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iot/projects/StudyCenter/wwwroot/lib/three.js/examples/webgl_lights_hemisphere.html

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<!DOCTYPE html>
<html lang="en">
<head>
<title>three.js webgl - lights - hemisphere light</title>
<meta charset="utf-8">
<meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0">
<style>
body {
background-color: #fff;
color: #111;
margin: 0px;
overflow: hidden;
font-family: Monospace;
font-size: 13px;
}
#info {
position: absolute;
top: 0px; width: 100%;
padding: 5px;
text-align: center;
}
a {
color: #0080ff;
text-decoration: none;
}
a:hover {
color: #f00;
}
#footer { width: 100%; margin: 2em auto; text-align: center; position: absolute; bottom: 0 }
strong { color: red }
</style>
</head>
<body>
<div id="container"></div>
<div id="info">
<a href="http://threejs.org" target="_blank" rel="noopener">three.js</a> - webgl hemisphere light example -
flamingo by <a href="http://mirada.com/">mirada</a> from <a href="http://ro.me">rome</a><br/>
</div>
<div id="footer">
press <strong>h</strong> to toggle hemisphere light, <strong>d</strong> to toggle directional light
</div>
<script src="../build/three.js"></script>
<script src="js/WebGL.js"></script>
<script src="js/libs/stats.min.js"></script>
<script src="js/loaders/GLTFLoader.js"></script>
<script type="x-shader/x-vertex" id="vertexShader">
varying vec3 vWorldPosition;
void main() {
vec4 worldPosition = modelMatrix * vec4( position, 1.0 );
vWorldPosition = worldPosition.xyz;
gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
}
</script>
<script type="x-shader/x-fragment" id="fragmentShader">
uniform vec3 topColor;
uniform vec3 bottomColor;
uniform float offset;
uniform float exponent;
varying vec3 vWorldPosition;
void main() {
float h = normalize( vWorldPosition + offset ).y;
gl_FragColor = vec4( mix( bottomColor, topColor, max( pow( max( h , 0.0), exponent ), 0.0 ) ), 1.0 );
}
</script>
<script>
if ( WEBGL.isWebGLAvailable() === false ) {
document.body.appendChild( WEBGL.getWebGLErrorMessage() );
}
var camera, scene, renderer, dirLight, dirLightHeper, hemiLight, hemiLightHelper;
var mixers = [];
var stats;
var clock = new THREE.Clock();
init();
animate();
function init() {
var container = document.getElementById( 'container' );
camera = new THREE.PerspectiveCamera( 30, window.innerWidth / window.innerHeight, 1, 5000 );
camera.position.set( 0, 0, 250 );
scene = new THREE.Scene();
scene.background = new THREE.Color().setHSL( 0.6, 0, 1 );
scene.fog = new THREE.Fog( scene.background, 1, 5000 );
// LIGHTS
hemiLight = new THREE.HemisphereLight( 0xffffff, 0xffffff, 0.6 );
hemiLight.color.setHSL( 0.6, 1, 0.6 );
hemiLight.groundColor.setHSL( 0.095, 1, 0.75 );
hemiLight.position.set( 0, 50, 0 );
scene.add( hemiLight );
hemiLightHelper = new THREE.HemisphereLightHelper( hemiLight, 10 );
scene.add( hemiLightHelper );
//
dirLight = new THREE.DirectionalLight( 0xffffff, 1 );
dirLight.color.setHSL( 0.1, 1, 0.95 );
dirLight.position.set( - 1, 1.75, 1 );
dirLight.position.multiplyScalar( 30 );
scene.add( dirLight );
dirLight.castShadow = true;
dirLight.shadow.mapSize.width = 2048;
dirLight.shadow.mapSize.height = 2048;
var d = 50;
dirLight.shadow.camera.left = - d;
dirLight.shadow.camera.right = d;
dirLight.shadow.camera.top = d;
dirLight.shadow.camera.bottom = - d;
dirLight.shadow.camera.far = 3500;
dirLight.shadow.bias = - 0.0001;
dirLightHeper = new THREE.DirectionalLightHelper( dirLight, 10 );
scene.add( dirLightHeper );
// GROUND
var groundGeo = new THREE.PlaneBufferGeometry( 10000, 10000 );
var groundMat = new THREE.MeshLambertMaterial( { color: 0xffffff } );
groundMat.color.setHSL( 0.095, 1, 0.75 );
var ground = new THREE.Mesh( groundGeo, groundMat );
ground.position.y = - 33;
ground.rotation.x = - Math.PI / 2;
ground.receiveShadow = true;
scene.add( ground );
// SKYDOME
var vertexShader = document.getElementById( 'vertexShader' ).textContent;
var fragmentShader = document.getElementById( 'fragmentShader' ).textContent;
var uniforms = {
"topColor": { value: new THREE.Color( 0x0077ff ) },
"bottomColor": { value: new THREE.Color( 0xffffff ) },
"offset": { value: 33 },
"exponent": { value: 0.6 }
};
uniforms[ "topColor" ].value.copy( hemiLight.color );
scene.fog.color.copy( uniforms[ "bottomColor" ].value );
var skyGeo = new THREE.SphereBufferGeometry( 4000, 32, 15 );
var skyMat = new THREE.ShaderMaterial( {
uniforms: uniforms,
vertexShader: vertexShader,
fragmentShader: fragmentShader,
side: THREE.BackSide
} );
var sky = new THREE.Mesh( skyGeo, skyMat );
scene.add( sky );
// MODEL
var loader = new THREE.GLTFLoader();
loader.load( 'models/gltf/Flamingo.glb', function ( gltf ) {
var mesh = gltf.scene.children[ 0 ];
var s = 0.35;
mesh.scale.set( s, s, s );
mesh.position.y = 15;
mesh.rotation.y = - 1;
mesh.castShadow = true;
mesh.receiveShadow = true;
scene.add( mesh );
var mixer = new THREE.AnimationMixer( mesh );
mixer.clipAction( gltf.animations[ 0 ] ).setDuration( 1 ).play();
mixers.push( mixer );
} );
// RENDERER
renderer = new THREE.WebGLRenderer( { antialias: true } );
renderer.setPixelRatio( window.devicePixelRatio );
renderer.setSize( window.innerWidth, window.innerHeight );
container.appendChild( renderer.domElement );
renderer.gammaInput = true;
renderer.gammaOutput = true;
renderer.shadowMap.enabled = true;
// STATS
stats = new Stats();
container.appendChild( stats.dom );
//
window.addEventListener( 'resize', onWindowResize, false );
document.addEventListener( 'keydown', onKeyDown, false );
}
function onWindowResize() {
camera.aspect = window.innerWidth / window.innerHeight;
camera.updateProjectionMatrix();
renderer.setSize( window.innerWidth, window.innerHeight );
}
function onKeyDown( event ) {
switch ( event.keyCode ) {
case 72: // h
hemiLight.visible = ! hemiLight.visible;
hemiLightHelper.visible = ! hemiLightHelper.visible;
break;
case 68: // d
dirLight.visible = ! dirLight.visible;
dirLightHeper.visible = ! dirLightHeper.visible;
break;
}
}
//
function animate() {
requestAnimationFrame( animate );
render();
stats.update();
}
function render() {
var delta = clock.getDelta();
for ( var i = 0; i < mixers.length; i ++ ) {
mixers[ i ].update( delta );
}
renderer.render( scene, camera );
}
</script>
</body>
</html>