Files
three.js/examples/canvas_lights_pointlights.html
T
Mr.doob ec00f298be CanvasRenderer and SVGRenderer using single-material system.
Also moved `.overdraw` to Material.
Code is much simpler now :)
2011-10-23 13:50:55 +02:00

159 lines
4.1 KiB
HTML

<!doctype html>
<html lang="en">
<head>
<title>three.js canvas - point 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: #000000;
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 demo.<br />
Walt Disney head by <a href="http://www.davidoreilly.com/2009/01/walt-disneys-head-on-a-plate" target="_blank">David OReilly</a>
</div>
<script src="../build/Three.js"></script>
<script src="js/RequestAnimationFrame.js"></script>
<script>
var camera, scene, renderer,
particle1, particle2, particle2,
light1, light2, light3,
loader, mesh;
init();
animate();
function init() {
var container = document.getElementById( 'container' );
camera = new THREE.PerspectiveCamera( 60, window.innerWidth / window.innerHeight, 1, 1000 );
camera.position.y = - 6;
camera.position.z = 100;
scene = new THREE.Scene();
scene.add( new THREE.AmbientLight( 0x00020 ) );
light1 = new THREE.PointLight( 0xff0040, 1, 50 );
scene.add( light1 );
light2 = new THREE.PointLight( 0x0040ff, 1, 50 );
scene.add( light2 );
light3 = new THREE.PointLight( 0x80ff80, 1, 50 );
scene.add( light3 );
var PI2 = Math.PI * 2;
var program = function ( context ) {
context.beginPath();
context.arc( 0, 0, 1, 0, PI2, true );
context.closePath();
context.fill();
}
particle1 = new THREE.Particle( new THREE.ParticleCanvasMaterial( { color: 0xff0040, program: program } ) );
particle1.scale.x = particle1.scale.y = particle1.scale.z = 0.5;
scene.add( particle1 );
particle2 = new THREE.Particle( new THREE.ParticleCanvasMaterial( { color: 0x0040ff, program: program } ) );
particle2.scale.x = particle2.scale.y = particle2.scale.z = 0.5;
scene.add( particle2 );
particle3 = new THREE.Particle( new THREE.ParticleCanvasMaterial( { color: 0x80ff80, program: program } ) );
particle3.scale.x = particle3.scale.y = particle3.scale.z = 0.5;
scene.add( particle3 );
loader = new THREE.JSONLoader();
loader.load( 'obj/WaltHeadLo.js', function ( geometry ) {
mesh = new THREE.Mesh( geometry, new THREE.MeshLambertMaterial( { color: 0xffffff, shading: THREE.FlatShading, overdraw: true } ) );
scene.add( mesh );
} );
renderer = new THREE.CanvasRenderer();
renderer.setSize( window.innerWidth, window.innerHeight );
container.appendChild( renderer.domElement );
}
//
function animate() {
requestAnimationFrame( animate );
render();
}
function render() {
var time = new Date().getTime() * 0.0005;
if ( mesh ) mesh.rotation.y -= 0.01;
particle1.position.x = Math.sin( time * 0.7 ) * 30;
particle1.position.y = Math.cos( time * 0.5 ) * 40;
particle1.position.z = Math.cos( time * 0.3 ) * 30;
light1.position.x = particle1.position.x;
light1.position.y = particle1.position.y;
light1.position.z = particle1.position.z;
particle2.position.x = Math.cos( time * 0.3 ) * 30;
particle2.position.y = Math.sin( time * 0.5 ) * 40;
particle2.position.z = Math.sin( time * 0.7 ) * 30;
light2.position.x = particle2.position.x;
light2.position.y = particle2.position.y;
light2.position.z = particle2.position.z;
particle3.position.x = Math.sin( time * 0.7 ) * 30;
particle3.position.y = Math.cos( time * 0.3 ) * 40;
particle3.position.z = Math.sin( time * 0.5 ) * 30;
light3.position.x = particle3.position.x;
light3.position.y = particle3.position.y;
light3.position.z = particle3.position.z;
renderer.render( scene, camera );
}
</script>
</body>
</html>