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<!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">
<link type="text/css" rel="stylesheet" href="main.css">
<style>
body {
color: #444;
}
a {
color: #08f;
}
</style>
</head>
<body>
<div id="container"></div>
<div id="info">
<a href="https://threejs.org" target="_blank" rel="noopener">three.js</a> - webgl hemisphere light example<br/>
flamingo by <a href="https://mirada.com/" target="_blank" rel="noopener">mirada</a> from <a href="http://www.ro.me" target="_blank" rel="noopener">ro.me</a><br/><br/>
<button id="hemisphereButton">toggle hemisphere light</button>
<button id="directionalButton">toggle directional light</button>
</div>
<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>
<!-- Import maps polyfill -->
<!-- Remove this when import maps will be widely supported -->
<script async src="https://unpkg.com/es-module-shims@1.3.6/dist/es-module-shims.js"></script>
<script type="importmap">
{
"imports": {
"three": "../build/three.module.js",
"three/addons/": "./jsm/"
}
}
</script>
<script type="module">
import * as THREE from 'three';
import Stats from 'three/addons/libs/stats.module.js';
import { GLTFLoader } from 'three/addons/loaders/GLTFLoader.js';
let camera, scene, renderer;
const mixers = [];
let stats;
const clock = new THREE.Clock();
init();
animate();
function init() {
const 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.background = new THREE.Color().setHSL( 0.6, 0, 1 );
scene.fog = new THREE.Fog( scene.background, 1, 5000 );
// LIGHTS
const 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, 50, 0 );
scene.add( hemiLight );
const hemiLightHelper = new THREE.HemisphereLightHelper( hemiLight, 10 );
scene.add( hemiLightHelper );
//
const dirLight = new THREE.DirectionalLight( 0xffffff, 1 );
dirLight.color.setHSL( 0.1, 1, 0.95 );
dirLight.position.set( - 1, 1.75, 1 );
dirLight.position.multiplyScalar( 30 );
scene.add( dirLight );
dirLight.castShadow = true;
dirLight.shadow.mapSize.width = 2048;
dirLight.shadow.mapSize.height = 2048;
const d = 50;
dirLight.shadow.camera.left = - d;
dirLight.shadow.camera.right = d;
dirLight.shadow.camera.top = d;
dirLight.shadow.camera.bottom = - d;
dirLight.shadow.camera.far = 3500;
dirLight.shadow.bias = - 0.0001;
const dirLightHelper = new THREE.DirectionalLightHelper( dirLight, 10 );
scene.add( dirLightHelper );
// GROUND
const groundGeo = new THREE.PlaneGeometry( 10000, 10000 );
const groundMat = new THREE.MeshLambertMaterial( { color: 0xffffff } );
groundMat.color.setHSL( 0.095, 1, 0.75 );
const ground = new THREE.Mesh( groundGeo, groundMat );
ground.position.y = - 33;
ground.rotation.x = - Math.PI / 2;
ground.receiveShadow = true;
scene.add( ground );
// SKYDOME
const vertexShader = document.getElementById( 'vertexShader' ).textContent;
const fragmentShader = document.getElementById( 'fragmentShader' ).textContent;
const uniforms = {
'topColor': { value: new THREE.Color( 0x0077ff ) },
'bottomColor': { value: new THREE.Color( 0xffffff ) },
'offset': { value: 33 },
'exponent': { value: 0.6 }
};
uniforms[ 'topColor' ].value.copy( hemiLight.color );
scene.fog.color.copy( uniforms[ 'bottomColor' ].value );
const skyGeo = new THREE.SphereGeometry( 4000, 32, 15 );
const skyMat = new THREE.ShaderMaterial( {
uniforms: uniforms,
vertexShader: vertexShader,
fragmentShader: fragmentShader,
side: THREE.BackSide
} );
const sky = new THREE.Mesh( skyGeo, skyMat );
scene.add( sky );
// MODEL
const loader = new GLTFLoader();
loader.load( 'models/gltf/Flamingo.glb', function ( gltf ) {
const mesh = gltf.scene.children[ 0 ];
const s = 0.35;
mesh.scale.set( s, s, s );
mesh.position.y = 15;
mesh.rotation.y = - 1;
mesh.castShadow = true;
mesh.receiveShadow = true;
scene.add( mesh );
const mixer = new THREE.AnimationMixer( mesh );
mixer.clipAction( gltf.animations[ 0 ] ).setDuration( 1 ).play();
mixers.push( mixer );
} );
// RENDERER
renderer = new THREE.WebGLRenderer( { antialias: true } );
renderer.setPixelRatio( window.devicePixelRatio );
renderer.setSize( window.innerWidth, window.innerHeight );
container.appendChild( renderer.domElement );
renderer.outputEncoding = THREE.sRGBEncoding;
renderer.shadowMap.enabled = true;
// STATS
stats = new Stats();
container.appendChild( stats.dom );
//
window.addEventListener( 'resize', onWindowResize );
const hemisphereButton = document.getElementById( 'hemisphereButton' );
hemisphereButton.addEventListener( 'click', function () {
hemiLight.visible = ! hemiLight.visible;
hemiLightHelper.visible = ! hemiLightHelper.visible;
} );
const directionalButton = document.getElementById( 'directionalButton' );
directionalButton.addEventListener( 'click', function () {
dirLight.visible = ! dirLight.visible;
dirLightHelper.visible = ! dirLightHelper.visible;
} );
}
function onWindowResize() {
camera.aspect = window.innerWidth / window.innerHeight;
camera.updateProjectionMatrix();
renderer.setSize( window.innerWidth, window.innerHeight );
}
//
function animate() {
requestAnimationFrame( animate );
render();
stats.update();
}
function render() {
const delta = clock.getDelta();
for ( let i = 0; i < mixers.length; i ++ ) {
mixers[ i ].update( delta );
}
renderer.render( scene, camera );
}
</script>
</body>
</html>