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220 lines
6.9 KiB
HTML
220 lines
6.9 KiB
HTML
<!DOCTYPE html>
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<html lang="en">
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<head>
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<title>three.js - lights - point lights</title>
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<meta charset="utf-8">
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<meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0">
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<link type="text/css" rel="stylesheet" href="main.css">
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</head>
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<body>
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<div id="info">
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<a href="https://threejs.org" target="_blank" rel="noopener">three.js</a> - point lights<br />
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Walt Disney head by <a href="http://web.archive.org/web/20120903131400/http://davidoreilly.com/post/18087489343/disneyhead" target="_blank" rel="noopener">David OReilly</a><br />
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Displacement effect by <a href="https://web.archive.org/web/20210101053445/http://oos.moxiecode.com/js_webgl/stanford_bunny/" target="_blank" rel="noopener">oosmoxiecode</a>
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</div>
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<script type="importmap">
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{
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"imports": {
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"three": "../build/three.webgpu.js",
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"three/webgpu": "../build/three.webgpu.js",
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"three/tsl": "../build/three.tsl.js",
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"three/addons/": "./jsm/"
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}
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}
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</script>
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<script type="module">
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import * as THREE from 'three';
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import { OBJLoader } from 'three/addons/loaders/OBJLoader.js';
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import { OrbitControls } from 'three/addons/controls/OrbitControls.js';
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import { Timer } from 'three/addons/misc/Timer.js';
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import { abs, attribute, distance, float, max, modelWorldMatrixInverse, positionLocal, sin, time, uniform } from 'three/tsl';
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let camera, scene, timer, renderer, controls;
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let light1, light2;
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init();
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function init() {
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camera = new THREE.PerspectiveCamera( 50, 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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timer = new Timer();
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timer.connect( document );
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// model
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const loader = new OBJLoader();
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loader.load( 'models/obj/walt/WaltHead.obj', function ( obj ) {
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const mesh = obj.children[ 0 ];
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mesh.geometry = createGeometry( mesh.geometry );
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mesh.material = createMaterial();
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mesh.scale.multiplyScalar( 0.8 );
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mesh.position.y = - 30;
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scene.add( mesh );
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} );
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const sphere = new THREE.SphereGeometry( 0.5, 16, 8 );
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// lights
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light1 = new THREE.PointLight( 0xff0040, 2000 );
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light1.add( new THREE.Mesh( sphere, new THREE.MeshBasicMaterial( { color: 0xff0040 } ) ) );
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scene.add( light1 );
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light2 = new THREE.PointLight( 0x0040ff, 2000 );
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light2.add( new THREE.Mesh( sphere, new THREE.MeshBasicMaterial( { color: 0x0040ff } ) ) );
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scene.add( light2 );
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scene.add( new THREE.AmbientLight( 0xaaaaaa, 0.1 ) );
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// renderer
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renderer = new THREE.WebGPURenderer( { antialias: true } );
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renderer.setPixelRatio( window.devicePixelRatio );
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renderer.setSize( window.innerWidth, window.innerHeight );
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renderer.setAnimationLoop( animate );
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document.body.appendChild( renderer.domElement );
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controls = new OrbitControls( camera, renderer.domElement );
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controls.enableDamping = true;
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window.addEventListener( 'resize', onWindowResize );
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}
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function onWindowResize() {
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camera.aspect = window.innerWidth / window.innerHeight;
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camera.updateProjectionMatrix();
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renderer.setSize( window.innerWidth, window.innerHeight );
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}
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function animate() {
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timer.update();
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const time = timer.getElapsed() * 0.5;
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controls.update();
