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webgl_shadowmesh.html
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<!DOCTYPE html>
<html lang="en">
<head>
<title> three.js webgl - ShadowMesh </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>
<div id="info">
<a href="https://threejs.org" target="_blank" rel="noopener">three.js</a> - shadow mesh<br />
<input id="lightButton" type="button" value="Switch to PointLight">
</div>
<div id="container"></div>
<!-- Import maps polyfill -->
<!-- Remove this when import maps will be widely supported -->
<script async src="https://unpkg.com/[email protected]/dist/es-module-shims.js"></script>
<script type="importmap">
{
"imports": {
"three": "../build/three.module.js",
"three/addons/": "./jsm/"
}
}
</script>
<script type="module">
import * as THREE from 'three';
import { ShadowMesh } from 'three/addons/objects/ShadowMesh.js';
let SCREEN_WIDTH = window.innerWidth;
let SCREEN_HEIGHT = window.innerHeight;
const scene = new THREE.Scene();
const camera = new THREE.PerspectiveCamera( 55, SCREEN_WIDTH / SCREEN_HEIGHT, 1, 3000 );
const clock = new THREE.Clock();
const renderer = new THREE.WebGLRenderer();
const sunLight = new THREE.DirectionalLight( 'rgb(255,255,255)', 1 );
let useDirectionalLight = true;
let arrowHelper1, arrowHelper2, arrowHelper3;
const arrowDirection = new THREE.Vector3();
const arrowPosition1 = new THREE.Vector3();
const arrowPosition2 = new THREE.Vector3();
const arrowPosition3 = new THREE.Vector3();
let groundMesh;
let lightSphere, lightHolder;
let pyramid, pyramidShadow;
let sphere, sphereShadow;
let cube, cubeShadow;
let cylinder, cylinderShadow;
let torus, torusShadow;
const normalVector = new THREE.Vector3( 0, 1, 0 );
const planeConstant = 0.01; // this value must be slightly higher than the groundMesh's y position of 0.0
const groundPlane = new THREE.Plane( normalVector, planeConstant );
const lightPosition4D = new THREE.Vector4();
let verticalAngle = 0;
let horizontalAngle = 0;
let frameTime = 0;
const TWO_PI = Math.PI * 2;
init();
animate();
function init() {
scene.background = new THREE.Color( 0x0096ff );
renderer.setPixelRatio( window.devicePixelRatio );
renderer.setSize( SCREEN_WIDTH, SCREEN_HEIGHT );
document.getElementById( 'container' ).appendChild( renderer.domElement );
window.addEventListener( 'resize', onWindowResize );
camera.position.set( 0, 2.5, 10 );
scene.add( camera );
onWindowResize();
sunLight.position.set( 5, 7, - 1 );
sunLight.lookAt( scene.position );
scene.add( sunLight );
lightPosition4D.x = sunLight.position.x;
lightPosition4D.y = sunLight.position.y;
lightPosition4D.z = sunLight.position.z;
// amount of light-ray divergence. Ranging from:
// 0.001 = sunlight(min divergence) to 1.0 = pointlight(max divergence)
lightPosition4D.w = 0.001; // must be slightly greater than 0, due to 0 causing matrixInverse errors
// YELLOW ARROW HELPERS
arrowDirection.subVectors( scene.position, sunLight.position ).normalize();
arrowPosition1.copy( sunLight.position );
arrowHelper1 = new THREE.ArrowHelper( arrowDirection, arrowPosition1, 0.9, 0xffff00, 0.25, 0.08 );
scene.add( arrowHelper1 );
