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