toggle directional light
  45. </div>
  46. <script src="../build/three.min.js"></script>
  47. <script src="js/controls/TrackballControls.js"></script>
  48. <script src="js/Detector.js"></script>
  49. <script src="js/libs/stats.min.js"></script>
  50. <script type="x-shader/x-vertex" id="vertexShader">
  51. varying vec3 vWorldPosition;
  52. void main() {
  53. vec4 worldPosition = modelMatrix * vec4( position, 1.0 );
  54. vWorldPosition = worldPosition.xyz;
  55. gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
  56. }
  57. </script>
  58. <script type="x-shader/x-fragment" id="fragmentShader">
  59. uniform vec3 topColor;
  60. uniform vec3 bottomColor;
  61. uniform float offset;
  62. uniform float exponent;
  63. varying vec3 vWorldPosition;
  64. void main() {
  65. float h = normalize( vWorldPosition + offset ).y;
  66. gl_FragColor = vec4( mix( bottomColor, topColor, max( pow( h, exponent ), 0.0 ) ), 1.0 );
  67. }
  68. </script>
  69. <script>
  70. if ( ! Detector.webgl ) Detector.addGetWebGLMessage();
  71. var camera, scene, renderer, dirLight, hemiLight;
  72. var morphs = [];
  73. var stats;
  74. var clock = new THREE.Clock();
  75. init();
  76. animate();
  77. function init() {
  78. var container = document.getElementById( 'container' );
  79. camera = new THREE.PerspectiveCamera( 30, window.innerWidth / window.innerHeight, 1, 5000 );
  80. camera.position.set( 0, 0, 250 );
  81. scene = new THREE.Scene();
  82. scene.fog = new THREE.Fog( 0xffffff, 1, 5000 );
  83. scene.fog.color.setHSL( 0.6, 0, 1 );
  84. /*
  85. controls = new THREE.TrackballControls( camera );
  86. controls.rotateSpeed = 1.0;
  87. controls.zoomSpeed = 1.2;
  88. controls.panSpeed = 0.8;
  89. controls.noZoom = false;
  90. controls.noPan = false;
  91. controls.staticMoving = true;
  92. controls.dynamicDampingFactor = 0.15;
  93. */
  94. // LIGHTS
  95. hemiLight = new THREE.HemisphereLight( 0xffffff, 0xffffff, 0.6 );
  96. hemiLight.color.setHSL( 0.6, 1, 0.6 );
  97. hemiLight.groundColor.setHSL( 0.095, 1, 0.75 );
  98. hemiLight.position.set( 0, 500, 0 );
  99. scene.add( hemiLight );
  100. //
  101. dirLight = new THREE.DirectionalLight( 0xffffff, 1 );
  102. dirLight.color.setHSL( 0.1, 1, 0.95 );
  103. dirLight.position.set( -1, 1.75, 1 );
  104. dirLight.position.multiplyScalar( 50 );
  105. scene.add( dirLight );
  106. dirLight.castShadow = true;
  107. dirLight.shadowMapWidth = 2048;
  108. dirLight.shadowMapHeight = 2048;
  109. var d = 50;
  110. dirLight.shadowCameraLeft = -d;
  111. dirLight.shadowCameraRight = d;
  112. dirLight.shadowCameraTop = d;
  113. dirLight.shadowCameraBottom = -d;
  114. dirLight.shadowCameraFar = 3500;
  115. dirLight.shadowBias = -0.0001;
  116. dirLight.shadowDarkness = 0.35;
  117. //dirLight.shadowCameraVisible = true;
  118. // GROUND
  119. var groundGeo = new THREE.PlaneGeometry( 10000, 10000 );
  120. var groundMat = new THREE.MeshPhongMaterial( { ambient: 0xffffff, color: 0xffffff, specular: 0x050505 } );
  121. groundMat.color.setHSL( 0.095, 1, 0.75 );
  122. var ground = new THREE.Mesh( groundGeo, groundMat );
  123. ground.rotation.x = -Math.PI/2;
  124. ground.position.y = -33;
  125. scene.add( ground );
  126. ground.receiveShadow = true;
  127. // SKYDOME
  128. var vertexShader = document.getElementById( 'vertexShader' ).textContent;
  129. var fragmentShader = document.getElementById( 'fragmentShader' ).textContent;
