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186 lines
4.8 KiB
186 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 - shaders - sky sun shader</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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color: #000;
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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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font-weight: bold;
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background-color: #fff;
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margin: 0px;
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overflow: hidden;
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}
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#info {
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color:#ccc;
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text-shadow: 1px 1px rgba(0,0,0,0.25);
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position: absolute;
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top: 0px; width: 100%;
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padding: 5px;
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}
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a { color: #fff; }
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</style>
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</head>
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<body>
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<div id="info"><a href="http://threejs.org" target="_blank" rel="noopener">three.js</a> webgl - sky + sun shader
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<br/><a href="https://plus.google.com/117614030945250277079/posts/MYkgKdvLhNj">More info</a> by <a href="http://twitter.com/blurspline">@blurspline</a>
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</div>
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<script src="../build/three.js"></script>
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<script src="js/controls/OrbitControls.js"></script>
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<script src="js/objects/Sky.js"></script>
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<script src="js/WebGL.js"></script>
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<script src="js/libs/dat.gui.min.js"></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, controls, scene, renderer;
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var sky, sunSphere;
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init();
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render();
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function initSky() {
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// Add Sky
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sky = new THREE.Sky();
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sky.scale.setScalar( 450000 );
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scene.add( sky );
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// Add Sun Helper
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sunSphere = new THREE.Mesh(
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new THREE.SphereBufferGeometry( 20000, 16, 8 ),
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new THREE.MeshBasicMaterial( { color: 0xffffff } )
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);
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sunSphere.position.y = - 700000;
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sunSphere.visible = false;
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scene.add( sunSphere );
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/// GUI
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var effectController = {
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turbidity: 10,
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rayleigh: 2,
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mieCoefficient: 0.005,
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mieDirectionalG: 0.8,
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luminance: 1,
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inclination: 0.49, // elevation / inclination
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azimuth: 0.25, // Facing front,
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sun: ! true
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};
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var distance = 400000;
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function guiChanged() {
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var uniforms = sky.material.uniforms;
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uniforms[ "turbidity" ].value = effectController.turbidity;
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uniforms[ "rayleigh" ].value = effectController.rayleigh;
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uniforms[ "luminance" ].value = effectController.luminance;
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uniforms[ "mieCoefficient" ].value = effectController.mieCoefficient;
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uniforms[ "mieDirectionalG" ].value = effectController.mieDirectionalG;
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var theta = Math.PI * ( effectController.inclination - 0.5 );
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var phi = 2 * Math.PI * ( effectController.azimuth - 0.5 );
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sunSphere.position.x = distance * Math.cos( phi );
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sunSphere.position.y = distance * Math.sin( phi ) * Math.sin( theta );
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sunSphere.position.z = distance * Math.sin( phi ) * Math.cos( theta );
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sunSphere.visible = effectController.sun;
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uniforms[ "sunPosition" ].value.copy( sunSphere.position );
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renderer.render( scene, camera );
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}
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var gui = new dat.GUI();
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gui.add( effectController, "turbidity", 1.0, 20.0, 0.1 ).onChange( guiChanged );
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gui.add( effectController, "rayleigh", 0.0, 4, 0.001 ).onChange( guiChanged );
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gui.add( effectController, "mieCoefficient", 0.0, 0.1, 0.001 ).onChange( guiChanged );
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gui.add( effectController, "mieDirectionalG", 0.0, 1, 0.001 ).onChange( guiChanged );
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gui.add( effectController, "luminance", 0.0, 2 ).onChange( guiChanged );
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gui.add( effectController, "inclination", 0, 1, 0.0001 ).onChange( guiChanged );
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gui.add( effectController, "azimuth", 0, 1, 0.0001 ).onChange( guiChanged );
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gui.add( effectController, "sun" ).onChange( guiChanged );
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guiChanged();
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}
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function init() {
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camera = new THREE.PerspectiveCamera( 60, window.innerWidth / window.innerHeight, 100, 2000000 );
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camera.position.set( 0, 100, 2000 );
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//camera.setLens(20);
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scene = new THREE.Scene();
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var helper = new THREE.GridHelper( 10000, 2, 0xffffff, 0xffffff );
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scene.add( helper );
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renderer = new THREE.WebGLRenderer();
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renderer.setPixelRatio( window.devicePixelRatio );
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renderer.setSize( window.innerWidth, window.innerHeight );
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document.body.appendChild( renderer.domElement );
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controls = new THREE.OrbitControls( camera, renderer.domElement );
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controls.addEventListener( 'change', render );
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//controls.maxPolarAngle = Math.PI / 2;
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controls.enableZoom = false;
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controls.enablePan = false;
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initSky();
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window.addEventListener( 'resize', onWindowResize, 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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render();
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}
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function render() {
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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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