mirror of
https://github.com/Doodle3D/Doodle3D-Slicer.git
synced 2024-12-28 13:53:49 +01:00
197 lines
4.5 KiB
HTML
Executable File
197 lines
4.5 KiB
HTML
Executable File
<!DOCTYPE html>
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<html lang="en">
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<head>
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<title>three.js webgl - materials - lightmap</title>
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<meta charset="utf-8">
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<meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0">
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<style>
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body {
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background:#fff;
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padding:0;
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margin:0;
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overflow:hidden;
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font-family:georgia;
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text-align:center;
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}
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h1 { }
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a { color:skyblue }
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#stats { position: absolute; top:0; left: 0 }
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#stats #fps { background: transparent !important }
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#stats #fps #fpsText { color: #abc !important }
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#stats #fps #fpsGraph { display: none }
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</style>
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</head>
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<body>
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<script src="../build/three.min.js"></script>
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<script src="js/controls/OrbitControls.js"></script>
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<script src="js/Detector.js"></script>
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<script src="js/libs/stats.min.js"></script>
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<script type="x-shader/x-vertex" id="vertexShader">
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varying vec3 vWorldPosition;
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void main() {
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vec4 worldPosition = modelMatrix * vec4( position, 1.0 );
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vWorldPosition = worldPosition.xyz;
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gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
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}
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</script>
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<script type="x-shader/x-fragment" id="fragmentShader">
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uniform vec3 topColor;
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uniform vec3 bottomColor;
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uniform float offset;
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uniform float exponent;
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varying vec3 vWorldPosition;
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void main() {
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float h = normalize( vWorldPosition + offset ).y;
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gl_FragColor = vec4( mix( bottomColor, topColor, max( pow( max( h, 0.0 ), exponent ), 0.0 ) ), 1.0 );
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}
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</script>
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<script>
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var SCREEN_WIDTH = window.innerWidth;
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var SCREEN_HEIGHT = window.innerHeight;
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var container,stats;
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var camera, scene, renderer;
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var clock = new THREE.Clock();
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init();
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animate();
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function init() {
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container = document.createElement( 'div' );
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document.body.appendChild( container );
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// CAMERA
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camera = new THREE.PerspectiveCamera( 40, SCREEN_WIDTH / SCREEN_HEIGHT, 1, 10000 );
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camera.position.x = 700;
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camera.position.z = -500;
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camera.position.y = 180;
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// SCENE
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scene = new THREE.Scene();
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scene.fog = new THREE.Fog( 0xffffff, 1000, 10000 );
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// CONTROLS
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controls = new THREE.OrbitControls( camera );
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// LIGHTS
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var directionalLight = new THREE.DirectionalLight( 0x333333, 2 );
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directionalLight.position.set( 100, 100, -100 );
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scene.add( directionalLight );
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var hemiLight = new THREE.HemisphereLight( 0xaabbff, 0x040404, 1 );
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hemiLight.position.y = 500;
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scene.add( hemiLight );
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// SKYDOME
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var vertexShader = document.getElementById( 'vertexShader' ).textContent;
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var fragmentShader = document.getElementById( 'fragmentShader' ).textContent;
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var uniforms = {
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topColor: { type: "c", value: new THREE.Color( 0x0077ff ) },
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bottomColor: { type: "c", value: new THREE.Color( 0xffffff ) },
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offset: { type: "f", value: 400 },
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exponent: { type: "f", value: 0.6 }
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}
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uniforms.topColor.value.copy( hemiLight.color );
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scene.fog.color.copy( uniforms.bottomColor.value );
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var skyGeo = new THREE.SphereGeometry( 4000, 32, 15 );
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var skyMat = new THREE.ShaderMaterial( {
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uniforms: uniforms,
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vertexShader: vertexShader,
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fragmentShader: fragmentShader,
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side: THREE.BackSide
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} );
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var sky = new THREE.Mesh( skyGeo, skyMat );
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scene.add( sky );
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// RENDERER
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renderer = new THREE.WebGLRenderer( { antialias: true } );
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renderer.setClearColor( scene.fog.color );
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renderer.setPixelRatio( window.devicePixelRatio );
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renderer.setSize( SCREEN_WIDTH, SCREEN_HEIGHT );
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renderer.domElement.style.position = "relative";
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container.appendChild( renderer.domElement );
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renderer.gammaInput = true;
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renderer.gammaOutput = true;
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// STATS
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stats = new Stats();
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container.appendChild( stats.domElement );
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// MODEL
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var loader = new THREE.JSONLoader();
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loader.load( "obj/lightmap/lightmap.js", function ( geometry, materials ) {
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var mesh = new THREE.Mesh( geometry, new THREE.MeshFaceMaterial( materials ) );
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mesh.scale.multiplyScalar( 100 );
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scene.add( mesh );
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} );
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//
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window.addEventListener( 'resize', onWindowResize, false );
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}
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function onWindowResize() {
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camera.aspect = window.innerWidth / window.innerHeight;
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camera.updateProjectionMatrix();
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renderer.setSize( window.innerWidth, window.innerHeight );
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}
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//
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function animate() {
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requestAnimationFrame( animate );
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renderer.render( scene, camera );
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stats.update();
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}
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</script>
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</body>
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</html>
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