arrowPosition2.copy( sunLight.position ).add( new THREE.Vector3( 0, 0.2, 0 ) );
arrowHelper2 = new THREE.ArrowHelper( arrowDirection, arrowPosition2, 0.9, 0xffff00, 0.25, 0.08 );
scene.add( arrowHelper2 );
arrowPosition3.copy( sunLight.position ).add( new THREE.Vector3( 0, - 0.2, 0 ) );
arrowHelper3 = new THREE.ArrowHelper( arrowDirection, arrowPosition3, 0.9, 0xffff00, 0.25, 0.08 );
scene.add( arrowHelper3 );
// LIGHTBULB
const lightSphereGeometry = new THREE.SphereGeometry( 0.09 );
const lightSphereMaterial = new THREE.MeshBasicMaterial( { color: 'rgb(255,255,255)' } );
lightSphere = new THREE.Mesh( lightSphereGeometry, lightSphereMaterial );
scene.add( lightSphere );
lightSphere.visible = false;
const lightHolderGeometry = new THREE.CylinderGeometry( 0.05, 0.05, 0.13 );
const lightHolderMaterial = new THREE.MeshBasicMaterial( { color: 'rgb(75,75,75)' } );
lightHolder = new THREE.Mesh( lightHolderGeometry, lightHolderMaterial );
scene.add( lightHolder );
lightHolder.visible = false;
// GROUND
const groundGeometry = new THREE.BoxGeometry( 30, 0.01, 40 );
const groundMaterial = new THREE.MeshLambertMaterial( { color: 'rgb(0,130,0)' } );
groundMesh = new THREE.Mesh( groundGeometry, groundMaterial );
groundMesh.position.y = 0.0; //this value must be slightly lower than the planeConstant (0.01) parameter above
scene.add( groundMesh );
// RED CUBE and CUBE's SHADOW
const cubeGeometry = new THREE.BoxGeometry( 1, 1, 1 );
const cubeMaterial = new THREE.MeshLambertMaterial( { color: 'rgb(255,0,0)', emissive: 0x200000 } );
cube = new THREE.Mesh( cubeGeometry, cubeMaterial );
cube.position.z = - 1;
scene.add( cube );
cubeShadow = new ShadowMesh( cube );
scene.add( cubeShadow );
// BLUE CYLINDER and CYLINDER's SHADOW
const cylinderGeometry = new THREE.CylinderGeometry( 0.3, 0.3, 2 );
const cylinderMaterial = new THREE.MeshPhongMaterial( { color: 'rgb(0,0,255)', emissive: 0x000020 } );
cylinder = new THREE.Mesh( cylinderGeometry, cylinderMaterial );
cylinder.position.z = - 2.5;
scene.add( cylinder );
cylinderShadow = new ShadowMesh( cylinder );
scene.add( cylinderShadow );
// MAGENTA TORUS and TORUS' SHADOW
const torusGeometry = new THREE.TorusGeometry( 1, 0.2, 10, 16, TWO_PI );
const torusMaterial = new THREE.MeshPhongMaterial( { color: 'rgb(255,0,255)', emissive: 0x200020 } );
torus = new THREE.Mesh( torusGeometry, torusMaterial );
torus.position.z = - 6;
scene.add( torus );
torusShadow = new ShadowMesh( torus );
scene.add( torusShadow );
// WHITE SPHERE and SPHERE'S SHADOW
const sphereGeometry = new THREE.SphereGeometry( 0.5, 20, 10 );
const sphereMaterial = new THREE.MeshPhongMaterial( { color: 'rgb(255,255,255)', emissive: 0x222222 } );
sphere = new THREE.Mesh( sphereGeometry, sphereMaterial );
sphere.position.set( 4, 0.5, 2 );
scene.add( sphere );
sphereShadow = new ShadowMesh( sphere );
scene.add( sphereShadow );
// YELLOW PYRAMID and PYRAMID'S SHADOW
const pyramidGeometry = new THREE.CylinderGeometry( 0, 0.5, 2, 4 );
const pyramidMaterial = new THREE.MeshPhongMaterial( { color: 'rgb(255,255,0)', emissive: 0x440000, flatShading: true, shininess: 0 } );
