claygl/example/app_light.html

83 lines
2.7 KiB
HTML

<!DOCTYPE html>
<html lang="en">
<head>
<meta charset="UTF-8">
<meta name="viewport" content="width=device-width, initial-scale=1.0">
<meta http-equiv="X-UA-Compatible" content="ie=edge">
<script src="../dist/claygl.js"></script>
<title>Light</title>
</head>
<body>
<style>
html, body, #main {
overflow: hidden;
background: #111;
height: 100%;
margin: 0;
}
</style>
<div id="main"></div>
<script>
var app = clay.application.create('#main', {
graphic: {
shadow: true,
tonemapping: true
},
init: function (app) {
// Create camera
this._camera = app.createCamera([0, 150, 200], [0, 100, 0]);
// Load boombox model.
app.loadModel('./assets/models/SambaDancing/SambaDancing.gltf');
// Create lights
app.createDirectionalLight([-1, -1, -1], '#fff', 0.7);
app.createAmbientLight('#fff', 0.3);
this._pointLight1 = app.createPointLight([50, 100, 50], 500, '#00f', 5);
this._pointLight2 = app.createPointLight([-80, 150, 70], 500, '#0f0', 5);
this._pointLight1.castShadow = true;
this._pointLight2.castShadow = true;
app.createSphere({
shader: 'clay.basic', color: [0, 0, 1]
}, this._pointLight1);
app.createSphere({
shader: 'clay.basic', color: [0, 1, 0]
}, this._pointLight2);
// Create a room.
var cube = app.createCubeInside({
roughness: 1,
color: [0.3, 0.3, 0.3]
});
// Cube not cast shadow to reduce the bounding box of scene and increse the shadow resolution.
cube.castShadow = false;
cube.scale.set(400, 400, 400);
cube.position.y = 400;
// Use orbit control
this._control = new clay.plugin.OrbitControl({
target: this._camera,
domElement: app.container
});
},
loop: function (app) {
this._control.update(app.frameTime);
this._pointLight1.rotateAround(new clay.Vector3(0, 100, 0), new clay.Vector3(0.1, 1, 0.1), 0.1);
this._pointLight2.rotateAround(new clay.Vector3(0, 120, 0), new clay.Vector3(-0.1, 1, -0.2), 0.05);
}
});
window.onresize = function () {
app.resize()
};
</script>
</body>
</html>