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143b576c
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three.js
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143b576c
编写于
8月 23, 2012
作者:
A
alteredq
浏览文件
操作
浏览文件
下载
电子邮件补丁
差异文件
Added hemisphere light example.
上级
c83f5e5d
变更
1
隐藏空白更改
内联
并排
Showing
1 changed file
with
324 addition
and
0 deletion
+324
-0
examples/webgl_lights_hemisphere.html
examples/webgl_lights_hemisphere.html
+324
-0
未找到文件。
examples/webgl_lights_hemisphere.html
0 → 100644
浏览文件 @
143b576c
<!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://github.com/mrdoob/three.js"
target=
"_blank"
>
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/Detector.js"
></script>
<script
src=
"js/Stats.js"
></script>
<script
type=
"x-shader/x-vertex"
id=
"vertexShader"
>
varying
vec3
worldPosition
;
void
main
()
{
vec4
mPosition
=
modelMatrix
*
vec4
(
position
,
1.0
);
gl_Position
=
projectionMatrix
*
modelViewMatrix
*
vec4
(
position
,
1.0
);
worldPosition
=
mPosition
.
xyz
;
}
</script>
<script
type=
"x-shader/x-fragment"
id=
"fragmentShader"
>
uniform
vec3
topColor
;
uniform
vec3
bottomColor
;
uniform
float
offset
;
uniform
float
exponent
;
varying
vec3
worldPosition
;
void
main
()
{
float
h
=
normalize
(
worldPosition
+
offset
).
y
;
gl_FragColor
=
vec4
(
mix
(
bottomColor
,
topColor
,
max
(
pow
(
h
,
exponent
),
0.0
)
),
1.0
);
}
</script>
<script>
if
(
!
Detector
.
webgl
)
Detector
.
addGetWebGLMessage
();
var
camera
,
scene
,
renderer
,
dirLight
,
hemiLight
;
var
morphs
=
[];
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
.
fog
=
new
THREE
.
Fog
(
0xffffff
,
1
,
5000
);
scene
.
fog
.
color
.
setHSV
(
0.6
,
0
,
1
);
/*
controls = new THREE.TrackballControls( camera );
controls.rotateSpeed = 1.0;
controls.zoomSpeed = 1.2;
controls.panSpeed = 0.8;
controls.noZoom = false;
controls.noPan = false;
controls.staticMoving = true;
controls.dynamicDampingFactor = 0.15;
*/
// LIGHTS
hemiLight
=
new
THREE
.
HemisphereLight
(
0xffffff
,
0xffffff
,
0.6
);
hemiLight
.
color
.
setHSV
(
0.6
,
0.75
,
1
);
hemiLight
.
groundColor
.
setHSV
(
0.095
,
0.5
,
1
);
hemiLight
.
position
.
set
(
0
,
500
,
0
);
scene
.
add
(
hemiLight
);
//
dirLight
=
new
THREE
.
DirectionalLight
(
0xffffff
,
1
);
dirLight
.
color
.
setHSV
(
0.1
,
0.1
,
1
);
dirLight
.
position
.
set
(
-
1
,
1.75
,
1
);
dirLight
.
position
.
multiplyScalar
(
50
);
scene
.
add
(
dirLight
);
dirLight
.
castShadow
=
true
;
dirLight
.
shadowMapWidth
=
2048
;
dirLight
.
shadowMapHeight
=
2048
;
var
d
=
50
;
dirLight
.
shadowCameraLeft
=
-
d
;
dirLight
.
shadowCameraRight
=
d
;
dirLight
.
shadowCameraTop
=
d
;
dirLight
.
shadowCameraBottom
=
-
d
;
dirLight
.
shadowCameraFar
=
3500
;
dirLight
.
shadowBias
=
-
0.0001
;
dirLight
.
shadowDarkness
=
0.35
;
//dirLight.shadowCameraVisible = true;
// GROUND
var
groundGeo
=
new
THREE
.
PlaneGeometry
(
10000
,
10000
);
var
groundMat
=
new
THREE
.
MeshPhongMaterial
(
{
ambient
:
0xffffff
,
color
:
0xffffff
,
specular
:
0x050505
,
perPixel
:
true
}
);
groundMat
.
color
.
setHSV
(
0.095
,
0.5
,
1
);
var
ground
=
new
THREE
.
Mesh
(
groundGeo
,
groundMat
);
ground
.
rotation
.
x
=
-
Math
.
PI
/
2
;
ground
.
position
.
y
=
-
33
;
scene
.
add
(
ground
);
ground
.
receiveShadow
=
true
;
// SKYDOME
var
vertexShader
=
document
.
getElementById
(
'
vertexShader
'
).
textContent
;
var
fragmentShader
=
document
.
getElementById
(
'
fragmentShader
'
).
textContent
;
var
uniforms
=
{
topColor
:
{
type
:
"
c
"
,
value
:
new
THREE
.
