JSFiddle - React, Tailwind, and code Playground
by k6e2n0t12
HTML
<div id="info">
hw8 <br>toon shading+Shadow map
</div>
<script src="https://cdnjs.cloudflare.com/ajax/libs/three.js/r70/three.min.js"></script>
<script src="https://dl.dropboxusercontent.com/u/3587259/Code/Threejs/OrbitControls.js"></script>
<script src="https://cdnjs.cloudflare.com/ajax/libs/dat-gui/0.5/dat.gui.min.js"></script><script id="myVertexShader" type="x-shader/x-vertex">
uniform vec3 lightpos;
varying float ndotl;
varying vec3 lightdir;
varying vec3 eyenorm;
void main() {
gl_Position = projectionMatrix* modelViewMatrix * vec4( position, 1.0);
//vec4 worldpos = modelMatrix * vec4 (position, 1.0);
//ndotl = dot (normalize(lightpos.xyz - worldpos.xyz), normal);
vec4 eyepos = modelViewMatrix * vec4 (position, 1.0);
vec4 lighteye = viewMatrix * vec4 (lightpos, 1.0);
lightdir = lighteye.xyz - eyepos.xyz;
eyenorm = normalMatrix * normal;
}
</script>
<script id="myFragmentShader" type="x-shader/x-fragment">
varying float ndotl;
varying vec3 lightdir;
varying vec3 eyenorm;
void main() {
float nn = dot (normalize(lightdir), normalize(eyenorm));
if (nn > 0.8) {
nn= 1.0;
} else if (nn > 0.6) {
nn = 0.6;
} else {
nn = 0.2;
}
gl_FragColor = vec4 (nn,nn,nn, 1.0);
}
</script>
CSS
#info {
position: absolute;
top: 2%;
width: 100%;
padding: 10px;
text-align: center;
color: #ffff00
}
#gui {
position: absolute;
top: 30px;
right: 1%;
height: 350px;
width: 100px;
}
body {
overflow: hidden;
}
JavaScript
var scene, renderer, camera;
var controls;
var jsonModel, jsonModel2;
var angle = 0,light1,floor;
init();
animate();
function init() {
var width = window.innerWidth;
var height = window.innerHeight;
renderer = new THREE.WebGLRenderer({
antialias: true
});
renderer.setSize(width, height);
renderer.setClearColor(0x888888);
document.body.appendChild(renderer.domElement);
scene = new THREE.Scene();
camera = new THREE.PerspectiveCamera(45, width / height, 0.1, 10000);
camera.position.z = 200;
camera.lookAt(new THREE.Vector3(0, 0, 0));
controls = new THREE.OrbitControls(camera, renderer.domElement);
pointLight = new THREE.PointLight(0xffff00);
pointLight.position.set(0, 100, 200);
//pointLight.castShadow = true;
//scene.add(pointLight);
/////////////////////////////////////////////
/////////////////////////////////////////////////////////////////
teapotMaterial = new THREE.ShaderMaterial({
uniforms: {
lightpos: {type:'v3', value: new THREE.Vector3(0, 30, 20) },
shading: {type:'i', value: 0},
coordinate: {type:'i', value: 0},
},
vertexShader: document.getElementById('myVertexShader').textContent,
fragmentShader: document.getElementById('myFragmentShader').textContent
});
var jsonLoader = new THREE.JSONLoader();
var teapotGroup = new THREE.Object3D();
var url = "https://k6e2n0t12.github.io/homework-repository/teapot.json";
jsonLoader.load(url, function(geometry, materials) {
//var material = new THREE.MeshFaceMaterial(materials);
jsonModel = new THREE.Mesh(geometry, teapotMaterial);
jsonModel.scale.set(10, 10, 10);
jsonModel.castShadow = true;
jsonModel.receiveShadow = true;
scene.add(jsonModel);
//teapotGroup.add(jsonModel);
jsonModel2 = jsonModel.clone();
jsonModel2.position.set(70, 0, 0);
jsonModel.material = new THREE.MeshLambertMaterial();
scene.add(jsonModel2);
//teapotGroup.add(jsonModel2);
});
//teapotGroup.add(jsonModel);
...