<div id="Stats-output">
</div>
<!-- Div which will hold the Output -->
<div id="WebGL-output">
</div>
body {
/* set margin to 0 and overflow to hidden, to go fullscreen */
margin: 0;
overflow: hidden;
}
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// once everything is loaded, we run our Three.js stuff.
function init() {
var stats = initStats();
// create a scene, that will hold all our elements such as objects, cameras and lights.
var scene = new THREE.Scene();
scene.fog = new THREE.Fog(0xaaaaaa, 0.010, 200);
// create a camera, which defines where we're looking at.
var camera = new THREE.PerspectiveCamera(45, window.innerWidth / window.innerHeight, 0.1, 1000);
// create a render and set the size
var renderer = new THREE.WebGLRenderer({antialias: true, alpha: true});
renderer.setClearColor(new THREE.Color(0xaaaaff, 1.0));
renderer.setSize(window.innerWidth, window.innerHeight);
renderer.shadowMapEnabled = true;
// create the ground plane
var textureGrass = THREE.ImageUtils.loadTexture("../assets/textures/ground/grasslight-big.jpg");
textureGrass.wrapS = THREE.RepeatWrapping;
textureGrass.wrapT = THREE.RepeatWrapping;
textureGrass.repeat.set(4, 4);
var planeGeometry = new THREE.PlaneGeometry(1000, 200, 20, 20);
var planeMaterial = new THREE.MeshLambertMaterial({map: textureGrass});
var plane = new THREE.Mesh(planeGeometry, planeMaterial);
plane.receiveShadow = true;
// rotate and position the plane
plane.rotation.x = -0.5 * Math.PI;
plane.position.x = 15;
plane.position.y = 0;
plane.position.z = 0;
// add the plane to the scene
scene.add(plane);
// create a cube
var cubeGeometry = new THREE.BoxGeometry(4, 4, 4);
var cubeMaterial = new THREE.MeshLambertMaterial({color: 0xff3333});
var cube = new THREE.Mesh(cubeGeometry, cubeMaterial);
cube.castShadow = true;
// position the cube
cube.position.x = -4;
cube.position.y = 3;
cube.position.z = 0;
// add the cube to the scene
scene.add(cube);
var sphereGeometry = new THREE.SphereGeometry(4, 25, 25);
var sphereMaterial = new THREE.MeshLambertMaterial({color: 0x7777ff});
var sphere = new THREE.Mesh(sphereGeometry, sphereMaterial);
// position the sphere
sphere.position.x = 10;
sphere.position.y = 5;
sphere.position.z = 10;
sphere.castShadow = true;
// add the sphere to the scene
scene.add(sphere);
// position and point the camera to the center of the scene
camera.position.x = -20;
camera.position.y = 15;
camera.position.z = 45;
camera.lookAt(new THREE.Vector3(10, 0, 0));
// add subtle ambient lighting
var ambiColor = "#1c1c1c";
var ambientLight = new THREE.AmbientLight(ambiColor);
scene.add(ambientLight);
// add spotlight for a bit of light
var spotLight0 = new THREE.SpotLight(0xcccccc);
spotLight0.position.set(-40, 60, -10);
spotLight0.lookAt(plane);
scene.add(spotLight0);
var target = new THREE.Object3D();
target.position = new THREE.Vector3(5, 0, 0);
var pointColor = "#ffffff";
// var spotLight = new THREE.SpotLight( pointColor);
var spotLight = new THREE.DirectionalLight(pointColor);
spotLight.position.set(30, 10, -50);
spotLight.castShadow = true;
spotLight.shadowCameraNear = 0.1;
spotLight.shadowCameraFar = 100;
spotLight.shadowCameraFov = 50;
spotLight.target = plane;
spotLight.distance = 0;
spotLight.shadowCameraNear = 2;
spotLight.shadowCameraFar = 200;
spotLight.shadowCameraLeft = -100;
spotLight.shadowCameraRight = 100;
spotLight.shadowCameraTop = 100;
spotLight.shadowCameraBottom = -100;
spotLight.shadowMapWidth = 2048;
spotLight.shadowMapHeight = 2048;
scene.add(spotLight);
// add the output of the renderer to the html element
document.getElementById("WebGL-output").appendChild(renderer.domElement);
// call the render function
var step = 0;
// used to determine the switch point for the light animation
var invert = 1;
var phase = 0;
var controls = new function () {
this.rotationSpeed = 0.03;
this.bouncingSpeed = 0.03;
this.ambientColor = ambiColor;
this.pointColor = pointColor;
this.intensity = 0.1;
this.distance = 0;
this.exponent = 30;
this.angle = 0.1;
this.debug = false;
this.castShadow = true;
this.onlyShadow = false;
this.target = "Plane";
};
var gui = new dat.GUI();
gui.addColor(controls, 'ambientColor').onChange(function (e) {
ambientLight.color = new THREE.Color(e);
});
gui.addColor(controls, 'pointColor').onChange(function (e) {
spotLight.color = new THREE.Color(e);
});
gui.add(controls, 'intensity', 0, 5).onChange(function (e) {
spotLight.intensity = e;
});
var textureFlare0 = THREE.ImageUtils.loadTexture("../assets/textures/lensflare/lensflare0.png");
var textureFlare3 = THREE.ImageUtils.loadTexture("../assets/textures/lensflare/lensflare3.png");
var flareColor = new THREE.Color(0xffaacc);
var lensFlare = new THREE.LensFlare(textureFlare0, 350, 0.0, THREE.AdditiveBlending, flareColor);
lensFlare.add(textureFlare3, 60, 0.6, THREE.AdditiveBlending);
lensFlare.add(textureFlare3, 70, 0.7, THREE.AdditiveBlending);
lensFlare.add(textureFlare3, 120, 0.9, THREE.AdditiveBlending);
lensFlare.add(textureFlare3, 70, 1.0, THREE.AdditiveBlending);
lensFlare.position.copy(spotLight.position);
scene.add(lensFlare);
render();
function render() {
stats.update();
// rotate the cube around its axes
cube.rotation.x += controls.rotationSpeed;
cube.rotation.y += controls.rotationSpeed;
cube.rotation.z += controls.rotationSpeed;
// bounce the sphere up and down
step += controls.bouncingSpeed;
sphere.position.x = 20 + ( 10 * (Math.cos(step)));
sphere.position.y = 2 + ( 10 * Math.abs(Math.sin(step)));
requestAnimationFrame(render);
renderer.render(scene, camera);
}
function initStats() {
var stats = new Stats();
stats.setMode(0); // 0: fps, 1: ms
// Align top-left
stats.domElement.style.position = 'absolute';
stats.domElement.style.left = '0px';
stats.domElement.style.top = '0px';
document.getElementById("Stats-output").appendChild(stats.domElement);
return stats;
}
};
window.onload = init;
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This Pen doesn't use any external CSS resources.