<!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 } #stats { position: absolute; top:0; left: 0 } #stats #fps { background: transparent !important } #stats #fps #fpsText { color: #555 !important } #stats #fps #fpsGraph { display: none } </style> </head> <body> <div id="container"></div> <div id="info"> <a href="http://threejs.org" 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.min.js"></script> <script src="js/controls/TrackballControls.js"></script> <script src="js/Detector.js"></script> <script src="js/libs/stats.min.js"></script> <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> 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.setHSL( 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.setHSL( 0.6, 1, 0.6 ); hemiLight.groundColor.setHSL( 0.095, 1, 0.75 ); hemiLight.position.set( 0, 500, 0 ); scene.add( hemiLight ); // dirLight = new THREE.DirectionalLight( 0xffffff, 1 ); dirLight.color.setHSL( 0.1, 1, 0.95 ); 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.PlaneBufferGeometry( 10000, 10000 ); var groundMat = new THREE.MeshPhongMaterial( { color: 0xffffff, specular: 0x050505 } ); groundMat.color.setHSL( 0.095, 1, 0.75 ); 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 } ); 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.setClearColor( scene.fog.color ); renderer.setPixelRatio( window.devicePixelRatio ); renderer.setSize( window.innerWidth, window.innerHeight ); container.appendChild( renderer.domElement ); renderer.gammaInput = true; renderer.gammaOutput = true; renderer.shadowMapEnabled = true; renderer.shadowMapCullFace = THREE.CullFaceBack; // STATS stats = new Stats(); container.appendChild( stats.domElement ); // 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 ]; } } } 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>