  130. var uniforms = {
  131. topColor: { type: "c", value: new THREE.Color( 0x0077ff ) },
  132. bottomColor: { type: "c", value: new THREE.Color( 0xffffff ) },
  133. offset: { type: "f", value: 33 },
  134. exponent: { type: "f", value: 0.6 }
  135. }
  136. uniforms.topColor.value.copy( hemiLight.color );
  137. scene.fog.color.copy( uniforms.bottomColor.value );
  138. var skyGeo = new THREE.SphereGeometry( 4000, 32, 15 );
  139. var skyMat = new THREE.ShaderMaterial( { vertexShader: vertexShader, fragmentShader: fragmentShader, uniforms: uniforms, side: THREE.BackSide } );
  140. var sky = new THREE.Mesh( skyGeo, skyMat );
  141. scene.add( sky );
  142. // MODEL
  143. var loader = new THREE.JSONLoader();
  144. loader.load( "models/animated/flamingo.js", function( geometry ) {
  145. morphColorsToFaceColors( geometry );
  146. geometry.computeMorphNormals();
  147. var material = new THREE.MeshPhongMaterial( { color: 0xffffff, specular: 0xffffff, shininess: 20, morphTargets: true, morphNormals: true, vertexColors: THREE.FaceColors, shading: THREE.FlatShading } );
  148. var meshAnim = new THREE.MorphAnimMesh( geometry, material );
  149. meshAnim.duration = 1000;
  150. var s = 0.35;
  151. meshAnim.scale.set( s, s, s );
  152. meshAnim.position.y = 15;
  153. meshAnim.rotation.y = -1;
  154. meshAnim.castShadow = true;
  155. meshAnim.receiveShadow = true;
  156. scene.add( meshAnim );
  157. morphs.push( meshAnim );
  158. } );
  159. // RENDERER
  160. renderer = new THREE.WebGLRenderer( { antialias: true } );
  161. renderer.setSize( window.innerWidth, window.innerHeight );
  162. container.appendChild( renderer.domElement );
  163. renderer.setClearColor( scene.fog.color, 1 );
  164. renderer.gammaInput = true;
  165. renderer.gammaOutput = true;
  166. renderer.shadowMapEnabled = true;
  167. renderer.shadowMapCullFace = THREE.CullFaceBack;
  168. // STATS
  169. stats = new Stats();
  170. container.appendChild( stats.domElement );
  171. //
  172. window.addEventListener( 'resize', onWindowResize, false );
  173. document.addEventListener( 'keydown', onKeyDown, false );
  174. }
  175. function morphColorsToFaceColors( geometry ) {
  176. if ( geometry.morphColors && geometry.morphColors.length ) {
  177. var colorMap = geometry.morphColors[ 0 ];
  178. for ( var i = 0; i < colorMap.colors.length; i ++ ) {
  179. geometry.faces[ i ].color = colorMap.colors[ i ];
  180. }
  181. }
  182. }
  183. function onWindowResize() {
  184. camera.aspect = window.innerWidth / window.innerHeight;
  185. camera.updateProjectionMatrix();
  186. renderer.setSize( window.innerWidth, window.innerHeight );
  187. }
  188. function onKeyDown ( event ) {
  189. switch ( event.keyCode ) {
  190. case 72: /*h*/
  191. hemiLight.visible = !hemiLight.visible;
  192. break;
  193. case 68: /*d*/
  194. dirLight.visible = !dirLight.visible;
  195. break;
  196. }
  197. }
  198. //
  199. function animate() {
  200. requestAnimationFrame( animate );
  201. render();
  202. stats.update();
  203. }
  204. function render() {
  205. var delta = clock.getDelta();
  206. //controls.update();
  207. for ( var i = 0; i < morphs.length; i ++ ) {
  208. morph = morphs[ i ];
  209. morph.updateAnimation( 1000 * delta );
  210. }
  211. renderer.render( scene, camera );
  212. }
  213. </script>
  214. </body>
  215. </html>