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b78d665d
T
three.js
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b78d665d
编写于
9月 03, 2019
作者:
M
Mr.doob
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差异文件
Removed unneeded example.
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f4c6da9a
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88 deletion
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examples/webgl_shadowmap_receiveshadow.html
examples/webgl_shadowmap_receiveshadow.html
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examples/webgl_shadowmap_receiveshadow.html
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浏览文件 @
f4c6da9a
<!DOCTYPE html>
<html
lang=
"en"
>
<head>
<title>
three.js webgl - shadow map - per-object receive shadow
</title>
<meta
charset=
"utf-8"
>
<meta
name=
"viewport"
content=
"width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0"
>
<link
type=
"text/css"
rel=
"stylesheet"
href=
"main.css"
>
</head>
<body>
<script
type=
"module"
>
import
*
as
THREE
from
'
../build/three.module.js
'
;
var
camera
,
scene
,
renderer
;
var
caster
;
init
();
animate
();
function
init
()
{
camera
=
new
THREE
.
PerspectiveCamera
(
70
,
window
.
innerWidth
/
window
.
innerHeight
,
1
,
1000
);
camera
.
position
.
set
(
0
,
200
,
400
);
camera
.
lookAt
(
new
THREE
.
Vector3
(
0
,
0
,
0
)
);
scene
=
new
THREE
.
Scene
();
var
geometry
=
new
THREE
.
BoxBufferGeometry
(
100
,
100
,
100
);
var
material
=
new
THREE
.
MeshPhysicalMaterial
(
{
color
:
0xff8800
}
);
caster
=
new
THREE
.
Mesh
(
geometry
,
material
);
caster
.
castShadow
=
true
;
caster
.
receiveShadow
=
false
;
scene
.
add
(
caster
);
var
ground
=
new
THREE
.
Mesh
(
new
THREE
.
PlaneBufferGeometry
(
1000
,
1000
),
material
);
scene
.
add
(
ground
);
ground
.
position
.
set
(
0
,
-
80
,
0
);
ground
.
rotation
.
x
=
-
Math
.
PI
/
2
;
ground
.
castShadow
=
false
;
ground
.
receiveShadow
=
true
;
var
light
=
new
THREE
.
PointLight
();
scene
.
add
(
light
);
light
.
position
.
set
(
0
,
600
,
0
);
light
.
castShadow
=
true
;
light
.
shadow
.
camera
.
far
=
1000
;
// We use a high bias value mostly because that can reveal bugs in the implementation of caster.receiveShadow
light
.
shadow
.
bias
=
0.05
;
renderer
=
new
THREE
.
WebGLRenderer
(
{
antialias
:
true
}
);
renderer
.
setPixelRatio
(
window
.
devicePixelRatio
);
renderer
.
setSize
(
window
.
innerWidth
,
window
.
innerHeight
);
renderer
.
shadowMap
.
enabled
=
true
;
document
.
body
.
appendChild
(
renderer
.
domElement
);
//
window
.
addEventListener
(
'
resize
'
,
onWindowResize
,
false
);
}
function
onWindowResize
()
{
camera
.
aspect
=
window
.
innerWidth
/
window
.
innerHeight
;
camera
.
updateProjectionMatrix
();
renderer
.
setSize
(
window
.
innerWidth
,
window
.
innerHeight
);
}
function
animate
()
{
requestAnimationFrame
(
animate
);
caster
.
rotation
.
x
+=
0.005
;
caster
.
rotation
.
y
+=
0.01
;
renderer
.
render
(
scene
,
camera
);
}
</script>
</body>
</html>
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