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webgl_lights_hemisphere.html 6.9 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" rel="noopener">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.js"></script>
  43. <script src="js/Detector.js"></script>
  44. <script src="js/libs/stats.min.js"></script>
  45. <script type="x-shader/x-vertex" id="vertexShader">
  46. varying vec3 vWorldPosition;
  47. void main() {
  48. vec4 worldPosition = modelMatrix * vec4( position, 1.0 );
  49. vWorldPosition = worldPosition.xyz;
  50. gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
  51. }
  52. </script>
  53. <script type="x-shader/x-fragment" id="fragmentShader">
  54. uniform vec3 topColor;
  55. uniform vec3 bottomColor;
  56. uniform float offset;
  57. uniform float exponent;
  58. varying vec3 vWorldPosition;
  59. void main() {
  60. float h = normalize( vWorldPosition + offset ).y;
  61. gl_FragColor = vec4( mix( bottomColor, topColor, max( pow( max( h , 0.0), exponent ), 0.0 ) ), 1.0 );
  62. }
  63. </script>
  64. <script>
  65. if ( ! Detector.webgl ) Detector.addGetWebGLMessage();
  66. var camera, scene, renderer, dirLight, dirLightHeper, hemiLight, hemiLightHelper;
  67. var mixers = [];
  68. var stats;
  69. var clock = new THREE.Clock();
  70. init();
  71. animate();
  72. function init() {
  73. var container = document.getElementById( 'container' );
  74. camera = new THREE.PerspectiveCamera( 30, window.innerWidth / window.innerHeight, 1, 5000 );
  75. camera.position.set( 0, 0, 250 );
  76. scene = new THREE.Scene();
  77. scene.background = new THREE.Color().setHSL( 0.6, 0, 1 );
  78. scene.fog = new THREE.Fog( scene.background, 1, 5000 );
  79. // LIGHTS
  80. hemiLight = new THREE.HemisphereLight( 0xffffff, 0xffffff, 0.6 );
  81. hemiLight.color.setHSL( 0.6, 1, 0.6 );
  82. hemiLight.groundColor.setHSL( 0.095, 1, 0.75 );
  83. hemiLight.position.set( 0, 50, 0 );
  84. scene.add( hemiLight );
  85. hemiLightHelper = new THREE.HemisphereLightHelper( hemiLight, 10 );
  86. scene.add( hemiLightHelper );
  87. //
  88. dirLight = new THREE.DirectionalLight( 0xffffff, 1 );
  89. dirLight.color.setHSL( 0.1, 1, 0.95 );
  90. dirLight.position.set( -1, 1.75, 1 );
  91. dirLight.position.multiplyScalar( 30 );
  92. scene.add( dirLight );
  93. dirLight.castShadow = true;
  94. dirLight.shadow.mapSize.width = 2048;
  95. dirLight.shadow.mapSize.height = 2048;
  96. var d = 50;
  97. dirLight.shadow.camera.left = -d;
  98. dirLight.shadow.camera.right = d;
  99. dirLight.shadow.camera.top = d;
  100. dirLight.shadow.camera.bottom = -d;
  101. dirLight.shadow.camera.far = 3500;
  102. dirLight.shadow.bias = -0.0001;
  103. dirLightHeper = new THREE.DirectionalLightHelper( dirLight, 10 );
  104. scene.add( dirLightHeper );
  105. // GROUND
  106. var groundGeo = new THREE.PlaneBufferGeometry( 10000, 10000 );
  107. var groundMat = new THREE.MeshPhongMaterial( { color: 0xffffff, specular: 0x050505 } );
  108. groundMat.color.setHSL( 0.095, 1, 0.75 );
  109. var ground = new THREE.Mesh( groundGeo, groundMat );
  110. ground.rotation.x = -Math.PI/2;
  111. ground.position.y = -33;
  112. scene.add( ground );
  113. ground.receiveShadow = true;
  114. // SKYDOME
  115. var vertexShader = document.getElementById( 'vertexShader' ).textContent;
  116. var fragmentShader = document.getElementById( 'fragmentShader' ).textContent;
  117. var uniforms = {
  118. topColor: { value: new THREE.Color( 0x0077ff ) },
  119. bottomColor: { value: new THREE.Color( 0xffffff ) },
  120. offset: { value: 33 },
  121. exponent: { value: 0.6 }
  122. };
  123. uniforms.topColor.value.copy( hemiLight.color );
  124. scene.fog.color.copy( uniforms.bottomColor.value );
  125. var skyGeo = new THREE.SphereBufferGeometry( 4000, 32, 15 );
  126. var skyMat = new THREE.ShaderMaterial( { vertexShader: vertexShader, fragmentShader: fragmentShader, uniforms: uniforms, side: THREE.BackSide } );
  127. var sky = new THREE.Mesh( skyGeo, skyMat );
  128. scene.add( sky );
  129. // MODEL
  130. var loader = new THREE.JSONLoader();
  131. loader.load( 'models/animated/flamingo.js', function( geometry ) {
  132. var material = new THREE.MeshPhongMaterial( { color: 0xffffff, specular: 0xffffff, shininess: 20, morphTargets: true, vertexColors: THREE.FaceColors, flatShading: true } );
  133. var mesh = new THREE.Mesh( geometry, material );
  134. var s = 0.35;
  135. mesh.scale.set( s, s, s );
  136. mesh.position.y = 15;
  137. mesh.rotation.y = -1;
  138. mesh.castShadow = true;
  139. mesh.receiveShadow = true;
  140. scene.add( mesh );
  141. var mixer = new THREE.AnimationMixer( mesh );
  142. mixer.clipAction( geometry.animations[ 0 ] ).setDuration( 1 ).play();
  143. mixers.push( mixer );
  144. } );
  145. // RENDERER
  146. renderer = new THREE.WebGLRenderer( { antialias: true } );
  147. renderer.setPixelRatio( window.devicePixelRatio );
  148. renderer.setSize( window.innerWidth, window.innerHeight );
  149. container.appendChild( renderer.domElement );
  150. renderer.gammaInput = true;
  151. renderer.gammaOutput = true;
  152. renderer.shadowMap.enabled = true;
  153. // STATS
  154. stats = new Stats();
  155. container.appendChild( stats.dom );
  156. //
  157. window.addEventListener( 'resize', onWindowResize, false );
  158. document.addEventListener( 'keydown', onKeyDown, false );
  159. }
  160. function onWindowResize() {
  161. camera.aspect = window.innerWidth / window.innerHeight;
  162. camera.updateProjectionMatrix();
  163. renderer.setSize( window.innerWidth, window.innerHeight );
  164. }
  165. function onKeyDown ( event ) {
  166. switch ( event.keyCode ) {
  167. case 72: // h
  168. hemiLight.visible = !hemiLight.visible;
  169. hemiLightHelper.visible = !hemiLightHelper.visible;
  170. break;
  171. case 68: // d
  172. dirLight.visible = !dirLight.visible;
  173. dirLightHeper.visible = !dirLightHeper.visible;
  174. break;
  175. }
  176. }
  177. //
  178. function animate() {
  179. requestAnimationFrame( animate );
  180. render();
  181. stats.update();
  182. }
  183. function render() {
  184. var delta = clock.getDelta();
  185. for ( var i = 0; i < mixers.length; i ++ ) {
  186. mixers[ i ].update( delta );
  187. }
  188. renderer.render( scene, camera );
  189. }
  190. </script>
  191. </body>
  192. </html>