提交 16c1921e 编写于 作者: A alteredq

Trying to make STL example look less bad.

上级 d0cf6dd6
<!DOCTYPE html>
<html lang="en">
<head>
<title>three.js webgl - collada</title>
<title>three.js webgl - STL</title>
<meta charset="utf-8">
<meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0">
<style>
......@@ -29,7 +29,7 @@
<body>
<div id="info">
<a href="http://github.com/mrdoob/three.js" target="_blank">three.js</a> -
STL loader test by <a href="https://github.com/aleeper">aleeper</a>
STL loader test by <a href="https://github.com/aleeper">aleeper</a>
</div>
<script src="../build/three.min.js"></script>
......@@ -46,7 +46,6 @@
var container, stats;
var camera, scene, renderer, objects;
var particleLight, pointLight;
init();
animate();
......@@ -56,17 +55,20 @@
container = document.createElement( 'div' );
document.body.appendChild( container );
camera = new THREE.PerspectiveCamera( 45, window.innerWidth / window.innerHeight, 1, 2000 );
camera.position.set( 2, 2, 3 );
camera = new THREE.PerspectiveCamera( 35, window.innerWidth / window.innerHeight, 1, 15 );
camera.position.set( 3, 0.5, 3 );
scene = new THREE.Scene();
scene.fog = new THREE.Fog( 0xffffff, 2, 15 );
scene.fog.color.setHSV( 0.06, 0.2, 0.45 );
// Grid
var size = 14, step = 1;
var size = 20, step = 0.25;
var geometry = new THREE.Geometry();
var material = new THREE.LineBasicMaterial( { color: 0xcccccc, opacity: 0.2 } );
var material = new THREE.LineBasicMaterial( { color: 0x000000 } );
for ( var i = - size; i <= size; i += step ) {
......@@ -79,43 +81,60 @@
}
var line = new THREE.Line( geometry, material, THREE.LinePieces );
line.position.y = -0.46;
scene.add( line );
// Ground
var plane = new THREE.Mesh( new THREE.PlaneGeometry( 40, 40 ), new THREE.MeshPhongMaterial( { ambient: 0x999999, color: 0x999999, specular: 0x101010, perPixel: true } ) );
plane.rotation.x = -Math.PI/2;
plane.position.y = -0.5;
scene.add( plane );
plane.receiveShadow = true;
// Object
var loader = new THREE.STLLoader();
loader.addEventListener( 'load', function ( event ) {
var geometry = event.content;
var material = new THREE.MeshPhongMaterial( { ambient: 0xff0000, color: 0xff0000, specular: 0xffffff } );
var material = new THREE.MeshPhongMaterial( { ambient: 0xff5533, color: 0xff5533, specular: 0x111111, shininess: 200, perPixel: true } );
var mesh = new THREE.Mesh( geometry, material );
mesh.castShadow = true;
mesh.receiveShadow = true;
scene.add( new THREE.Mesh( geometry, material ) );
scene.add( mesh );
} );
loader.load( './models/stl/slotted_disk.stl' );
particleLight = new THREE.Mesh( new THREE.SphereGeometry( 4, 8, 8 ), new THREE.MeshBasicMaterial( { color: 0xffffff } ) );
scene.add( particleLight );
// Lights
scene.add( new THREE.AmbientLight( 0xcccccc ) );
scene.add( new THREE.AmbientLight( 0x777777 ) );
var directionalLight = new THREE.DirectionalLight( 0xeeeeee );
directionalLight.position.x = Math.random() - 0.5;
directionalLight.position.y = Math.random() - 0.5;
directionalLight.position.z = Math.random() - 0.5;
directionalLight.position.normalize();
scene.add( directionalLight );
addShadowedLight( 1, 1, 1, 0xffffff, 1.35 );
addShadowedLight( 0.5, 1, -1, 0xffaa00, 1 );
pointLight = new THREE.PointLight( 0xffffff, 4 );
pointLight.position = particleLight.position;
scene.add( pointLight );
// renderer
renderer = new THREE.WebGLRenderer();
renderer = new THREE.WebGLRenderer( { antialias: true, clearColor: 0x111111, clearAlpha: 1, alpha: false } );
renderer.setSize( window.innerWidth, window.innerHeight );
renderer.setClearColor( scene.fog.color, 1 );
renderer.gammaInput = true;
renderer.gammaOutput = true;
renderer.physicallyBasedShading = true;
renderer.shadowMapEnabled = true;
renderer.shadowMapCullFrontFaces = false;
container.appendChild( renderer.domElement );
// stats
stats = new Stats();
stats.domElement.style.position = 'absolute';
stats.domElement.style.top = '0px';
......@@ -127,6 +146,32 @@
}
function addShadowedLight( x, y, z, color, intensity ) {
var directionalLight = new THREE.DirectionalLight( color, intensity );
directionalLight.position.set( x, y, z )
scene.add( directionalLight );
directionalLight.castShadow = true;
//directionalLight.shadowCameraVisible = true;
var d = 1;
directionalLight.shadowCameraLeft = -d;
directionalLight.shadowCameraRight = d;
directionalLight.shadowCameraTop = d;
directionalLight.shadowCameraBottom = -d;
directionalLight.shadowCameraNear = 1;
directionalLight.shadowCameraFar = 4;
directionalLight.shadowMapWidth = 2048;
directionalLight.shadowMapHeight = 2048;
directionalLight.shadowBias = -0.005;
directionalLight.shadowDarkness = 0.15;
}
function onWindowResize() {
camera.aspect = window.innerWidth / window.innerHeight;
......@@ -151,16 +196,11 @@
var timer = Date.now() * 0.0005;
camera.position.x = Math.cos( timer ) * 3;
camera.position.y = 1;
camera.position.z = Math.sin( timer ) * 3;
camera.position.x = Math.cos( timer ) * 5;
camera.position.z = Math.sin( timer ) * 5;
camera.lookAt( scene.position );
particleLight.position.x = Math.sin( timer * 4 ) * 3009;
particleLight.position.y = Math.cos( timer * 5 ) * 4000;
particleLight.position.z = Math.cos( timer * 4 ) * 3009;
renderer.render( scene, camera );
}
......
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