提交 63cfba0c 编写于 作者: M Mugen87

Examples: Cleanup

上级 5d724d33
......@@ -121,18 +121,17 @@
light.castShadow = true;
light.shadowMapWidth = 1024;
light.shadowMapHeight = 1024;
light.shadow.mapSize.width = 1024;
light.shadow.mapSize.heigth = 1024;
var d = 390;
light.shadowCameraLeft = -d;
light.shadowCameraRight = d;
light.shadowCameraTop = d * 1.5;
light.shadowCameraBottom = -d;
light.shadow.camera.left = -d;
light.shadow.camera.right = d;
light.shadow.camera.top = d * 1.5;
light.shadow.camera.bottom = -d;
light.shadowCameraFar = 3500;
//light.shadowCameraVisible = true;
light.shadow.camera.far = 3500;
// RENDERER
......@@ -160,8 +159,6 @@
var loader = new THREE.JSONLoader();
loader.load( "models/skinned/knight.js", function ( geometry, materials ) {
console.log( 'materials', materials );
createScene( geometry, materials, 0, FLOOR, -300, 60 )
// GUI
......
......@@ -70,12 +70,12 @@
var light = new THREE.SpotLight( 0xffffff, 1.5 );
light.position.set( 0, 1500, 200 );
light.castShadow = true;
light.shadowCameraNear = 200;
light.shadowCameraFar = 2000;
light.shadowCameraFov = 70;
light.shadowBias = -0.000222;
light.shadowMapWidth = 1024;
light.shadowMapHeight = 1024;
light.shadow.camera.near = 200;
light.shadow.camera.far = 2000;
light.shadow.camera.fov = 70;
light.shadow.bias = -0.000222;
light.shadow.mapSize.width = 1024;
light.shadow.mapSize.height = 1024;
scene.add( light );
spotlight = light;
......
......@@ -60,14 +60,14 @@
light.position.set( 0, 500, 2000 );
light.castShadow = true;
light.shadowCameraNear = 200;
light.shadowCameraFar = camera.far;
light.shadowCameraFov = 50;
light.shadow.camera.near = 200;
light.shadow.camera.far = camera.far;
light.shadow.camera.fov = 50;
light.shadowBias = -0.00022;
light.shadow.bias = -0.00022;
light.shadowMapWidth = 2048;
light.shadowMapHeight = 2048;
light.shadow.mapSize.width = 2048;
light.shadow.mapSize.height = 2048;
scene.add( light );
......
......@@ -160,7 +160,7 @@
}
geometry.setIndex( new THREE.BufferAttribute( indices, 1 ) );
geometry.addDrawCall( 0, indices.length );
geometry.addGroup( 0, indices.length );
var material = new THREE.PointsMaterial( { size: pointSize, vertexColors: THREE.VertexColors } );
var pointcloud = new THREE.Points( geometry, material );
......
......@@ -105,14 +105,17 @@
light.position.set( 200, 450, 500 );
light.castShadow = true;
light.shadowMapWidth = 1024;
light.shadowMapHeight = 512;
light.shadowCameraNear = 100;
light.shadowCameraFar = 1200;
light.shadowCameraTop = 350;
light.shadowCameraBottom = -350;
light.shadowCameraRight = 1000;
light.shadowCameraLeft = -1000;
light.shadow.mapSize.width = 1024;
light.shadow.mapSize.height = 512;
light.shadow.camera.near = 100;
light.shadow.camera.far = 1200;
light.shadow.camera.left = -1000;
light.shadow.camera.right = 1000;
light.shadow.camera.top = 350;
light.shadow.camera.bottom = -350;
scene.add( light );
// scene.add( new THREE.CameraHelper( light.shadow.camera ) );
......
......@@ -150,21 +150,20 @@
scene.add( directionalLight );
directionalLight.castShadow = true;
// directionalLight.shadowCameraVisible = true;
var d = 1;
directionalLight.shadowCameraLeft = -d;
directionalLight.shadowCameraRight = d;
directionalLight.shadowCameraTop = d;
directionalLight.shadowCameraBottom = -d;
directionalLight.shadow.camera.left = -d;
directionalLight.shadow.camera.right = d;
directionalLight.shadow.camera.top = d;
directionalLight.shadow.camera.bottom = -d;
directionalLight.shadowCameraNear = 1;
directionalLight.shadowCameraFar = 4;
directionalLight.shadow.camera.near = 1;
directionalLight.shadow.camera.far = 4;
directionalLight.shadowMapWidth = 1024;
directionalLight.shadowMapHeight = 1024;
directionalLight.shadow.mapSize.width = 1024;
directionalLight.shadow.mapSize.height = 1024;
directionalLight.shadowBias = -0.005;
directionalLight.shadow.bias = -0.005;
}
......
