<!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> </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@1.8.0/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 { GUI } from 'three/addons/libs/lil-gui.module.min.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, 2 ); 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, 3 ); 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.shadowMap.enabled = true; // STATS stats = new Stats(); container.appendChild( stats.dom ); // const params = { toggleHemisphereLight: function () { hemiLight.visible = ! hemiLight.visible; hemiLightHelper.visible = ! hemiLightHelper.visible; }, toggleDirectionalLight: function () { dirLight.visible = ! dirLight.visible; dirLightHelper.visible = ! dirLightHelper.visible; } }; const gui = new GUI(); gui.add( params, 'toggleHemisphereLight' ).name( 'toggle hemisphere light' ); gui.add( params, 'toggleDirectionalLight' ).name( 'toggle directional light' ); gui.open(); // window.addEventListener( 'resize', onWindowResize ); } 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>