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

325 lines
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HTML
Executable File

<!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>