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					196 lines
				
				5.8 KiB
			
		
		
			
		
	
	
					196 lines
				
				5.8 KiB
			| 
								 
											3 years ago
										 
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								<!-- Licensed under a BSD license. See license.html for license -->
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								<!DOCTYPE html>
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								<html>
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								  <head>
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								    <meta charset="utf-8">
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								    <meta name="viewport" content="width=device-width, initial-scale=1.0, user-scalable=yes">
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								    <title>Three.js - Shadows - Fake</title>
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								    <style>
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								    html, body {
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								        margin: 0;
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								        height: 100%;
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								    }
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								    #c {
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								        width: 100%;
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								        height: 100%;
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								        display: block;
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								    }
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								    </style>
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								  </head>
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								  <body>
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								    <canvas id="c"></canvas>
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								  </body>
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								<!-- Import maps polyfill -->
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								<!-- Remove this when import maps will be widely supported -->
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								<script async src="https://unpkg.com/es-module-shims@1.3.6/dist/es-module-shims.js"></script>
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								<script type="importmap">
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								{
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								  "imports": {
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								    "three": "../../build/three.module.js"
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								  }
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								}
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								</script>
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								<script type="module">
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								import * as THREE from 'three';
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								function main() {
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								  const canvas = document.querySelector('#c');
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								  const renderer = new THREE.WebGLRenderer({canvas});
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								  const fov = 45;
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								  const aspect = 2;  // the canvas default
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								  const near = 0.1;
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								  const far = 100;
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								  const camera = new THREE.PerspectiveCamera(fov, aspect, near, far);
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								  camera.position.set(0, 10, 20);
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								  camera.lookAt(0, 0, 0);
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								  const scene = new THREE.Scene();
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								  scene.background = new THREE.Color('white');
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								  const loader = new THREE.TextureLoader();
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								  {
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								    const planeSize = 40;
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								    const texture = loader.load('resources/images/checker.png');
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								    texture.wrapS = THREE.RepeatWrapping;
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								    texture.wrapT = THREE.RepeatWrapping;
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								    texture.magFilter = THREE.NearestFilter;
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								    const repeats = planeSize / 2;
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								    texture.repeat.set(repeats, repeats);
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								    const planeGeo = new THREE.PlaneGeometry(planeSize, planeSize);
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								    const planeMat = new THREE.MeshBasicMaterial({
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								      map: texture,
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								      side: THREE.DoubleSide,
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								    });
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								    planeMat.color.setRGB(1.5, 1.5, 1.5);
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								    const mesh = new THREE.Mesh(planeGeo, planeMat);
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								    mesh.rotation.x = Math.PI * -.5;
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								    scene.add(mesh);
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								  }
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								  const shadowTexture = loader.load('resources/images/roundshadow.png');
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								  const sphereShadowBases = [];
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								  {
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								    const sphereRadius = 1;
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								    const sphereWidthDivisions = 32;
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								    const sphereHeightDivisions = 16;
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								    const sphereGeo = new THREE.SphereGeometry(sphereRadius, sphereWidthDivisions, sphereHeightDivisions);
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								    const planeSize = 1;
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								    const shadowGeo = new THREE.PlaneGeometry(planeSize, planeSize);
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								    const numSpheres = 15;
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								    for (let i = 0; i < numSpheres; ++i) {
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								      // make a base for the shadow and the sphere.
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								      // so they move together.
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								      const base = new THREE.Object3D();
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								      scene.add(base);
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								      // add the shadow to the base
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								      // note: we make a new material for each sphere
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								      // so we can set that sphere's material transparency
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								      // separately.
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								      const shadowMat = new THREE.MeshBasicMaterial({
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								        map: shadowTexture,
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								        transparent: true,    // so we can see the ground
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								        depthWrite: false,    // so we don't have to sort
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								      });
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								      const shadowMesh = new THREE.Mesh(shadowGeo, shadowMat);
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								      shadowMesh.position.y = 0.001;  // so we're above the ground slightly
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								      shadowMesh.rotation.x = Math.PI * -.5;
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								      const shadowSize = sphereRadius * 4;
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								      shadowMesh.scale.set(shadowSize, shadowSize, shadowSize);
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								      base.add(shadowMesh);
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								      // add the sphere to the base
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								      const u = i / numSpheres;
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								      const sphereMat = new THREE.MeshPhongMaterial();
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								      sphereMat.color.setHSL(u, 1, .75);
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								      const sphereMesh = new THREE.Mesh(sphereGeo, sphereMat);
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								      sphereMesh.position.set(0, sphereRadius + 2, 0);
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								      base.add(sphereMesh);
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								      // remember all 3 plus the y position
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								      sphereShadowBases.push({base, sphereMesh, shadowMesh, y: sphereMesh.position.y});
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								    }
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								  }
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								  {
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								    const skyColor = 0xB1E1FF;  // light blue
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								    const groundColor = 0xB97A20;  // brownish orange
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								    const intensity = 0.25;
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								    const light = new THREE.HemisphereLight(skyColor, groundColor, intensity);
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								    scene.add(light);
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								  }
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								  {
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								    const color = 0xFFFFFF;
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								    const intensity = 0.75;
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								    const light = new THREE.DirectionalLight(color, intensity);
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								    light.position.set(0, 10, 5);
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								    light.target.position.set(-5, 0, 0);
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								    scene.add(light);
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								    scene.add(light.target);
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								  }
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								  function resizeRendererToDisplaySize(renderer) {
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								    const canvas = renderer.domElement;
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								    const width = canvas.clientWidth;
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								    const height = canvas.clientHeight;
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								    const needResize = canvas.width !== width || canvas.height !== height;
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								    if (needResize) {
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								      renderer.setSize(width, height, false);
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								    }
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								    return needResize;
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								  }
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								  function render(time) {
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								    time *= 0.001;  // convert to seconds
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								    resizeRendererToDisplaySize(renderer);
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								    {
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								      const canvas = renderer.domElement;
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								      camera.aspect = canvas.clientWidth / canvas.clientHeight;
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								      camera.updateProjectionMatrix();
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								    }
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								    sphereShadowBases.forEach((sphereShadowBase, ndx) => {
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								      const {base, sphereMesh, shadowMesh, y} = sphereShadowBase;
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								      // u is a value that goes from 0 to 1 as we iterate the spheres
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								      const u = ndx / sphereShadowBases.length;
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								      // compute a position for there base. This will move
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								      // both the sphere and its shadow
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								      const speed = time * .2;
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								      const angle = speed + u * Math.PI * 2 * (ndx % 1 ? 1 : -1);
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								      const radius = Math.sin(speed - ndx) * 10;
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								      base.position.set(Math.cos(angle) * radius, 0, Math.sin(angle) * radius);
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								      // yOff is a value that goes from 0 to 1
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								      const yOff = Math.abs(Math.sin(time * 2 + ndx));
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								      // move the sphere up and down
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								      sphereMesh.position.y = y + THREE.MathUtils.lerp(-2, 2, yOff);
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								      // fade the shadow as the sphere goes up
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								      shadowMesh.material.opacity = THREE.MathUtils.lerp(1, .25, yOff);
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								    });
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								    renderer.render(scene, camera);
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								    requestAnimationFrame(render);
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								  }
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								  requestAnimationFrame(render);
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								}
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								main();
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								</script>
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								</html>
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