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fresnel_emit.html
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fresnel_emit.html
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<!DOCTYPE html>
<html lang="en">
<head>
<title>SceneJS Example</title>
<meta charset="utf-8">
<meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0">
<style>
body {
background: white;
margin: 0;
-moz-user-select: -moz-none;
-khtml-user-select: none;
-webkit-user-select: none;
}
</style>
<script src="../api/latest/scenejs.min.js"></script>
<link href="css/styles.css" rel="stylesheet"/>
<body>
<div id="infoLight">
<a href="http://scenejs.org">SceneJS</a> - Fresnel Glow
</div>
<script>
// Point SceneJS to the bundled plugins
SceneJS.setConfigs({
pluginPath: "../api/latest/plugins"
});
// Create scene
SceneJS.createScene({
nodes: [
// Mouse-orbited camera, implemented by plugin at
// http://scenejs.org/api/latest/plugins/node/cameras/orbit.js
{
type: "cameras/orbit",
yaw: 30,
pitch: -30,
zoom: 5,
zoomSensitivity: 1.0,
spin: 0.5,
nodes: [
// Override default lights, defining a single directional light in World-space
// that has both diffuse and specular components. Since the light is in World-space,
// it will move relative to our changing viewpoint, as if it
// were a fixture in the scene.
{
type: "lights",
id: "myLights", // So we can reference this lights node
lights: [
{
mode: "dir",
color: {r: 1.0, g: 1.0, b: 1.0},
diffuse: true,
specular: true,
dir: {x: 1.0, y: -0.5, z: -1.0},
space: "view"
}
],
nodes: [
{
type: "material",
color: {r: 0.6, g: 0.5, b: 0.5},
specularColor: {r: 1.0, g: 1.0, b: 1.0},
specular: 1.0,
shine: 70.0,
emit: 1.0,
nodes: [
// Emissive fresnel
{
type: "fresnel",
applyTo: "emit",
edgeBias : 0.2,
centerBias: 0.7,
power: 3.0,
edgeColor: {r: 1.0, g: 0.5, b: 0.0},
centerColor: {r: 0.0, g: 0.0, b: 1.0},
nodes: [
// Color map
{
type: "texture",
src: "textures/crossGridColorMap.jpg",
nodes: [
// Torus primitive, implemented by plugin at
// http://scenejs.org/api/latest/plugins/node/geometry/torus.js
{
type: "geometry/torus",
segmentsR:60,
segmentsT:40
}
]
}
]
}
]
}
]
}
]
}
]
});
</script>
</body>
</html>