提交 aaef3a8a 编写于 作者: M Mr.doob

Simplified PointLight shadows example.

上级 5249b432
......@@ -35,10 +35,9 @@
if ( ! Detector.webgl ) Detector.addGetWebGLMessage();
var camera, scene, renderer, clock, stats;
var camera, scene, renderer, stats;
var dirLight, pointLight;
var pointLightParent;
var torusKnot, cube, cube2, cube3, cube4;
var torusKnot;
var cubeMaterial;
var wallMaterial;
var ground;
......@@ -59,28 +58,35 @@
function initScene() {
camera = new THREE.PerspectiveCamera( 45, window.innerWidth / window.innerHeight, 1, 1000 );
camera.position.set( 0, 15, 35 );
camera.position.set( 0, 10, 40 );
scene = new THREE.Scene();
// Lights
var ambient = new THREE.AmbientLight( 0x404040 );
scene.add( ambient );
pointLight = new THREE.PointLight( 0xffffff );
pointLight.position.set( 0, 11, 4 );
pointLight.castShadow = true;
pointLight.shadowCameraNear = 1;
pointLight.shadowCameraFar = 30;
pointLight.shadowDarkness = 0.5;
pointLight.shadowCameraVisible = true;
// pointLight.shadowCameraVisible = true;
pointLight.shadowMapWidth = 2048;
pointLight.shadowMapHeight = 1024;
pointLight.shadowBias = 0.1;
pointLight.name = 'Point Light';
pointLight.shadowBias = 0.01;
scene.add( pointLight );
/*dirLight = new THREE.DirectionalLight( 0xffffff, 1 );
var geometry = new THREE.SphereGeometry( 0.3, 32, 32 );
var material = new THREE.MeshBasicMaterial( { color: 0xffffff } );
var sphere = new THREE.Mesh( geometry, material );
sphere.castShadow = false;
sphere.receiveShadow = false;
pointLight.add( sphere );
/*
dirLight = new THREE.DirectionalLight( 0xffffff, 1 );
dirLight.position.set( 0, 50, 0 );
dirLight.castShadow = true;
dirLight.shadowCameraNear = 1;
......@@ -93,42 +99,18 @@
dirLight.shadowCameraVisible = true;
dirLight.shadowMapWidth = 1024;
dirLight.shadowMapHeight = 1024;
dirLight.name = 'Dir. Light';
scene.add( dirLight );*/
scene.add( dirLight );
*/
cubeMaterial = new THREE.MeshPhongMaterial( {
color: 0xff0000,
shininess: 150,
specular: 0x222222,
shading: THREE.SmoothShading,
shininess: 50,
specular: 0x222222
} );
var cubeGeometry = new THREE.BoxGeometry( 3, 3, 3 );
cube = new THREE.Mesh( cubeGeometry, cubeMaterial );
cube.name = "cube 1";
cube.position.set( 8, 3, 6 );
cube.castShadow = true;
cube.receiveShadow = true;
scene.add( cube );
cube2 = new THREE.Mesh( cubeGeometry, cubeMaterial );
cube2.name = "cube 2";
cube2.position.set( -8, 3, 4 );
cube2.castShadow = true;
cube2.receiveShadow = true;
scene.add( cube2 );
cube3 = new THREE.Mesh( cubeGeometry, cubeMaterial );
cube3.name = "cube 3";
cube3.position.set( -4, 15, -6 );
cube3.castShadow = true;
cube3.receiveShadow = true;
scene.add( cube3 );
var torusGeometry = new THREE.TorusKnotGeometry( 25, 8, 75, 20 );
var torusGeometry = new THREE.TorusKnotGeometry( 14, 1, 150, 20 );
torusKnot = new THREE.Mesh( torusGeometry, cubeMaterial );
torusKnot.scale.multiplyScalar( 1 / 18 );
torusKnot.position.set( -1, 3, -4 );
torusKnot.position.set( 0, 5, 0 );
torusKnot.castShadow = true;
torusKnot.receiveShadow = true;
scene.add( torusKnot );
......@@ -142,7 +124,6 @@
var wallGeometry = new THREE.BoxGeometry( 10, 0.15, 10 );
ground = new THREE.Mesh( wallGeometry, wallMaterial );
ground.name = "ground";