......@@ -204,21 +204,20 @@
scene.add( directionalLight );
directionalLight.castShadow = true;
// directionalLight.shadowCameraVisible = true;
var d = 1;
directionalLight.shadowCameraLeft = -d;
directionalLight.shadowCameraRight = d;
directionalLight.shadowCameraTop = d;
directionalLight.shadowCameraBottom = -d;
directionalLight.shadow.camera.left = -d;
directionalLight.shadow.camera.right = d;
directionalLight.shadow.camera.top = d;
directionalLight.shadow.camera.bottom = -d;
directionalLight.shadowCameraNear = 1;
directionalLight.shadowCameraFar = 4;
directionalLight.shadow.camera.near = 1;
directionalLight.shadow.camera.far = 4;
directionalLight.shadowMapWidth = 1024;
directionalLight.shadowMapHeight = 1024;
directionalLight.shadow.mapSize.width = 1024;
directionalLight.shadow.mapSize.height = 1024;
directionalLight.shadowBias = -0.005;
directionalLight.shadow.bias = -0.005;
}
......
......@@ -96,20 +96,19 @@
scene.add( directionalLight );
directionalLight.castShadow = true;
// directionalLight.shadowCameraVisible = true;
directionalLight.shadowMapWidth = 2048;
directionalLight.shadowMaHeight = 2048;
directionalLight.shadow.mapSize.width = 2048;
directionalLight.shadow.mapSize.height = 2048;
var d = 150;
directionalLight.shadowCameraLeft = -d * 1.2;
directionalLight.shadowCameraRight = d * 1.2;
directionalLight.shadowCameraTop = d;
directionalLight.shadowCameraBottom = -d;
directionalLight.shadow.camera.left = -d * 1.2;
directionalLight.shadow.camera.right = d * 1.2;
directionalLight.shadow.camera.top = d;
directionalLight.shadow.camera.bottom = -d;
directionalLight.shadowCameraNear = 200;
directionalLight.shadowCameraFar = 500;
directionalLight.shadow.camera.near = 200;
directionalLight.shadow.camera.far = 500;
// RENDERER
......
......@@ -101,17 +101,16 @@
scene.add( spotLight );
spotLight.castShadow = true;
// spotLight.shadowCameraVisible = true;
spotLight.shadowMapWidth = 2048;
spotLight.shadowMapHeight = 2048;
spotLight.shadow.mapSize.width = 2048;
spotLight.shadow.mapSize.height = 2048;
spotLight.shadowCameraNear = 200;
spotLight.shadowCameraFar = 1500;
spotLight.shadow.camera.near = 200;
spotLight.shadow.camera.far = 1500;
spotLight.shadowCameraFov = 40;
spotLight.shadow.camera.fov = 40;
spotLight.shadowBias = -0.005;
spotLight.shadow.bias = -0.005;
//
......
......@@ -111,20 +111,19 @@
directionalLight.position.set( 500, 0, 500 );
directionalLight.castShadow = true;
//directionalLight.shadowCameraVisible = true;
directionalLight.shadowMapWidth = 2048;
directionalLight.shadowMapHeight = 2048;
directionalLight.shadow.mapSize.width = 2048;
directionalLight.shadow.mapSize.height = 2048;
directionalLight.shadowCameraNear = 200;
directionalLight.shadowCameraFar = 1500;
directionalLight.shadow.camera.near = 200;
directionalLight.shadow.camera.far = 1500;
directionalLight.shadowCameraLeft = -500;
directionalLight.shadowCameraRight = 500;
directionalLight.shadowCameraTop = 500;
directionalLight.shadowCameraBottom = -500;
directionalLight.shadow.camera.left = -500;
directionalLight.shadow.camera.right = 500;
directionalLight.shadow.camera.top = 500;
directionalLight.shadow.camera.bottom = -500;
directionalLight.shadowBias = -0.005;
directionalLight.shadow.bias = -0.005;
scene.add( directionalLight );
......
