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<!DOCTYPE html>
<html lang="en">
<head>
<title>three.js webgl - PointLight ShadowMap</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 {
font-family: Monospace;
background-color: #000;
color: #fff;
margin: 0px;
overflow: hidden;
}
#info {
position: absolute;
top: 10px;
width: 100%;
text-align: center;
z-index: 100;
display:block;
}
a {
color: #f88;
font-weight: bold;
text-decoration: underline;
cursor: pointer;
}
</style>
</head>
<body>
<div id="info">
<a href="http://threejs.org" target="_blank" rel="noopener">three.js</a> - PointLight ShadowMap by <a href="https://github.com/mkkellogg">mkkellogg</a>
</div>
<script src="../build/three.js"></script>
<script src="js/controls/OrbitControls.js"></script>
<script src="js/WebGL.js"></script>
<script src="js/libs/stats.min.js"></script>
<script>
if ( WEBGL.isWebGLAvailable() === false ) {
document.body.appendChild( WEBGL.getWebGLErrorMessage() );
}
var camera, scene, renderer, stats;
var pointLight, pointLight2;
init();
animate();
function init() {
camera = new THREE.PerspectiveCamera( 45, window.innerWidth / window.innerHeight, 1, 1000 );
camera.position.set( 0, 10, 40 );
scene = new THREE.Scene();
scene.add( new THREE.AmbientLight( 0x111122 ) );
// lights
function createLight( color ) {
var intensity = 1.5;
var pointLight = new THREE.PointLight( color, intensity, 20 );
pointLight.castShadow = true;
pointLight.shadow.camera.near = 1;
pointLight.shadow.camera.far = 60;
pointLight.shadow.bias = - 0.005; // reduces self-shadowing on double-sided objects
var geometry = new THREE.SphereBufferGeometry( 0.3, 12, 6 );
var material = new THREE.MeshBasicMaterial( { color: color } );
material.color.multiplyScalar( intensity );
var sphere = new THREE.Mesh( geometry, material );
pointLight.add( sphere );
var texture = new THREE.CanvasTexture( generateTexture() );
texture.magFilter = THREE.NearestFilter;
texture.wrapT = THREE.RepeatWrapping;
texture.wrapS = THREE.RepeatWrapping;
texture.repeat.set( 1, 3.5 );
var geometry = new THREE.SphereBufferGeometry( 2, 32, 8 );
var material = new THREE.MeshPhongMaterial( {
side: THREE.DoubleSide,
alphaMap: texture,
alphaTest: 0.5
} );
var sphere = new THREE.Mesh( geometry, material );
sphere.castShadow = true;
sphere.receiveShadow = true;
pointLight.add( sphere );
// custom distance material
var distanceMaterial = new THREE.MeshDistanceMaterial( {
alphaMap: material.alphaMap,
alphaTest: material.alphaTest
} );
sphere.customDistanceMaterial = distanceMaterial;
return pointLight;
}
pointLight = createLight( 0x0088ff );
scene.add( pointLight );
pointLight2 = createLight( 0xff8888 );
scene.add( pointLight2 );
//
var geometry = new THREE.BoxBufferGeometry( 30, 30, 30 );
var material = new THREE.MeshPhongMaterial( {
color: 0xa0adaf,
shininess: 10,
specular: 0x111111,
side: THREE.BackSide
} );
var mesh = new THREE.Mesh( geometry, material );
mesh.position.y = 10;
mesh.receiveShadow = true;
scene.add( mesh );
//
renderer = new THREE.WebGLRenderer( { antialias: true } );
renderer.setPixelRatio( window.devicePixelRatio );
renderer.setSize( window.innerWidth, window.innerHeight );
renderer.shadowMap.enabled = true;
renderer.shadowMap.type = THREE.BasicShadowMap;
document.body.appendChild( renderer.domElement );
var controls = new THREE.OrbitControls( camera, renderer.domElement );
controls.target.set( 0, 10, 0 );
controls.update();
stats = new Stats();
document.body.appendChild( stats.dom );
//
window.addEventListener( 'resize', onWindowResize, false );
}
function onWindowResize() {
camera.aspect = window.innerWidth / window.innerHeight;
camera.updateProjectionMatrix();
renderer.setSize( window.innerWidth, window.innerHeight );
}
function generateTexture() {
var canvas = document.createElement( 'canvas' );
canvas.width = 2;
canvas.height = 2;
var context = canvas.getContext( '2d' );
context.fillStyle = 'white';
context.fillRect( 0, 1, 2, 1 );
return canvas;
}
function animate() {
requestAnimationFrame( animate );
render();
}
function render() {
var time = performance.now() * 0.001;
pointLight.position.x = Math.sin( time * 0.6 ) * 9;
pointLight.position.y = Math.sin( time * 0.7 ) * 9 + 5;
pointLight.position.z = Math.sin( time * 0.8 ) * 9;
pointLight.rotation.x = time;
pointLight.rotation.z = time;
time += 10000;
pointLight2.position.x = Math.sin( time * 0.6 ) * 9;
pointLight2.position.y = Math.sin( time * 0.7 ) * 9 + 5;
pointLight2.position.z = Math.sin( time * 0.8 ) * 9;
pointLight2.rotation.x = time;
pointLight2.rotation.z = time;
renderer.render( scene, camera );
stats.update();
}
</script>
</body>
</html>