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205 lines
4.8 KiB
205 lines
4.8 KiB
<!DOCTYPE html>
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<html lang="en">
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<head>
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<title>three.js webgl - lensflares</title>
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<meta charset="utf-8">
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<meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0">
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<style>
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body {
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background:#000;
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padding:0;
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margin:0;
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font-weight: bold;
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overflow:hidden;
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}
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#info {
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position: absolute;
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top: 10px; width: 100%;
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color: #ffffff;
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padding: 5px;
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font-family: Monospace;
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font-size: 13px;
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text-align: center;
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z-index:100;
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}
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a {
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color: orange;
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text-decoration: none;
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}
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a:hover {
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color: #0080ff;
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}
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</style>
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</head>
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<body>
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<div id="info">
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<a href="http://threejs.org" target="_blank" rel="noopener">three.js</a> - lensflares -
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textures from <a href="http://ro.me">ro.me</a> - fly with WASD/RF/QE + mouse
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</div>
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<script src="../build/three.js"></script>
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<script src="js/controls/FlyControls.js"></script>
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<script src="js/objects/Lensflare.js"></script>
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<script src="js/libs/stats.min.js"></script>
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<script>
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var container, stats;
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var camera, scene, renderer;
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var controls;
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var clock = new THREE.Clock();
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init();
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animate();
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function init() {
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container = document.createElement( 'div' );
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document.body.appendChild( container );
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// camera
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camera = new THREE.PerspectiveCamera( 40, window.innerWidth / window.innerHeight, 1, 15000 );
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camera.position.z = 250;
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controls = new THREE.FlyControls( camera );
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controls.movementSpeed = 2500;
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controls.domElement = container;
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controls.rollSpeed = Math.PI / 6;
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controls.autoForward = false;
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controls.dragToLook = false;
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// scene
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scene = new THREE.Scene();
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scene.background = new THREE.Color().setHSL( 0.51, 0.4, 0.01 );
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scene.fog = new THREE.Fog( scene.background, 3500, 15000 );
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// world
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var s = 250;
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var geometry = new THREE.BoxBufferGeometry( s, s, s );
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var material = new THREE.MeshPhongMaterial( { color: 0xffffff, specular: 0xffffff, shininess: 50 } );
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for ( var i = 0; i < 3000; i ++ ) {
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var mesh = new THREE.Mesh( geometry, material );
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mesh.position.x = 8000 * ( 2.0 * Math.random() - 1.0 );
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mesh.position.y = 8000 * ( 2.0 * Math.random() - 1.0 );
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mesh.position.z = 8000 * ( 2.0 * Math.random() - 1.0 );
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mesh.rotation.x = Math.random() * Math.PI;
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mesh.rotation.y = Math.random() * Math.PI;
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mesh.rotation.z = Math.random() * Math.PI;
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mesh.matrixAutoUpdate = false;
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mesh.updateMatrix();
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scene.add( mesh );
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}
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// lights
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var dirLight = new THREE.DirectionalLight( 0xffffff, 0.05 );
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dirLight.position.set( 0, - 1, 0 ).normalize();
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dirLight.color.setHSL( 0.1, 0.7, 0.5 );
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scene.add( dirLight );
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// lensflares
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var textureLoader = new THREE.TextureLoader();
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var textureFlare0 = textureLoader.load( 'textures/lensflare/lensflare0.png' );
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var textureFlare3 = textureLoader.load( 'textures/lensflare/lensflare3.png' );
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addLight( 0.55, 0.9, 0.5, 5000, 0, - 1000 );
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addLight( 0.08, 0.8, 0.5, 0, 0, - 1000 );
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addLight( 0.995, 0.5, 0.9, 5000, 5000, - 1000 );
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function addLight( h, s, l, x, y, z ) {
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var light = new THREE.PointLight( 0xffffff, 1.5, 2000 );
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light.color.setHSL( h, s, l );
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light.position.set( x, y, z );
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scene.add( light );
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var lensflare = new THREE.Lensflare();
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lensflare.addElement( new THREE.LensflareElement( textureFlare0, 700, 0, light.color ) );
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lensflare.addElement( new THREE.LensflareElement( textureFlare3, 60, 0.6 ) );
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lensflare.addElement( new THREE.LensflareElement( textureFlare3, 70, 0.7 ) );
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lensflare.addElement( new THREE.LensflareElement( textureFlare3, 120, 0.9 ) );
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lensflare.addElement( new THREE.LensflareElement( textureFlare3, 70, 1 ) );
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light.add( lensflare );
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}
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// renderer
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renderer = new THREE.WebGLRenderer( { antialias: true, alpha: true } );
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renderer.setPixelRatio( window.devicePixelRatio );
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renderer.setSize( window.innerWidth, window.innerHeight );
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container.appendChild( renderer.domElement );
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//
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renderer.gammaInput = true;
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renderer.gammaOutput = true;
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// stats
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stats = new Stats();
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container.appendChild( stats.dom );
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// events
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window.addEventListener( 'resize', onWindowResize, false );
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}
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//
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function onWindowResize() {
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renderer.setSize( window.innerWidth, window.innerHeight );
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camera.aspect = window.innerWidth / window.innerHeight;
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camera.updateProjectionMatrix();
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}
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//
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function animate() {
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requestAnimationFrame( animate );
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render();
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stats.update();
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}
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function render() {
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var delta = clock.getDelta();
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controls.update( delta );
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renderer.render( scene, camera );
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}
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</script>
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</body>
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</html>
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