pyramid = new THREE.Mesh( pyramidGeometry, pyramidMaterial );
pyramid.position.set( - 4, 1, 2 );
scene.add( pyramid );
pyramidShadow = new ShadowMesh( pyramid );
scene.add( pyramidShadow );
document.getElementById( 'lightButton' ).addEventListener( 'click', lightButtonHandler );
}
function animate() {
requestAnimationFrame( animate );
frameTime = clock.getDelta();
cube.rotation.x += 1.0 * frameTime;
cube.rotation.y += 1.0 * frameTime;
cylinder.rotation.y += 1.0 * frameTime;
cylinder.rotation.z -= 1.0 * frameTime;
torus.rotation.x -= 1.0 * frameTime;
torus.rotation.y -= 1.0 * frameTime;
pyramid.rotation.y += 0.5 * frameTime;
horizontalAngle += 0.5 * frameTime;
if ( horizontalAngle > TWO_PI )
horizontalAngle -= TWO_PI;
cube.position.x = Math.sin( horizontalAngle ) * 4;
cylinder.position.x = Math.sin( horizontalAngle ) * - 4;
torus.position.x = Math.cos( horizontalAngle ) * 4;
verticalAngle += 1.5 * frameTime;
if ( verticalAngle > TWO_PI )
verticalAngle -= TWO_PI;
cube.position.y = Math.sin( verticalAngle ) * 2 + 2.9;
cylinder.position.y = Math.sin( verticalAngle ) * 2 + 3.1;
torus.position.y = Math.cos( verticalAngle ) * 2 + 3.3;
// update the ShadowMeshes to follow their shadow-casting objects
cubeShadow.update( groundPlane, lightPosition4D );
cylinderShadow.update( groundPlane, lightPosition4D );
torusShadow.update( groundPlane, lightPosition4D );
sphereShadow.update( groundPlane, lightPosition4D );
pyramidShadow.update( groundPlane, lightPosition4D );
renderer.render( scene, camera );
}
function onWindowResize() {
SCREEN_WIDTH = window.innerWidth;
SCREEN_HEIGHT = window.innerHeight;
renderer.setSize( SCREEN_WIDTH, SCREEN_HEIGHT );
camera.aspect = SCREEN_WIDTH / SCREEN_HEIGHT;
camera.updateProjectionMatrix();
}
function lightButtonHandler() {
useDirectionalLight = ! useDirectionalLight;
if ( useDirectionalLight ) {
scene.background.setHex( 0x0096ff );
groundMesh.material.color.setHex( 0x008200 );
sunLight.position.set( 5, 7, - 1 );
sunLight.lookAt( scene.position );
lightPosition4D.x = sunLight.position.x;
lightPosition4D.y = sunLight.position.y;
lightPosition4D.z = sunLight.position.z;
lightPosition4D.w = 0.001; // more of a directional Light value
arrowHelper1.visible = true;
arrowHelper2.visible = true;
arrowHelper3.visible = true;
lightSphere.visible = false;
lightHolder.visible = false;
document.getElementById( 'lightButton' ).value = 'Switch to PointLight';
} else {
scene.background.setHex( 0x000000 );
groundMesh.material.color.setHex( 0x969696 );
sunLight.position.set( 0, 6, - 2 );
sunLight.lookAt( scene.position );
lightSphere.position.copy( sunLight.position );
lightHolder.position.copy( lightSphere.position );
lightHolder.position.y += 0.12;
lightPosition4D.x = sunLight.position.x;
lightPosition4D.y = sunLight.position.y;
lightPosition4D.z = sunLight.position.z;
lightPosition4D.w = 0.9; // more of a point Light value
arrowHelper1.visible = false;
arrowHelper2.visible = false;
arrowHelper3.visible = false;
lightSphere.visible = true;
lightHolder.visible = true;
document.getElementById( 'lightButton' ).value = 'Switch to THREE.DirectionalLight';
}
}
</script>
</body>
</html>