......@@ -169,21 +169,16 @@
spotLight.target.position.set( 0, 0, 0 );
spotLight.castShadow = true;
spotLight.shadowCameraNear = 100;
spotLight.shadowCameraFar = camera.far;
spotLight.shadowCameraFov = 50;
spotLight.shadow.camera.near = 100;
spotLight.shadow.camera.far = camera.far;
spotLight.shadow.camera.fov = 50;
spotLight.shadowBias = -0.00125;
spotLight.shadowMapWidth = SHADOW_MAP_WIDTH;
spotLight.shadowMapHeight = SHADOW_MAP_HEIGHT;
spotLight.shadow.bias = -0.00125;
spotLight.shadow.mapSize.width = SHADOW_MAP_WIDTH;
spotLight.shadow.mapSize.height = SHADOW_MAP_HEIGHT;
scene.add( spotLight );
directionalLight2 = new THREE.PointLight( 0xff9900, 0.25 );
directionalLight2.position.set( 0.5, -1, 0.5 );
//directionalLight2.position.normalize();
//scene.add( directionalLight2 );
// RENDERER
renderer = new THREE.WebGLRenderer( { antialias: false } );
......
......@@ -111,16 +111,13 @@
light.castShadow = true;
light.shadowCameraNear = 1200;
light.shadowCameraFar = 2500;
light.shadowCameraFov = 50;
light.shadow.camera.near = 1200;
light.shadow.camera.far = 2500;
light.shadow.camera.fov = 50;
light.shadow.bias = 0.0001;
//light.shadowCameraVisible = true;
light.shadowBias = 0.0001;
light.shadowMapWidth = SHADOW_MAP_WIDTH;
light.shadowMapHeight = SHADOW_MAP_HEIGHT;
light.shadow.mapSize.width = SHADOW_MAP_WIDTH;
light.shadow.mapSize.height = SHADOW_MAP_HEIGHT;
scene.add( light );
......
......@@ -106,16 +106,14 @@
light.castShadow = true;
light.shadowCameraNear = 700;
light.shadowCameraFar = camera.far;
light.shadowCameraFov = 50;
light.shadow.camera.near = 700;
light.shadow.camera.far = camera.far;
light.shadow.camera.fov = 50;
//light.shadowCameraVisible = true;
light.shadow.bias = 0.0001;
light.shadowBias = 0.0001;
light.shadowMapWidth = SHADOW_MAP_WIDTH;
light.shadowMapHeight = SHADOW_MAP_HEIGHT;
light.shadow.mapSize.width = SHADOW_MAP_WIDTH;
light.shadow.mapSize.height = SHADOW_MAP_HEIGHT;
scene.add( light );
......
......@@ -76,10 +76,10 @@
spotLight.penumbra = 0.3;
spotLight.position.set( 10, 10, 5 );
spotLight.castShadow = true;
spotLight.shadowCameraNear = 8;
spotLight.shadowCameraFar = 30;
spotLight.shadowMapWidth = 1024;
spotLight.shadowMapHeight = 1024;
spotLight.shadow.camera.near = 8;
spotLight.shadow.camera.far = 30;
spotLight.shadow.mapSize.width = 1024;
spotLight.shadow.mapSize.height = 1024;
scene.add( spotLight );
scene.add( new THREE.CameraHelper( spotLight.shadow.camera ) );
......@@ -88,14 +88,14 @@
dirLight.name = 'Dir. Light';
dirLight.position.set( 0, 10, 0 );
dirLight.castShadow = true;
dirLight.shadowCameraNear = 1;
dirLight.shadowCameraFar = 10;
dirLight.shadowCameraRight = 15;
dirLight.shadowCameraLeft = - 15;
dirLight.shadowCameraTop = 15;
dirLight.shadowCameraBottom = - 15;
dirLight.shadowMapWidth = 1024;
dirLight.shadowMapHeight = 1024;
dirLight.shadow.camera.near = 1;
dirLight.shadow.camera.far = 10;
dirLight.shadow.camera.right = 15;
dirLight.shadow.camera.left = - 15;
dirLight.shadow.camera.top = 15;
dirLight.shadow.camera.bottom = - 15;
dirLight.shadow.mapSize.width = 1024;
dirLight.shadow.mapSize.height = 1024;
scene.add( dirLight );
scene.add( new THREE.CameraHelper( dirLight.shadow.camera ) );
......
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