You can not select more than 25 topics Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
 
 
 
 
 

236 lines
6.8 KiB

<!-- Licensed under a BSD license. See license.html for license -->
<!DOCTYPE html>
<html>
<head>
<meta charset="utf-8">
<meta name="viewport" content="width=device-width, initial-scale=1.0, user-scalable=yes">
<title>Three.js - Shadows - Spot Light w/CameraHelper</title>
<style>
html, body {
margin: 0;
height: 100%;
}
#c {
width: 100%;
height: 100%;
display: block;
}
</style>
</head>
<body>
<canvas id="c"></canvas>
</body>
<!-- Import maps polyfill -->
<!-- Remove this when import maps will be widely supported -->
<script async src="https://unpkg.com/es-module-shims@1.3.6/dist/es-module-shims.js"></script>
<script type="importmap">
{
"imports": {
"three": "../../build/three.module.js",
"three/addons/": "../../examples/jsm/"
}
}
</script>
<script type="module">
import * as THREE from 'three';
import {OrbitControls} from 'three/addons/controls/OrbitControls.js';
import {GUI} from 'three/addons/libs/lil-gui.module.min.js';
function main() {
const canvas = document.querySelector('#c');
const renderer = new THREE.WebGLRenderer({canvas});
renderer.shadowMap.enabled = true;
const fov = 45;
const aspect = 2; // the canvas default
const near = 0.1;
const far = 100;
const camera = new THREE.PerspectiveCamera(fov, aspect, near, far);
camera.position.set(0, 10, 20);
const controls = new OrbitControls(camera, canvas);
controls.target.set(0, 5, 0);
controls.update();
const scene = new THREE.Scene();
scene.background = new THREE.Color('black');
{
const planeSize = 40;
const loader = new THREE.TextureLoader();
const texture = loader.load('resources/images/checker.png');
texture.wrapS = THREE.RepeatWrapping;
texture.wrapT = THREE.RepeatWrapping;
texture.magFilter = THREE.NearestFilter;
const repeats = planeSize / 2;
texture.repeat.set(repeats, repeats);
const planeGeo = new THREE.PlaneGeometry(planeSize, planeSize);
const planeMat = new THREE.MeshPhongMaterial({
map: texture,
side: THREE.DoubleSide,
});
const mesh = new THREE.Mesh(planeGeo, planeMat);
mesh.receiveShadow = true;
mesh.rotation.x = Math.PI * -.5;
scene.add(mesh);
}
{
const cubeSize = 4;
const cubeGeo = new THREE.BoxGeometry(cubeSize, cubeSize, cubeSize);
const cubeMat = new THREE.MeshPhongMaterial({color: '#8AC'});
const mesh = new THREE.Mesh(cubeGeo, cubeMat);
mesh.castShadow = true;
mesh.receiveShadow = true;
mesh.position.set(cubeSize + 1, cubeSize / 2, 0);
scene.add(mesh);
}
{
const sphereRadius = 3;
const sphereWidthDivisions = 32;
const sphereHeightDivisions = 16;
const sphereGeo = new THREE.SphereGeometry(sphereRadius, sphereWidthDivisions, sphereHeightDivisions);
const sphereMat = new THREE.MeshPhongMaterial({color: '#CA8'});
const mesh = new THREE.Mesh(sphereGeo, sphereMat);
mesh.castShadow = true;
mesh.receiveShadow = true;
mesh.position.set(-sphereRadius - 1, sphereRadius + 2, 0);
scene.add(mesh);
}
class ColorGUIHelper {
constructor(object, prop) {
this.object = object;
this.prop = prop;
}
get value() {
return `#${this.object[this.prop].getHexString()}`;
}
set value(hexString) {
this.object[this.prop].set(hexString);
}
}
function makeXYZGUI(gui, vector3, name, onChangeFn) {
const folder = gui.addFolder(name);
folder.add(vector3, 'x', -10, 10).onChange(onChangeFn);
folder.add(vector3, 'y', 0, 10).onChange(onChangeFn);
folder.add(vector3, 'z', -10, 10).onChange(onChangeFn);
// folder.open();
}
{
const color = 0xFFFFFF;
const intensity = 1;
const light = new THREE.SpotLight(color, intensity);
light.castShadow = true;
light.position.set(0, 10, 0);
light.target.position.set(-4, 0, -4);
scene.add(light);
scene.add(light.target);
const cameraHelper = new THREE.CameraHelper(light.shadow.camera);
scene.add(cameraHelper);
function updateCamera() {
// update the light target's matrixWorld because it's needed by the helper
light.target.updateMatrixWorld();
// update the light's shadow camera's projection matrix
light.shadow.camera.updateProjectionMatrix();
// and now update the camera helper we're using to show the light's shadow camera
cameraHelper.update();
}
updateCamera();
setTimeout(updateCamera);
class MinMaxGUIHelper {
constructor(obj, minProp, maxProp, minDif) {
this.obj = obj;
this.minProp = minProp;
this.maxProp = maxProp;
this.minDif = minDif;
}
get min() {
return this.obj[this.minProp];
}
set min(v) {
this.obj[this.minProp] = v;
this.obj[this.maxProp] = Math.max(this.obj[this.maxProp], v + this.minDif);
}
get max() {
return this.obj[this.maxProp];
}
set max(v) {
this.obj[this.maxProp] = v;
this.min = this.min; // this will call the min setter
}
}
class DegRadHelper {
constructor(obj, prop) {
this.obj = obj;
this.prop = prop;
}
get value() {
return THREE.MathUtils.radToDeg(this.obj[this.prop]);
}
set value(v) {
this.obj[this.prop] = THREE.MathUtils.degToRad(v);
}
}
const gui = new GUI();
gui.addColor(new ColorGUIHelper(light, 'color'), 'value').name('color');
gui.add(light, 'intensity', 0, 2, 0.01);
gui.add(light, 'distance', 0, 40).onChange(updateCamera);
gui.add(new DegRadHelper(light, 'angle'), 'value', 0, 90).name('angle').onChange(updateCamera);
gui.add(light, 'penumbra', 0, 1, 0.01);
{
const folder = gui.addFolder('Shadow Camera');
folder.open();
const minMaxGUIHelper = new MinMaxGUIHelper(light.shadow.camera, 'near', 'far', 0.1);
folder.add(minMaxGUIHelper, 'min', 0.1, 50, 0.1).name('near').onChange(updateCamera);
folder.add(minMaxGUIHelper, 'max', 0.1, 50, 0.1).name('far').onChange(updateCamera);
}
makeXYZGUI(gui, light.position, 'position', updateCamera);
makeXYZGUI(gui, light.target.position, 'target', updateCamera);
}
function resizeRendererToDisplaySize(renderer) {
const canvas = renderer.domElement;
const width = canvas.clientWidth;
const height = canvas.clientHeight;
const needResize = canvas.width !== width || canvas.height !== height;
if (needResize) {
renderer.setSize(width, height, false);
}
return needResize;
}
function render() {
resizeRendererToDisplaySize(renderer);
{
const canvas = renderer.domElement;
camera.aspect = canvas.clientWidth / canvas.clientHeight;
camera.updateProjectionMatrix();
}
renderer.render(scene, camera);
requestAnimationFrame(render);
}
requestAnimationFrame(render);
}
main();
</script>
</html>