Color
(
0x0077ff
)
},
bottomColor
:
{
type
:
"
c
"
,
value
:
new
THREE
.
Color
(
0xffffff
)
},
offset
:
{
type
:
"
f
"
,
value
:
33
},
exponent
:
{
type
:
"
f
"
,
value
:
0.6
}
}
uniforms
.
topColor
.
value
.
copy
(
hemiLight
.
color
);
scene
.
fog
.
color
.
copy
(
uniforms
.
bottomColor
.
value
);
var
skyGeo
=
new
THREE
.
SphereGeometry
(
4000
,
32
,
15
);
var
skyMat
=
new
THREE
.
ShaderMaterial
(
{
vertexShader
:
vertexShader
,
fragmentShader
:
fragmentShader
,
uniforms
:
uniforms
,
side
:
THREE
.
BackSide
}
);
var
sky
=
new
THREE
.
Mesh
(
skyGeo
,
skyMat
);
scene
.
add
(
sky
);
// MODEL
var
loader
=
new
THREE
.
JSONLoader
();
loader
.
load
(
"
models/animated/flamingo.js
"
,
function
(
geometry
)
{
morphColorsToFaceColors
(
geometry
);
geometry
.
computeMorphNormals
();
var
material
=
new
THREE
.
MeshPhongMaterial
(
{
color
:
0xffffff
,
specular
:
0xffffff
,
shininess
:
20
,
morphTargets
:
true
,
morphNormals
:
true
,
vertexColors
:
THREE
.
FaceColors
,
shading
:
THREE
.
FlatShading
,
perPixel
:
false
}
);
var
meshAnim
=
new
THREE
.
MorphAnimMesh
(
geometry
,
material
);
meshAnim
.
duration
=
1000
;
var
s
=
0.35
;
meshAnim
.
scale
.
set
(
s
,
s
,
s
);
meshAnim
.
position
.
y
=
15
;
meshAnim
.
rotation
.
y
=
-
1
;
meshAnim
.
castShadow
=
true
;
meshAnim
.
receiveShadow
=
true
;
scene
.
add
(
meshAnim
);
morphs
.
push
(
meshAnim
);
}
);
// RENDERER
renderer
=
new
THREE
.
WebGLRenderer
(
{
antialias
:
true
}
);
renderer
.
setSize
(
window
.
innerWidth
,
window
.
innerHeight
);
container
.
appendChild
(
renderer
.
domElement
);
renderer
.
setClearColor
(
scene
.
fog
.
color
,
1
);
renderer
.
gammaInput
=
true
;
renderer
.
gammaOutput
=
true
;
renderer
.
physicallyBasedShading
=
true
;
renderer
.
shadowMapEnabled
=
true
;
renderer
.
shadowMapCullFrontFaces
=
false
;
// STATS
stats
=
new
Stats
();
stats
.
domElement
.
style
.
position
=
'
absolute
'
;
stats
.
domElement
.
style
.
top
=
'
0px
'
;
stats
.
domElement
.
style
.
zIndex
=
100
;
container
.
appendChild
(
stats
.
domElement
);
stats
.
domElement
.
children
[
0
].
children
[
0
].
style
.
color
=
"
#777
"
;
stats
.
domElement
.
children
[
0
].
style
.
background
=
"
transparent
"
;
stats
.
domElement
.
children
[
0
].
children
[
1
].
style
.
display
=
"
none
"
;
//
window
.
addEventListener
(
'
resize
'
,
onWindowResize
,
false
);
document
.
addEventListener
(
'
keydown
'
,
onKeyDown
,
false
);
}
function
morphColorsToFaceColors
(
geometry
)
{
if
(
geometry
.
morphColors
&&
geometry
.
morphColors
.
length
)
{
var
colorMap
=
geometry
.
morphColors
[
0
];
for
(
var
i
=
0
;
i
<
colorMap
.
colors
.
length
;
i
++
)
{
geometry
.
faces
[
i
].
color
=
colorMap
.
colors
[
i
];
THREE
.
ColorUtils
.
adjustHSV
(
geometry
.
faces
[
i
].
color
,
0
,
-
0.1
,
0
);
}
}
}
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
;
break
;
case
68
:
/*d*/
dirLight
.
visible
=
!
dirLight
.
visible
;
break
;
}
}
//
function
animate
()
{
requestAnimationFrame
(
animate
);
render
();
stats
.
update
();
}
function
render
()
{
var
delta
=
clock
.
getDelta
();
//controls.update();
for
(
var
i
=
0
;
i
<
morphs
.
length
;
i
++
)
{
morph
=
morphs
[
i
];
morph
.
updateAnimation
(
1000
*
delta
);
}
renderer
.
render
(
scene
,
camera
);
}
</script>
</body>
</html>
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