mirror of
https://github.com/wahyd4/three.js.git
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Almost done porting CanvasRenderer to the new material system (plus some performance gains on the way :D) `Color` now handles hex with no alpha byte (probably there is a nicer way of doing it...)
133 lines
3.6 KiB
HTML
133 lines
3.6 KiB
HTML
<!DOCTYPE HTML>
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<html lang="en">
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<head>
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<title>three.js - point light</title>
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<meta charset="utf-8">
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<style type="text/css">
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body {
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background-color: #000000;
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margin: 0px;
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overflow: hidden;
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}
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#info {
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position: absolute;
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top: 0px; width: 100%;
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color: #ffffff;
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padding: 5px;
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font-family: Monospace;
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font-size: 13px;
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text-align: center;
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}
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a {
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color: #ff0080;
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text-decoration: none;
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}
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a:hover {
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color: #0080ff;
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}
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</style>
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</head>
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<body>
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<div id="container"></div>
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<div id="info">
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<a href="http://github.com/mrdoob/three.js" target="_blank">three.js</a> - point lights demo.<br />
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Walt Disney head by <a href="http://www.davidoreilly.com/2009/01/walt-disneys-head-on-a-plate" target="_blank">David OReilly</a>
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</div>
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<script type="text/javascript" src="../build/Three.js"></script>
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<script type="text/javascript" src="geometry/WaltHead.js"></script>
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<script type="text/javascript">
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var camera, scene, renderer,
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particle1, particle2, particle2,
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light1, light2, light3,
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object;
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init();
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setInterval( loop, 1000 / 60 );
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function init() {
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var container = document.getElementById( 'container' );
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camera = new THREE.Camera( 65, window.innerWidth / window.innerHeight, 1, 1000 );
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camera.position.z = 100;
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scene = new THREE.Scene();
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object = new THREE.Mesh( new WaltHead(), new THREE.MeshLambertMaterial( { color: 0xffffff } ) );
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object.overdraw = true;
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scene.addObject( object );
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particle1 = new THREE.Particle( new THREE.ParticleCircleMaterial( { color: 0xff0040 } ) );
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particle1.scale.x = particle1.scale.y = particle1.scale.z = 0.5;
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scene.addObject( particle1 );
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particle2 = new THREE.Particle( new THREE.ParticleCircleMaterial( { color: 0x0040ff } ) );
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particle2.scale.x = particle2.scale.y = particle2.scale.z = 0.5;
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scene.addObject( particle2 );
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particle3 = new THREE.Particle( new THREE.ParticleCircleMaterial( { color: 0x80ff80 } ) );
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particle3.scale.x = particle3.scale.y = particle3.scale.z = 0.5;
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scene.addObject( particle3 );
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scene.addLight( new THREE.AmbientLight( 0x00020 ) );
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light1 = new THREE.PointLight( 0xff0040 );
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scene.addLight( light1 );
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light2 = new THREE.PointLight( 0x0040ff );
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scene.addLight( light2 );
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light3 = new THREE.PointLight( 0x80ff80 );
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scene.addLight( light3 );
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renderer = new THREE.CanvasRenderer();
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renderer.setSize( window.innerWidth, window.innerHeight );
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container.appendChild( renderer.domElement );
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}
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function loop() {
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var time = new Date().getTime() * 0.0005;
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object.rotation.y -= 0.01;
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particle1.position.x = Math.sin( time * 0.7 ) * 30;
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particle1.position.y = Math.cos( time * 0.5 ) * 40;
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particle1.position.z = Math.cos( time * 0.3 ) * 30;
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light1.position.x = particle1.position.x;
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light1.position.y = particle1.position.y;
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light1.position.z = particle1.position.z;
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particle2.position.x = Math.cos( time * 0.3 ) * 30;
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particle2.position.y = Math.sin( time * 0.5 ) * 40;
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particle2.position.z = Math.sin( time * 0.7 ) * 30;
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light2.position.x = particle2.position.x;
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light2.position.y = particle2.position.y;
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light2.position.z = particle2.position.z;
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particle3.position.x = Math.sin( time * 0.7 ) * 30;
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particle3.position.y = Math.cos( time * 0.3 ) * 40;
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particle3.position.z = Math.sin( time * 0.5 ) * 30;
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light3.position.x = particle3.position.x;
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light3.position.y = particle3.position.y;
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light3.position.z = particle3.position.z;
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renderer.render(scene, camera);
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}
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</script>
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</body>
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</html>
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