Doodle3D-Slicer/three.js-master/examples/webgldeferred_arealights.html
2015-06-12 15:58:26 +02:00

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<!DOCTYPE HTML>
<html lang="en">
<head>
<title>three.js webgl - deferred rendering</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: #000;
margin: 0px;
overflow: hidden;
}
#info {
position: absolute;
top: 20px; width: 100%;
color: #ffffff;
padding: 5px;
font-family: Monospace;
font-size: 13px;
text-align: center;
}
a {
color: #ff0080;
text-decoration: none;
}
a:hover {
color: #0080ff;
}
#stats { position: absolute; top:10px; left: 5px }
#stats #fps { background: transparent !important }
#stats #fps #fpsText { color: #aaa !important }
#stats #fps #fpsGraph { display: none }
</style>
</head>
<body>
<div id="info">
<a href="http://threejs.org" target="_blank">three.js</a> - deferred area lights WebGL demo by <a href="http://de.redplant.de" target=_blank>redPlant</a> -
based on <a href="http://www.gamedev.net/topic/552315-glsl-area-light-implementation/" target=_blank>ArKano22's</a> glsl implementation
</div>
<div id="container"></div>
<script src="../build/three.min.js"></script>
<script src="js/loaders/BinaryLoader.js"></script>
<script src="js/renderers/WebGLDeferredRenderer.js"></script>
<script src="js/ShaderDeferred.js"></script>
<script src="js/shaders/CopyShader.js"></script>
<script src="js/shaders/FXAAShader.js"></script>
<script src="js/shaders/ConvolutionShader.js"></script>
<script src="js/postprocessing/EffectComposer.js"></script>
<script src="js/postprocessing/RenderPass.js"></script>
<script src="js/postprocessing/ShaderPass.js"></script>
<script src="js/postprocessing/MaskPass.js"></script>
<script src="js/postprocessing/BloomPass.js"></script>
<script src="js/Detector.js"></script>
<script src="js/libs/stats.min.js"></script>
<script>
if ( ! Detector.webgl ) Detector.addGetWebGLMessage();
var SCALE = 1;
var WIDTH = window.innerWidth;
var HEIGHT = window.innerHeight;
var NEAR = 1.0, FAR = 350.0;
var VIEW_ANGLE = 40;
// controls
var mouseX = 0;
var mouseY = 0;
var targetX = 0, targetY = 0;
var angle = 0;
var target = new THREE.Vector3( 0, 0, 0 );
var windowHalfX = window.innerWidth / 2;
var windowHalfY = window.innerHeight / 2;
// core
var renderer, camera, scene, stats, clock;
// lights
var areaLight1, areaLight2, areaLight3;
//
init();
animate();
// -----------------------------
function init() {
// renderer
renderer = new THREE.WebGLDeferredRenderer( { width: WIDTH, height: HEIGHT, scale: SCALE, antialias: true, tonemapping: THREE.FilmicOperator, brightness: 2.5 } );
var container = document.getElementById( 'container' );
container.appendChild( renderer.domElement );
// effects
var bloomEffect = new THREE.BloomPass( 0.65 );
renderer.addEffect( bloomEffect );
// camera
camera = new THREE.PerspectiveCamera( VIEW_ANGLE, WIDTH / HEIGHT, NEAR, FAR );
camera.position.y = 40;
// scene
scene = new THREE.Scene();
scene.add( camera );
// stats
stats = new Stats();
stats.domElement.style.position = 'absolute';
stats.domElement.style.top = '8px';
stats.domElement.style.zIndex = 100;
container.appendChild( stats.domElement );
// clock
clock = new THREE.Clock();
// add lights
initLights();
// add objects
initObjects();
// events
document.addEventListener( 'mousemove', onDocumentMouseMove, false );
window.addEventListener( 'resize', onWindowResize, false );
}
// -----------------------------
function createAreaEmitter( light ) {
var geometry = new THREE.BoxGeometry( 1, 1, 1 );
var material = new THREE.MeshBasicMaterial( { color: light.color.getHex(), vertexColors: THREE.FaceColors } );
var backColor = 0x222222;
geometry.faces[ 5 ].color.setHex( backColor );
geometry.faces[ 4 ].color.setHex( backColor );
geometry.faces[ 2 ].color.setHex( backColor );
geometry.faces[ 1 ].color.setHex( backColor );
geometry.faces[ 0 ].color.setHex( backColor );
var emitter = new THREE.Mesh( geometry, material );
emitter.scale.set( light.width * 2, 0.2, light.height * 2 );
return emitter;
}
function setupAreaLight( light ) {
var matrix = light.matrixWorld;
light.right.set( 1, 0, 0 );
light.normal.set( 0, -1, 0 );