ground.scale.multiplyScalar( 3 );
ground.castShadow = false;
ground.receiveShadow = true;
......@@ -150,7 +131,6 @@
ground.position.set( 0, -5, 0 );
var ceiling = new THREE.Mesh( wallGeometry, wallMaterial );
ceiling.name = "ceiling";
ceiling.scale.multiplyScalar( 3 );
ceiling.castShadow = false;
ceiling.receiveShadow = true;
......@@ -158,7 +138,6 @@
ceiling.position.set( 0, 24, 0 );
var wall = new THREE.Mesh( wallGeometry, wallMaterial );
wall.name = "left wall";
wall.scale.multiplyScalar( 3 );
wall.castShadow = false;
wall.receiveShadow = true;
......@@ -167,7 +146,6 @@
wall.rotation.z = Math.PI / 2;
wall = new THREE.Mesh( wallGeometry, wallMaterial );
wall.name = "right wall";
wall.scale.multiplyScalar( 3 );
wall.castShadow = false;
wall.receiveShadow = true;
......@@ -176,7 +154,6 @@
wall.rotation.z = Math.PI / 2;
wall = new THREE.Mesh( wallGeometry, wallMaterial );
wall.name = "back wall";
wall.scale.multiplyScalar( 3 );
wall.castShadow = false;
wall.receiveShadow = true;
......@@ -185,28 +162,16 @@
wall.rotation.y = Math.PI / 2;
wall.rotation.z = Math.PI / 2;
/*wall = new THREE.Mesh( wallGeometry, wallMaterial );
wall.name = "front wall";
/*
wall = new THREE.Mesh( wallGeometry, wallMaterial );
wall.scale.multiplyScalar( 3 );
wall.castShadow = false;
wall.receiveShadow = true;
scene.add( wall );
wall.position.set( 0, 10, 14 );
wall.rotation.y = Math.PI / 2;
wall.rotation.z = Math.PI / 2;*/
var sphereGeometry = new THREE.SphereGeometry( 1, 32, 32 );
var material = new THREE.MeshBasicMaterial( { color: 0xffffff } );
var sphere = new THREE.Mesh( sphereGeometry, material );
sphere.castShadow = false;
sphere.receiveShadow = false;
sphere.position.set( 0, 11, 4 );
scene.add( sphere );
pointLightParent = new THREE.Object3D();
pointLightParent.add( pointLight );
pointLightParent.add( sphere );
scene.add( pointLightParent );
wall.rotation.z = Math.PI / 2;
*/
}
......@@ -220,11 +185,9 @@
// Mouse control
controls = new THREE.OrbitControls( camera, renderer.domElement );
controls.target.set( 0, 2, 0 );
controls.target.set( 0, 10, 0 );
controls.update();
clock = new THREE.Clock();
stats = new Stats();
stats.domElement.style.position = 'absolute';
stats.domElement.style.right = '0px';
......@@ -237,6 +200,7 @@
camera.aspect = window.innerWidth / window.innerHeight;
camera.updateProjectionMatrix();
renderer.setSize( window.innerWidth, window.innerHeight );
}
......@@ -252,26 +216,20 @@
function renderScene() {
renderer.render( scene, camera );
}
function render() {
var delta = clock.getDelta();
pointLightParent.rotation.y += delta * 2;
renderScene();
var time = performance.now() * 0.001;
cube.rotation.x += 0.25 * delta;
cube.rotation.y += 2 * delta;
cube.rotation.z += 1 * delta;
pointLight.position.x = Math.sin( time ) * 9;
pointLight.position.y = Math.sin( time * 1.1 ) * 9 + 5;
pointLight.position.z = Math.sin( time * 1.2 ) * 9;
cube2.rotation.x += 0.25 * delta;
cube2.rotation.y += 2 * delta;
cube2.rotation.z += 1 * delta;
renderScene();
cube3.rotation.x += 0.25 * delta;
cube3.rotation.y += 2 * delta;
cube3.rotation.z += 1 * delta;
torusKnot.rotation.y = time * 0.1;
}
......
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