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webgl_lights_pointlights.html
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<!doctype html>
<html lang="en">
<head>
<title>three.js webgl - lights - point lights</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: 0px; 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;
}
</style>
</head>
<body>
<div id="container"></div>
<div id="info">
<a href="http://github.com/mrdoob/three.js" target="_blank">three.js</a> - point lights WebGL demo.<br />
Walt Disney head by <a href="http://davidoreilly.com/post/18087489343/disneyhead" target="_blank">David OReilly</a>
</div>
<script src="../build/Three.js"></script>
<script src="js/Detector.js"></script>
<script>
if ( ! Detector.webgl ) Detector.addGetWebGLMessage();
var camera, scene, renderer,
particle1, particle2, particle2,
light1, light2, light3, light4,
object, loader;
init();
animate();
function init() {
var container = document.getElementById( 'container' );
scene = new THREE.Scene();
camera = new THREE.PerspectiveCamera( 50, window.innerWidth / window.innerHeight, 1, 1000 );
camera.position.z = 100;
scene.add( camera );
loader = new THREE.BinaryLoader( true );
document.body.appendChild( loader.statusDomElement );
var callback = function( geometry ) {
object = new THREE.Mesh( geometry, new THREE.MeshPhongMaterial( { ambient: 0x555555, color: 0x555555, specular: 0xffffff, shininess: 50, shading: THREE.SmoothShading } ) );
object.scale.x = object.scale.y = object.scale.z = 0.80;
scene.add( object );
loader.statusDomElement.style.display = "none";
};
loader.load( "obj/walt/WaltHead_bin.js", callback );
scene.add( new THREE.AmbientLight( 0x000000 ) );
light1 = new THREE.PointLight( 0xff0040, 2, 50 );
scene.add( light1 );
light2 = new THREE.PointLight( 0x0040ff, 2, 50 );
scene.add( light2 );
light3 = new THREE.PointLight( 0x80ff80, 2, 50 );
scene.add( light3 );
light4 = new THREE.PointLight( 0xffaa00, 2, 50 );
scene.add( light4 );
var sphere = new THREE.SphereGeometry( 0.5, 16, 8 );
var l1 = new THREE.Mesh( sphere, new THREE.MeshBasicMaterial( { color: 0xff0040 } ) );
l1.position = light1.position;
scene.add( l1 );
var l2 = new THREE.Mesh( sphere, new THREE.MeshBasicMaterial( { color: 0x0040ff } ) );
l2.position = light2.position;
scene.add( l2 );
var l3 = new THREE.Mesh( sphere, new THREE.MeshBasicMaterial( { color: 0x80ff80 } ) );
l3.position = light3.position;
scene.add( l3 );
var l4 = new THREE.Mesh( sphere, new THREE.MeshBasicMaterial( { color: 0xffaa00 } ) );
l4.position = light4.position;
scene.add( l4 );
renderer = new THREE.WebGLRenderer();
renderer.setSize( window.innerWidth, window.innerHeight );
container.appendChild( renderer.domElement );
}
//
function animate() {
requestAnimationFrame( animate );
render();
}
function render() {
var time = Date.now() * 0.0005;
if( object ) object.rotation.y -= 0.01;
light1.position.x = Math.sin( time * 0.7 ) * 30;
light1.position.y = Math.cos( time * 0.5 ) * 40;
light1.position.z = Math.cos( time * 0.3 ) * 30;
light2.position.x = Math.cos( time * 0.3 ) * 30;
light2.position.y = Math.sin( time * 0.5 ) * 40;
light2.position.z = Math.sin( time * 0.7 ) * 30;
light3.position.x = Math.sin( time * 0.7 ) * 30;
light3.position.y = Math.cos( time * 0.3 ) * 40;
light3.position.z = Math.sin( time * 0.5 ) * 30;
light4.position.x = Math.sin( time * 0.3 ) * 30;
light4.position.y = Math.cos( time * 0.7 ) * 40;
light4.position.z = Math.sin( time * 0.5 ) * 30;
renderer.render( scene, camera );
}
</script>
</body>
</html>