webgl_materials_lightmap.html 4.6 KB

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  1. <!DOCTYPE html>
  2. <html lang="en">
  3. <head>
  4. <title>three.js webgl - materials - lightmap</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. #stats { position: absolute; top:0; left: 0 }
  19. #stats #fps { background: transparent !important }
  20. #stats #fps #fpsText { color: #abc !important }
  21. #stats #fps #fpsGraph { display: none }
  22. </style>
  23. </head>
  24. <body>
  25. <script src="../build/three.min.js"></script>
  26. <script src="js/controls/OrbitControls.js"></script>
  27. <script src="js/Detector.js"></script>
  28. <script src="js/libs/stats.min.js"></script>
  29. <script type="x-shader/x-vertex" id="vertexShader">
  30. varying vec3 vWorldPosition;
  31. void main() {
  32. vec4 worldPosition = modelMatrix * vec4( position, 1.0 );
  33. vWorldPosition = worldPosition.xyz;
  34. gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
  35. }
  36. </script>
  37. <script type="x-shader/x-fragment" id="fragmentShader">
  38. uniform vec3 topColor;
  39. uniform vec3 bottomColor;
  40. uniform float offset;
  41. uniform float exponent;
  42. varying vec3 vWorldPosition;
  43. void main() {
  44. float h = normalize( vWorldPosition + offset ).y;
  45. gl_FragColor = vec4( mix( bottomColor, topColor, max( pow( max( h, 0.0 ), exponent ), 0.0 ) ), 1.0 );
  46. }
  47. </script>
  48. <script>
  49. var SCREEN_WIDTH = window.innerWidth;
  50. var SCREEN_HEIGHT = window.innerHeight;
  51. var container,stats;
  52. var camera, scene, renderer;
  53. var clock = new THREE.Clock();
  54. init();
  55. animate();
  56. function init() {
  57. container = document.createElement( 'div' );
  58. document.body.appendChild( container );
  59. // CAMERA
  60. camera = new THREE.PerspectiveCamera( 40, SCREEN_WIDTH / SCREEN_HEIGHT, 1, 10000 );
  61. camera.position.x = 700;
  62. camera.position.z = -500;
  63. camera.position.y = 180;
  64. // SCENE
  65. scene = new THREE.Scene();
  66. scene.fog = new THREE.Fog( 0xffffff, 1000, 10000 );
  67. // CONTROLS
  68. controls = new THREE.OrbitControls( camera );
  69. // LIGHTS
  70. var directionalLight = new THREE.DirectionalLight( 0xffffff, 1.475 );
  71. directionalLight.position.set( 100, 100, -100 );
  72. scene.add( directionalLight );
  73. var hemiLight = new THREE.HemisphereLight( 0xffffff, 0xffffff, 1.25 );
  74. hemiLight.color.setHSL( 0.6, 1, 0.75 );
  75. hemiLight.groundColor.setHSL( 0.1, 0.8, 0.7 );
  76. hemiLight.position.y = 500;
  77. scene.add( hemiLight );
  78. // SKYDOME
  79. var vertexShader = document.getElementById( 'vertexShader' ).textContent;
  80. var fragmentShader = document.getElementById( 'fragmentShader' ).textContent;
  81. var uniforms = {
  82. topColor: { type: "c", value: new THREE.Color( 0x0077ff ) },
  83. bottomColor: { type: "c", value: new THREE.Color( 0xffffff ) },
  84. offset: { type: "f", value: 400 },
  85. exponent: { type: "f", value: 0.6 }
  86. }
  87. uniforms.topColor.value.copy( hemiLight.color );
  88. scene.fog.color.copy( uniforms.bottomColor.value );
  89. var skyGeo = new THREE.SphereGeometry( 4000, 32, 15 );
  90. var skyMat = new THREE.ShaderMaterial( {
  91. uniforms: uniforms,
  92. vertexShader: vertexShader,
  93. fragmentShader: fragmentShader,
  94. side: THREE.BackSide
  95. } );
  96. var sky = new THREE.Mesh( skyGeo, skyMat );
  97. scene.add( sky );
  98. // RENDERER
  99. renderer = new THREE.WebGLRenderer( { antialias: true } );
  100. renderer.setClearColor( scene.fog.color );
  101. renderer.setPixelRatio( window.devicePixelRatio );
  102. renderer.setSize( SCREEN_WIDTH, SCREEN_HEIGHT );
  103. renderer.domElement.style.position = "relative";
  104. container.appendChild( renderer.domElement );
  105. renderer.gammaInput = true;
  106. renderer.gammaOutput = true;
  107. // STATS
  108. stats = new Stats();
  109. container.appendChild( stats.domElement );
  110. // MODEL
  111. var loader = new THREE.JSONLoader();
  112. loader.load( "obj/lightmap/lightmap.js", function ( geometry, materials ) {
  113. var mesh = new THREE.Mesh( geometry, new THREE.MeshFaceMaterial( materials ) );
  114. mesh.scale.multiplyScalar( 100 );
  115. scene.add( mesh );
  116. } );
  117. //
  118. window.addEventListener( 'resize', onWindowResize, false );
  119. }
  120. function onWindowResize() {
  121. camera.aspect = window.innerWidth / window.innerHeight;
  122. camera.updateProjectionMatrix();
  123. renderer.setSize( window.innerWidth, window.innerHeight );
  124. }
  125. //
  126. function animate() {
  127. requestAnimationFrame( animate );
  128. renderer.render( scene, camera );
  129. stats.update();
  130. }
  131. </script>
  132. </body>
  133. </html>