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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">
- <link type="text/css" rel="stylesheet" href="main.css">
- <style>
- body {
- color: #444;
- }
- a {
- color: #08f;
- }
- </style>
- </head>
- <body>
- <div id="container"></div>
- <div id="info">
- <a href="https://threejs.org" target="_blank" rel="noopener">three.js</a> - webgl hemisphere light example<br/>
- flamingo by <a href="http://mirada.com/">mirada</a> from <a href="http://ro.me">rome</a><br/><br/>
- <button id="hemisphereButton">toggle hemisphere light</button>
- <button id="directionalButton">toggle directional light</button>
- </div>
- <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 type="module">
- import * as THREE from '../build/three.module.js';
- import Stats from './jsm/libs/stats.module.js';
- import { GLTFLoader } from './jsm/loaders/GLTFLoader.js';
- 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 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.outputEncoding = THREE.sRGBEncoding;
- renderer.shadowMap.enabled = true;
- // STATS
- stats = new Stats();
- container.appendChild( stats.dom );
- //
- window.addEventListener( 'resize', onWindowResize, false );
- var hemisphereButton = document.getElementById( 'hemisphereButton' );
- hemisphereButton.addEventListener( 'click', function () {
- hemiLight.visible = ! hemiLight.visible;
- hemiLightHelper.visible = ! hemiLightHelper.visible;
- } );
- var directionalButton = document.getElementById( 'directionalButton' );
- directionalButton.addEventListener( 'click', function () {
- dirLight.visible = ! dirLight.visible;
- dirLightHeper.visible = ! dirLightHeper.visible;
- } );
- }
- function onWindowResize() {
- camera.aspect = window.innerWidth / window.innerHeight;
- camera.updateProjectionMatrix();
- renderer.setSize( window.innerWidth, window.innerHeight );
- }
- //
- 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>
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