index.html 7.3 KB

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  1. <!DOCTYPE html>
  2. <html xmlns="http://www.w3.org/1999/xhtml">
  3. <head>
  4. <title>Shaders Library</title>
  5. <script src="dat.gui.min.js"></script>
  6. <script src="babylon.max.js"></script>
  7. <script src="../dist/babylon.simpleMaterial.js"></script>
  8. <script src="../dist/babylon.waterMaterial.js"></script>
  9. <script src="../dist/babylon.fireMaterial.js"></script>
  10. <style>
  11. html, body {
  12. width: 100%;
  13. height: 100%;
  14. padding: 0;
  15. margin: 0;
  16. overflow: hidden;
  17. }
  18. #renderCanvas {
  19. width: 100%;
  20. height: 100%;
  21. }
  22. #fps {
  23. position: absolute;
  24. background-color: black;
  25. border: 2px solid red;
  26. text-align: center;
  27. font-size: 16px;
  28. color: white;
  29. top: 15px;
  30. left: 10px;
  31. width: 60px;
  32. height: 20px;
  33. }
  34. </style>
  35. </head>
  36. <body>
  37. <div id="fps">0</div>
  38. <canvas id="renderCanvas"></canvas>
  39. <script>
  40. if (BABYLON.Engine.isSupported()) {
  41. var canvas = document.getElementById("renderCanvas");
  42. var engine = new BABYLON.Engine(canvas, true);
  43. var divFps = document.getElementById("fps");
  44. var scene = new BABYLON.Scene(engine);
  45. var camera = new BABYLON.ArcRotateCamera("Camera", Math.PI / 2, Math.PI / 6, 50, BABYLON.Vector3.Zero(), scene);
  46. camera.attachControl(canvas, true);
  47. // Lights
  48. var hemisphericLight = new BABYLON.HemisphericLight("hemi", new BABYLON.Vector3(0, 1, 0), scene);
  49. var pointLight = new BABYLON.PointLight("point", new BABYLON.Vector3(100, 100, 10), scene);
  50. pointLight.setEnabled(false);
  51. var directionalLight = new BABYLON.DirectionalLight("directional", new BABYLON.Vector3(1, 0.2, 0), scene);
  52. directionalLight.setEnabled(false);
  53. var spotLight = new BABYLON.SpotLight("spot", new BABYLON.Vector3(0, -30, 0), new BABYLON.Vector3(0, 1, 0), 1.1, 1, scene);
  54. spotLight.setEnabled(false);
  55. // Create meshes
  56. var sphere = BABYLON.Mesh.CreateSphere("sphere", 32, 30.0, scene);
  57. var plane = BABYLON.MeshBuilder.CreateBox("plane", { width: 30, height: 0.1, depth:30 }, scene);
  58. plane.setEnabled(false);
  59. // Skybox
  60. var skybox = BABYLON.Mesh.CreateBox("skyBox", 1000.0, scene);
  61. var skyboxMaterial = new BABYLON.StandardMaterial("skyBox", scene);
  62. skyboxMaterial.backFaceCulling = false;
  63. skyboxMaterial.reflectionTexture = new BABYLON.CubeTexture("textures/skybox/TropicalSunnyDay", scene);
  64. skyboxMaterial.reflectionTexture.coordinatesMode = BABYLON.Texture.SKYBOX_MODE;
  65. skyboxMaterial.diffuseColor = new BABYLON.Color3(0, 0, 0);
  66. skyboxMaterial.specularColor = new BABYLON.Color3(0, 0, 0);
  67. skyboxMaterial.disableLighting = true;
  68. skybox.material = skyboxMaterial;
  69. skybox.setEnabled(false);
  70. var currentMesh = sphere;
  71. // Rabbit
  72. var rabbit;
  73. BABYLON.SceneLoader.ImportMesh("Rabbit", "meshes/", "Rabbit.babylon", scene, function (newMeshes, particleSystems, skeletons) {
  74. rabbit = newMeshes[1];
  75. rabbit.setEnabled(false);
  76. rabbit.scaling = new BABYLON.Vector3(0.4, 0.4, 0.4);
  77. scene.beginAnimation(skeletons[0], 0, 100, true, 0.8);
  78. // Shadow caster
  79. var shadowCaster = BABYLON.Mesh.CreateTorus("torus", 4, 2, 30, scene, false);
  80. shadowCaster.setEnabled(false);
  81. shadowCaster.position = new BABYLON.Vector3(-20, -10, 0);
  82. var shadowGenerator = new BABYLON.ShadowGenerator(1024, directionalLight);
  83. shadowGenerator.getShadowMap().renderList.push(shadowCaster);
  84. shadowGenerator.usePoissonSampling = true;
  85. // Register a render loop to repeatedly render the scene
  86. var angle = 0;
  87. engine.runRenderLoop(function () {
  88. scene.render();
  89. divFps.innerHTML = engine.getFps().toFixed() + " fps";
  90. shadowCaster.position.x = 20 * Math.sin(angle);
  91. shadowCaster.position.y = 20 * Math.cos(angle);
