mirror of
https://github.com/pissang/claygl.git
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97 lines
3.1 KiB
HTML
97 lines
3.1 KiB
HTML
<html>
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<head>
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<title>Deferred Spotlight Shadow</title>
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<meta charset="utf-8">
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<meta name="viewport" content="width=device-width, initial-scale=1" />
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<script src="../dist/claygl.js"></script>
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</head>
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<body style="margin:0px; background-color: black">
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<canvas id="main"></canvas>
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<script type="text/javascript">
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var renderer = new clay.Renderer({
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canvas: document.getElementById('main')
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});
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renderer.resize(window.innerWidth, window.innerHeight);
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var shadowMapPass = new clay.prePass.ShadowMap();
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var deferredRenderer = new clay.deferred.Renderer({
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shadowMapPass: shadowMapPass
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});
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var timeline = new clay.Timeline();
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timeline.start();
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var GLTFLoader = new clay.loader.GLTF({
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includeLight: false
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});
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GLTFLoader.load("assets/models/basic_scene/scene.gltf");
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GLTFLoader.on('success', function(res) {
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var scene = res.scene;
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scene.rotation.rotateX(-Math.PI / 2);
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var camera = new clay.camera.Perspective({
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aspect: renderer.getViewportAspect(),
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far: 500
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});
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camera.position.set(2, 2, 2);
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camera.lookAt(scene.position);
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camera.aspect = renderer.canvas.width / renderer.canvas.height;
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var control = new clay.plugin.OrbitControl({
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target: camera,
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domElement: renderer.canvas,
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sensitivity: 0.4
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});
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var light = new clay.light.Spot({
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color: [1, 0.3, 0.3],
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range: 30,
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umbraAngle: 10,
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penumbraAngle: 25,
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intensity: 1,
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shadowResolution: 512,
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shadowBias: 0.001,
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castShadow: true
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});
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light.position.set(-3, -4, 2);
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light.lookAt(scene.position);
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scene.add(light);
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var light2 = new clay.light.Spot({
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color: [0.3, 1, 0.3],
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range: 50,
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umbraAngle: 10,
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penumbraAngle: 25,
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shadowResolution: 512,
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intensity: 1,
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shadowBias: 0.001,
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castShadow: true
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});
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light2.position.set(3, -4, 2);
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light2.lookAt(scene.position);
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scene.add(light2);
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var light3 = new clay.light.Point({
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color: [0.3, 0.3, 1],
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range: 50,
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shadowResolution: 512,
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shadowBias: 0.001,
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castShadow: true
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});
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light3.position.set(0, -4, 5);
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light3.lookAt(scene.position);
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scene.add(light3);
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timeline.on('frame', function(deltaTime) {
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control.update(deltaTime);
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// shadowMapPass.render(renderer, scene, camera);
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// renderer.render(scene, camera);
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deferredRenderer.render(renderer, scene, camera);
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});
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});
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</script>
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</body>
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</html> |