light.right.applyMatrix4( matrix );
light.normal.applyMatrix4( matrix );
}
function initLights() {
areaLight1 = new THREE.AreaLight( 0xffffff, 1 );
areaLight1.position.set( 0.0001, 10.0001, -18.5001 );
areaLight1.rotation.set( -0.74719, 0.0001, 0.0001 );
areaLight1.width = 10;
areaLight1.height = 1;
scene.add( areaLight1 );
var meshEmitter = createAreaEmitter( areaLight1 );
areaLight1.add( meshEmitter );
//
areaLight2 = new THREE.AreaLight( 0x33ff66, 1.5 );
areaLight2.position.set( -19.0001, 3.0001, 0.0001 );
areaLight2.rotation.set( -1.5707, 0.0001, 1.5707 );
areaLight2.width = 8;
areaLight2.height = 1;
scene.add( areaLight2 );
var meshEmitter = createAreaEmitter( areaLight2 );
areaLight2.add( meshEmitter );
//
areaLight3 = new THREE.AreaLight( 0x3366ff, 1.5 );
areaLight3.position.set( 19.0001, 3.0001, 0.0001 );
areaLight3.rotation.set( 1.5707, 0.0001, -1.5707 );
areaLight3.width = 8;
areaLight3.height = 1;
scene.add( areaLight3 );
var meshEmitter = createAreaEmitter( areaLight3 );
areaLight3.add( meshEmitter );
}
// -----------------------------
function initObjects() {
var loader = new THREE.BinaryLoader();
loader.load( "obj/box/box.js", function ( geometry, materials ) {
var material = new THREE.MeshPhongMaterial( { color: 0xffaa55, specular: 0x888888, shininess: 200 } );
var object = new THREE.Mesh( geometry, material );
object.scale.multiplyScalar( 2 );
scene.add( object );
} );
/*
var loader = new THREE.BinaryLoader();
loader.load( "obj/veyron/VeyronNoUv_bin.js", function ( geometry ) {
var r = "textures/cube/Bridge2/";
var urls = [
r + "posx.jpg", r + "negx.jpg",
r + "posy.jpg", r + "negy.jpg",
r + "posz.jpg", r + "negz.jpg"
];
var textureCube = THREE.ImageUtils.loadTextureCube( urls );
textureCube.format = THREE.RGBFormat;
var materials = [
// tires + inside
new THREE.MeshLambertMaterial( {
color: 0x050505
} ),
// wheels + extras chrome
new THREE.MeshLambertMaterial( {
color: 0xffffff,
envMap: textureCube
} ),
// back / top / front torso
new THREE.MeshLambertMaterial( {
color: 0x000000,
envMap: textureCube,
combine: THREE.MixOperation,
reflectivity: 0.15
} ),
// glass
new THREE.MeshLambertMaterial( {
color: 0x101046,
envMap: textureCube,
opacity: 0.25,
transparent: true
} ),
// sides torso
new THREE.MeshLambertMaterial( {
color: 0xffffff,
envMap: textureCube
} ),
// engine
new THREE.MeshLambertMaterial( {
color: 0xffffff,
envMap: textureCube
} ),
// backlights
new THREE.MeshLambertMaterial( {
color: 0xff0000,
opacity: 0.5,
transparent: true
} ),
// backsignals
new THREE.MeshLambertMaterial( {
color: 0xffbb00,
opacity: 0.5,
transparent: true
} )
];
var object = new THREE.Mesh( geometry, new THREE.MeshFaceMaterial( materials ) );
object.position.y = 5;
object.rotation.y = Math.PI / 4;
object.scale.multiplyScalar( 0.1 );
scene.add( object );
} );
*/
}
// -----------------------------
function onWindowResize( event ) {
windowHalfX = window.innerWidth / 2;
windowHalfY = window.innerHeight / 2;
WIDTH = window.innerWidth;
HEIGHT = window.innerHeight - 2 * MARGIN;
renderer.setSize( WIDTH, HEIGHT );
camera.aspect = WIDTH / HEIGHT;
camera.updateProjectionMatrix();
}
function onDocumentMouseMove( event ) {
mouseX = ( event.clientX - windowHalfX ) * 1;
mouseY = ( event.clientY - windowHalfY ) * 1;
}
// -----------------------------
function animate() {
requestAnimationFrame( animate );
render();
stats.update();
}
function render() {
// update camera
var delta = clock.getDelta();
targetX = mouseX * .001;
targetY = mouseY * .001;
angle += 0.05 * ( targetX - angle );
camera.position.x = -Math.sin( angle ) * 40;
camera.position.z = Math.cos( angle ) * 40;
camera.lookAt( target );
var time = Date.now();
areaLight1.position.x = Math.sin( Date.now() * 0.001 ) * 9;
areaLight1.position.y = Math.sin( Date.now() * 0.0013 ) * 5 + 5;
areaLight2.position.y = Math.sin( Date.now() * 0.0011 ) * 3 + 5;
areaLight2.position.z = Math.sin( Date.now() * 0.00113 ) * 10;
areaLight3.position.y = Math.sin( Date.now() * 0.00111 ) * 3 + 5;
areaLight3.position.z = Math.sin( Date.now() * 0.001113 ) * 10;
// render
renderer.render( scene, camera );
}
</script>
</body>
</html>