  92. shadowCaster.position.z = 20 * Math.cos(angle);
  93. shadowCaster.rotation.x += 0.01;
  94. shadowCaster.rotation.y += 0.01;
  95. angle += 0.01;
  96. });
  97. // Resize
  98. window.addEventListener("resize", function () {
  99. engine.resize();
  100. });
  101. // Fog
  102. scene.fogMode = BABYLON.Scene.FOGMODE_NONE;
  103. scene.fogDensity = 0.01;
  104. // Create shaders
  105. var std = new BABYLON.StandardMaterial("std", scene);
  106. std.diffuseTexture = new BABYLON.Texture("textures/amiga.jpg", scene);
  107. std.diffuseTexture.uScale = 5;
  108. std.diffuseTexture.vScale = 5;
  109. var simple = new BABYLON.SimpleMaterial("simple", scene);
  110. simple.diffuseTexture = new BABYLON.Texture("textures/amiga.jpg", scene);
  111. simple.diffuseTexture.uScale = 5;
  112. simple.diffuseTexture.vScale = 5;
  113. var water = new BABYLON.WaterMaterial("water", scene, currentMesh);
  114. water.enableRenderTargets(false);
  115. water.bumpTexture = new BABYLON.Texture("textures/waterbump.png", scene);
  116. var fire = new BABYLON.FireMaterial("fire", scene);
  117. fire.diffuseTexture = new BABYLON.Texture("textures/fire/diffuse.png", scene);
  118. fire.distortionTexture = new BABYLON.Texture("textures/fire/distortion.png", scene);
  119. fire.opacityTexture = new BABYLON.Texture("textures/fire/opacity.png", scene);
  120. // Default to std
  121. var currentMaterial = std;
  122. sphere.material = std;
  123. //UI
  124. var gui = new dat.GUI();
  125. var options = {
  126. material: "standard",
  127. mesh: "sphere",
  128. hemisphericLight: true,
  129. pointLight: false,
  130. directionalLight: false,
  131. castShadows: false,
  132. spotLight: false,
  133. fog: false,
  134. skybox: false
  135. }
  136. gui.add(options, 'material', ['standard', 'simple', 'water', 'fire']).onFinishChange(function () {
  137. water.enableRenderTargets(false);
  138. switch (options.material) {
  139. case "simple":
  140. currentMaterial = simple;
  141. break;
  142. case "water":
  143. currentMaterial = water;
  144. water.enableRenderTargets(true);
  145. break;
  146. case "fire":
  147. currentMaterial = fire;
  148. break;
  149. default:
  150. currentMaterial = std;
  151. break;
  152. }
  153. currentMesh.material = currentMaterial;
  154. });
  155. gui.add(options, 'mesh', ['sphere', 'plane', 'rabbit']).onFinishChange(function () {
  156. currentMesh.setEnabled(false);
  157. switch (options.mesh) {
  158. case "sphere":
  159. currentMesh = sphere;
  160. break;
  161. case "plane":
  162. currentMesh = plane;
  163. break;
  164. case "rabbit":
  165. currentMesh = rabbit;
  166. break;
  167. }
  168. currentMesh.setEnabled(true);
  169. currentMesh.material = currentMaterial;
  170. water.mesh = currentMesh;
  171. });
  172. gui.add(options, 'hemisphericLight').onChange(function () {
  173. hemisphericLight.setEnabled(options.hemisphericLight);
  174. });
  175. gui.add(options, 'pointLight').onChange(function () {
  176. pointLight.setEnabled(options.pointLight);
  177. });
  178. gui.add(options, 'spotLight').onChange(function () {
  179. spotLight.setEnabled(options.spotLight);
  180. });
  181. var f1 = gui.addFolder('directionalLight');
  182. f1.add(options, 'directionalLight').onChange(function () {
  183. directionalLight.setEnabled(options.directionalLight);
  184. shadowCaster.setEnabled(options.directionalLight && options.castShadows);
  185. });
  186. f1.add(options, 'castShadows').onChange(function () {
  187. shadowCaster.setEnabled(options.directionalLight && options.castShadows);
  188. currentMesh.receiveShadows = true;
  189. });
  190. gui.add(options, 'fog').onChange(function () {
  191. scene.fogMode = options.fog ? BABYLON.Scene.FOGMODE_EXP : BABYLON.Scene.FOGMODE_NONE;
  192. });
  193. gui.add(options, 'skybox').onChange(function() {
  194. skybox.setEnabled(options.skybox);
  195. });
  196. });
  197. }
  198. </script>
  199. </body>
  200. </html>