claygl/example/deferred_shadow2.html

97 lines
3.1 KiB
HTML

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