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webvr_sandbox.html
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<!DOCTYPE html>
<html lang="en">
<head>
<title>three.js webvr - sandbox</title>
<meta charset="utf-8">
<meta name="viewport" content="width=device-width, initial-scale=1.0, user-scalable=no">
<style>
body {
margin: 0px;
overflow: hidden;
}
</style>
</head>
<body>
<script src="../build/three.js"></script>
<script src="js/objects/Lensflare.js"></script>
<script src="js/objects/Reflector.js"></script>
<script src="js/vr/WebVR.js"></script>
<script>
var camera, scene, renderer;
var reflector;
init();
animate();
function init() {
var background = new THREE.CubeTextureLoader()
.setPath( 'textures/cube/MilkyWay/' )
.load( [ 'dark-s_px.jpg', 'dark-s_nx.jpg', 'dark-s_py.jpg', 'dark-s_ny.jpg', 'dark-s_pz.jpg', 'dark-s_nz.jpg' ] );
background.format = THREE.RGBFormat;
scene = new THREE.Scene();
scene.background = background;
camera = new THREE.PerspectiveCamera( 50, window.innerWidth / window.innerHeight, 0.1, 10 );
var geometry = new THREE.TorusKnotBufferGeometry( 0.4, 0.15, 150, 20 );
var material = new THREE.MeshStandardMaterial( { roughness: 0.01, metalness: 0.2, envMap: background } );
var mesh = new THREE.Mesh( geometry, material );
mesh.position.y = 0.75;
mesh.position.z = - 2;
mesh.castShadow = true;
mesh.receiveShadow = true;
scene.add( mesh );
var geometry = new THREE.BoxBufferGeometry( 1.5, 0.1, 1.5 );
var material = new THREE.MeshPhongMaterial();
var mesh = new THREE.Mesh( geometry, material );
mesh.position.y = - 0.2;
mesh.position.z = - 2;
mesh.castShadow = true;
mesh.receiveShadow = true;
scene.add( mesh );
var light = new THREE.DirectionalLight( 0x8800ff );
light.position.set( - 1, 1.5, - 1.5 );
light.castShadow = true;
light.shadow.camera.zoom = 4;
scene.add( light );
light.target.position.set( 0, 0, - 2 );
scene.add( light.target );
// var helper = new THREE.CameraHelper( light.shadow.camera );
// scene.add( helper );
var light = new THREE.DirectionalLight( 0xff0000 );
light.position.set( 1, 1.5, - 2.5 );
light.castShadow = true;
light.shadow.camera.zoom = 4;
scene.add( light );
light.target.position.set( 0, 0, - 2 );
scene.add( light.target );
// var helper = new THREE.CameraHelper( light.shadow.camera );
// scene.add( helper );
// lensflare
var loader = new THREE.TextureLoader();
var texture0 = loader.load( "textures/lensflare/lensflare0.png" );
var texture3 = loader.load( "textures/lensflare/lensflare3.png" );
var lensflare = new THREE.Lensflare();
lensflare.position.set( 0, 5, - 5 );
lensflare.addElement( new THREE.LensflareElement( texture0, 700, 0 ) );
lensflare.addElement( new THREE.LensflareElement( texture3, 60, 0.6 ) );
lensflare.addElement( new THREE.LensflareElement( texture3, 70, 0.7 ) );
lensflare.addElement( new THREE.LensflareElement( texture3, 120, 0.9 ) );
lensflare.addElement( new THREE.LensflareElement( texture3, 70, 1 ) );
scene.add( lensflare );
//
var geometry = new THREE.PlaneBufferGeometry( 1.4, 1.4 );
reflector = new THREE.Reflector( geometry, {
textureWidth: window.innerWidth * window.devicePixelRatio,
textureHeight: window.innerHeight * window.devicePixelRatio
} );
reflector.position.x = 1;
reflector.position.y = 0.5;
reflector.position.z = - 3;
reflector.rotation.y = - Math.PI / 4;
scene.add( reflector );
var geometry = new THREE.BoxBufferGeometry( 1.5, 1.5, 0.1 );
var material = new THREE.MeshPhongMaterial();
var mesh = new THREE.Mesh( geometry, material );
mesh.position.z = - 0.07;
mesh.castShadow = true;
mesh.receiveShadow = true;
reflector.add( mesh );
//
renderer = new THREE.WebGLRenderer( { antialias: true } );
renderer.autoClear = false;
renderer.setPixelRatio( window.devicePixelRatio );
renderer.setSize( window.innerWidth, window.innerHeight );
renderer.shadowMap.enabled = true;
renderer.vr.enabled = true;
document.body.appendChild( renderer.domElement );
document.body.appendChild( WEBVR.createButton( renderer ) );
//
window.addEventListener( 'resize', onWindowResize, false );
}
function onWindowResize() {
camera.aspect = window.innerWidth / window.innerHeight;
camera.updateProjectionMatrix();
renderer.setSize( window.innerWidth, window.innerHeight );
}
function animate() {
renderer.setAnimationLoop( render );
}
function render() {
var time = performance.now() * 0.0002;
var mesh = scene.children[ 0 ];
mesh.rotation.x = time * 2;
mesh.rotation.y = time * 5;
renderer.render( scene, camera );
}
</script>
</body>
</html>