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light1.position.x = Math.sin( time ) * 20;
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light1.position.y = Math.cos( time * 0.75 ) * - 30;
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light1.position.z = Math.cos( time * 0.5 ) * 20;
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light2.position.x = Math.cos( time * 0.5 ) * 20;
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light2.position.y = Math.sin( time * 0.75 ) * - 30;
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light2.position.z = Math.sin( time ) * 20;
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renderer.render( scene, camera );
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}
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// helpers
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function createMaterial() {
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const material = new THREE.MeshPhongNodeMaterial();
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const seedAttribute = attribute( 'seed' );
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const displaceNormalAttribute = attribute( 'displaceNormal' );
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const localTime = attribute( 'time' ).add( time );
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const effector1 = uniform( light1.position ).toVar();
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const effector2 = uniform( light2.position ).toVar();
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const distance1 = distance( positionLocal, modelWorldMatrixInverse.mul( effector1 ) );
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const distance2 = distance( positionLocal, modelWorldMatrixInverse.mul( effector2 ) );
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const invDistance1 = max( 0.0, float( 20.0 ).sub( distance1 ) ).div( 2.0 );
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const invDistance2 = max( 0.0, float( 20.0 ).sub( distance2 ) ).div( 2.0 );
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const s = abs( sin( localTime.mul( 2 ).add( seedAttribute ) ).mul( 0.5 ) ).add( invDistance1 ).add( invDistance2 );
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material.positionNode = positionLocal.add( displaceNormalAttribute.mul( s ) );
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return material;
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}
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function createGeometry( geometry ) {
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const positionAttribute = geometry.getAttribute( 'position' );
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const v0 = new THREE.Vector3();
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const v1 = new THREE.Vector3();
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const v2 = new THREE.Vector3();
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const v3 = new THREE.Vector3();
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const n = new THREE.Vector3();
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const plane = new THREE.Plane();
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const vertices = [];
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const times = [];
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const seeds = [];
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const displaceNormal = [];
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for ( let i = 0; i < positionAttribute.count; i += 3 ) {
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v0.fromBufferAttribute( positionAttribute, i );
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v1.fromBufferAttribute( positionAttribute, i + 1 );
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v2.fromBufferAttribute( positionAttribute, i + 2 );
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plane.setFromCoplanarPoints( v0, v1, v2 );
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v3.copy( v0 ).add( v1 ).add( v2 ).divideScalar( 3 ); // compute center
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v3.add( n.copy( plane.normal ).multiplyScalar( - 1 ) ); // displace center inwards
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// generate tetraeder for each triangle
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vertices.push( v0.x, v0.y, v0.z, v1.x, v1.y, v1.z, v2.x, v2.y, v2.z );
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vertices.push( v3.x, v3.y, v3.z, v1.x, v1.y, v1.z, v0.x, v0.y, v0.z );
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vertices.push( v3.x, v3.y, v3.z, v2.x, v2.y, v2.z, v1.x, v1.y, v1.z );
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vertices.push( v3.x, v3.y, v3.z, v0.x, v0.y, v0.z, v2.x, v2.y, v2.z );
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const t = Math.random();
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const s = Math.random();
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n.copy( plane.normal );
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times.push( t, t, t ); times.push( t, t, t ); times.push( t, t, t ); times.push( t, t, t );
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seeds.push( s, s, s ); seeds.push( s, s, s ); seeds.push( s, s, s ); seeds.push( s, s, s );
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displaceNormal.push( n.x, n.y, n.z, n.x, n.y, n.z, n.x, n.y, n.z );
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displaceNormal.push( n.x, n.y, n.z, n.x, n.y, n.z, n.x, n.y, n.z );
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displaceNormal.push( n.x, n.y, n.z, n.x, n.y, n.z, n.x, n.y, n.z );
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displaceNormal.push( n.x, n.y, n.z, n.x, n.y, n.z, n.x, n.y, n.z );
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}
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const newGeometry = new THREE.BufferGeometry();
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newGeometry.setAttribute( 'position', new THREE.Float32BufferAttribute( vertices, 3 ) );
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newGeometry.setAttribute( 'time', new THREE.Float32BufferAttribute( times, 1 ) );
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newGeometry.setAttribute( 'seed', new THREE.Float32BufferAttribute( seeds, 1 ) );
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newGeometry.setAttribute( 'displaceNormal', new THREE.Float32BufferAttribute( displaceNormal, 3 ) );
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newGeometry.computeVertexNormals();
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return newGeometry;
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}
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</script>
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</body>
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</html>
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