threex
Version:
Game Extensions for three.js http://www.threejsgames.com/extensions/
133 lines (120 loc) • 4.87 kB
HTML
<!DOCTYPE html>
<script src='../../../vendor/three.js/build/three.js'></script>
<body style='margin: 0px; background-color: #bbbbbb; overflow: hidden;'><script>
var renderer = new THREE.WebGLRenderer();
renderer.setSize( window.innerWidth, window.innerHeight );
document.body.appendChild( renderer.domElement );
var updateFcts = [];
var scene = new THREE.Scene();
var camera = new THREE.PerspectiveCamera(45, window.innerWidth / window.innerHeight, 0.01, 100 );
camera.position.z = 3;
//////////////////////////////////////////////////////////////////////////////////
// lights //
//////////////////////////////////////////////////////////////////////////////////
// add a ambient light
var light = new THREE.AmbientLight( 0x020202 )
scene.add( light )
// add a light in front
var light = new THREE.DirectionalLight('white', 1)
light.position.set(0.5, 0.5, 2)
scene.add( light )
// add a light behind
var light = new THREE.DirectionalLight('white', 0.75)
light.position.set(-0.5, -0.5, -2)
scene.add( light )
//////////////////////////////////////////////////////////////////////////////////
// add an object and make it move //
//////////////////////////////////////////////////////////////////////////////////
var vertexShader = (function(){ /*
varying vec3 vNormal;
#ifdef USE_MORPHTARGETS
#ifndef USE_MORPHNORMALS
uniform float morphTargetInfluences[ 8 ];
#else
uniform float morphTargetInfluences[ 4 ];
#endif
#endif
void main() {
vNormal = normalize( normalMatrix * normal );
#ifdef USE_MORPHTARGETS
vec3 morphed = vec3( 0.0 );
morphed += ( morphTarget0 - position ) * morphTargetInfluences[ 0 ];
morphed += ( morphTarget1 - position ) * morphTargetInfluences[ 1 ];
morphed += ( morphTarget2 - position ) * morphTargetInfluences[ 2 ];
morphed += ( morphTarget3 - position ) * morphTargetInfluences[ 3 ];
#ifndef USE_MORPHNORMALS
morphed += ( morphTarget4 - position ) * morphTargetInfluences[ 4 ];
morphed += ( morphTarget5 - position ) * morphTargetInfluences[ 5 ];
morphed += ( morphTarget6 - position ) * morphTargetInfluences[ 6 ];
morphed += ( morphTarget7 - position ) * morphTargetInfluences[ 7 ];
#endif
morphed += position;
#endif
vec4 mvPosition;
#ifdef USE_SKINNING
mvPosition = modelViewMatrix * skinned;
#endif
#if !defined( USE_SKINNING ) && defined( USE_MORPHTARGETS )
mvPosition = modelViewMatrix * vec4( morphed, 1.0 );
#endif
#if !defined( USE_SKINNING ) && ! defined( USE_MORPHTARGETS )
mvPosition = modelViewMatrix * vec4( position, 1.0 );
mvPosition = modelViewMatrix * vec4( position*2.0, 1.0 );
#endif
gl_Position = projectionMatrix * mvPosition;
}
*/}).toString().split('\n').slice(1, -1).join('\n')
var geometry = new THREE.CubeGeometry( 1, 1, 1);
var material = new THREE.MeshNormalMaterial();
// var material = new THREE.MeshBasicMaterial()
var shader = THREE.ShaderLib.normal;
var shader = THREE.ShaderLib.basic;
// var shader = THREE.ShaderLib.lambert;
// var shader = THREE.ShaderLib.phong;
var material = new THREE.ShaderMaterial({
uniforms : shader.uniforms,
vertexShader : shader.vertexShader,
fragmentShader : shader.fragmentShader,
})
var mesh = new THREE.Mesh( geometry, material );
scene.add( mesh );
updateFcts.push(function(delta, now){
// mesh.rotation.x += 1 * delta;
// mesh.rotation.y += 2 * delta;
})
//////////////////////////////////////////////////////////////////////////////////
// Camera Controls //
//////////////////////////////////////////////////////////////////////////////////
var mouse = {x : 0, y : 0}
document.addEventListener('mousemove', function(event){
mouse.x = (event.clientX / window.innerWidth ) - 0.5
mouse.y = (event.clientY / window.innerHeight) - 0.5
}, false)
updateFcts.push(function(delta, now){
camera.position.x += (mouse.x*5 - camera.position.x) * (delta*3)
camera.position.y += (mouse.y*5 - camera.position.y) * (delta*3)
camera.lookAt( scene.position )
})
//////////////////////////////////////////////////////////////////////////////////
// render the scene //
//////////////////////////////////////////////////////////////////////////////////
updateFcts.push(function(){
renderer.render( scene, camera );
})
//////////////////////////////////////////////////////////////////////////////////
// loop runner //
//////////////////////////////////////////////////////////////////////////////////
var lastTimeMsec= null
requestAnimationFrame(function animate(nowMsec){
// keep looping
requestAnimationFrame( animate );
// measure time
lastTimeMsec = lastTimeMsec || nowMsec-1000/60
var deltaMsec = Math.min(200, nowMsec - lastTimeMsec)
lastTimeMsec = nowMsec
// call each update function
updateFcts.forEach(function(updateFn){
updateFn(deltaMsec/1000, nowMsec/1000)
})
})
</script></body>