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.
195 lines
5.8 KiB
195 lines
5.8 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 - Fake</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"
|
|
}
|
|
}
|
|
</script>
|
|
|
|
<script type="module">
|
|
import * as THREE from 'three';
|
|
|
|
function main() {
|
|
const canvas = document.querySelector('#c');
|
|
const renderer = new THREE.WebGLRenderer({canvas});
|
|
|
|
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);
|
|
camera.lookAt(0, 0, 0);
|
|
|
|
const scene = new THREE.Scene();
|
|
scene.background = new THREE.Color('white');
|
|
|
|
const loader = new THREE.TextureLoader();
|
|
|
|
{
|
|
const planeSize = 40;
|
|
|
|
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.MeshBasicMaterial({
|
|
map: texture,
|
|
side: THREE.DoubleSide,
|
|
});
|
|
planeMat.color.setRGB(1.5, 1.5, 1.5);
|
|
const mesh = new THREE.Mesh(planeGeo, planeMat);
|
|
mesh.rotation.x = Math.PI * -.5;
|
|
scene.add(mesh);
|
|
}
|
|
|
|
const shadowTexture = loader.load('resources/images/roundshadow.png');
|
|
const sphereShadowBases = [];
|
|
{
|
|
const sphereRadius = 1;
|
|
const sphereWidthDivisions = 32;
|
|
const sphereHeightDivisions = 16;
|
|
const sphereGeo = new THREE.SphereGeometry(sphereRadius, sphereWidthDivisions, sphereHeightDivisions);
|
|
|
|
const planeSize = 1;
|
|
const shadowGeo = new THREE.PlaneGeometry(planeSize, planeSize);
|
|
|
|
const numSpheres = 15;
|
|
for (let i = 0; i < numSpheres; ++i) {
|
|
// make a base for the shadow and the sphere.
|
|
// so they move together.
|
|
const base = new THREE.Object3D();
|
|
scene.add(base);
|
|
|
|
// add the shadow to the base
|
|
// note: we make a new material for each sphere
|
|
// so we can set that sphere's material transparency
|
|
// separately.
|
|
const shadowMat = new THREE.MeshBasicMaterial({
|
|
map: shadowTexture,
|
|
transparent: true, // so we can see the ground
|
|
depthWrite: false, // so we don't have to sort
|
|
});
|
|
const shadowMesh = new THREE.Mesh(shadowGeo, shadowMat);
|
|
shadowMesh.position.y = 0.001; // so we're above the ground slightly
|
|
shadowMesh.rotation.x = Math.PI * -.5;
|
|
const shadowSize = sphereRadius * 4;
|
|
shadowMesh.scale.set(shadowSize, shadowSize, shadowSize);
|
|
base.add(shadowMesh);
|
|
|
|
// add the sphere to the base
|
|
const u = i / numSpheres;
|
|
const sphereMat = new THREE.MeshPhongMaterial();
|
|
sphereMat.color.setHSL(u, 1, .75);
|
|
const sphereMesh = new THREE.Mesh(sphereGeo, sphereMat);
|
|
sphereMesh.position.set(0, sphereRadius + 2, 0);
|
|
base.add(sphereMesh);
|
|
|
|
// remember all 3 plus the y position
|
|
sphereShadowBases.push({base, sphereMesh, shadowMesh, y: sphereMesh.position.y});
|
|
}
|
|
}
|
|
|
|
{
|
|
const skyColor = 0xB1E1FF; // light blue
|
|
const groundColor = 0xB97A20; // brownish orange
|
|
const intensity = 0.25;
|
|
const light = new THREE.HemisphereLight(skyColor, groundColor, intensity);
|
|
scene.add(light);
|
|
}
|
|
|
|
{
|
|
const color = 0xFFFFFF;
|
|
const intensity = 0.75;
|
|
const light = new THREE.DirectionalLight(color, intensity);
|
|
light.position.set(0, 10, 5);
|
|
light.target.position.set(-5, 0, 0);
|
|
scene.add(light);
|
|
scene.add(light.target);
|
|
}
|
|
|
|
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(time) {
|
|
time *= 0.001; // convert to seconds
|
|
|
|
resizeRendererToDisplaySize(renderer);
|
|
|
|
{
|
|
const canvas = renderer.domElement;
|
|
camera.aspect = canvas.clientWidth / canvas.clientHeight;
|
|
camera.updateProjectionMatrix();
|
|
}
|
|
|
|
sphereShadowBases.forEach((sphereShadowBase, ndx) => {
|
|
const {base, sphereMesh, shadowMesh, y} = sphereShadowBase;
|
|
|
|
// u is a value that goes from 0 to 1 as we iterate the spheres
|
|
const u = ndx / sphereShadowBases.length;
|
|
|
|
// compute a position for there base. This will move
|
|
// both the sphere and its shadow
|
|
const speed = time * .2;
|
|
const angle = speed + u * Math.PI * 2 * (ndx % 1 ? 1 : -1);
|
|
const radius = Math.sin(speed - ndx) * 10;
|
|
base.position.set(Math.cos(angle) * radius, 0, Math.sin(angle) * radius);
|
|
|
|
// yOff is a value that goes from 0 to 1
|
|
const yOff = Math.abs(Math.sin(time * 2 + ndx));
|
|
// move the sphere up and down
|
|
sphereMesh.position.y = y + THREE.MathUtils.lerp(-2, 2, yOff);
|
|
// fade the shadow as the sphere goes up
|
|
shadowMesh.material.opacity = THREE.MathUtils.lerp(1, .25, yOff);
|
|
});
|
|
|
|
renderer.render(scene, camera);
|
|
|
|
requestAnimationFrame(render);
|
|
}
|
|
|
|
requestAnimationFrame(render);
|
|
}
|
|
|
|
main();
|
|
</script>
|
|
</html>
|
|
|
|
|