mirror of
https://github.com/pissang/claygl.git
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105 lines
3.6 KiB
HTML
105 lines
3.6 KiB
HTML
<html>
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<head>
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<title>Deferred Directional Light 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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<script type="text/javascript" src="lib/stats.js"></script>
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</head>
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<body style="margin:0px;">
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<canvas id="main"></canvas>
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<script>
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var renderer = new clay.Renderer({
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canvas: document.getElementById('main'),
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devicePixelRatio: 1.0
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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 camera = new clay.camera.Perspective({
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far: 1000,
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aspect: renderer.getViewportAspect()
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});
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var scene = new clay.Scene();
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var cubeGeo = new clay.geometry.Cube();
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var cubes = [];
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var CUBE_COUNT = 24;
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for (var i = 0; i < CUBE_COUNT; i++) {
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for (var j = 0; j < CUBE_COUNT; j++) {
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var mesh = new clay.Mesh({
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geometry: cubeGeo,
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material: new clay.StandardMaterial({
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color: [i / CUBE_COUNT, j / CUBE_COUNT, 0.5]
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})
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});
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mesh.position.x = i - CUBE_COUNT / 2;
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mesh.position.z = j - CUBE_COUNT / 2;
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mesh.scale.set(0.5, 0, 0.5);
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cubes.push(mesh);
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scene.add(mesh);
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}
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}
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var directionalLight = new clay.light.Directional({
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intensity: 1.2,
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shadowBias: 0.004,
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shadowResolution: 2048,
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shadowCascade: 2
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});
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directionalLight.position.set(10, 10, 10);
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directionalLight.lookAt(scene.position);
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scene.add(directionalLight);
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scene.add(new clay.light.Point({
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intensity: 0.4,
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range: 100,
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position: new clay.Vector3(-10, CUBE_COUNT, 0)
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}));
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camera.position.set(10, 20, 20);
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camera.lookAt(scene.position);
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var control = new clay.plugin.OrbitControl({
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domElement: renderer.canvas,
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target: camera
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});
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var timeline = new clay.Timeline();
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var elapsedTime = 0;
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timeline.on('frame', function (deltaTime) {
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control.update(deltaTime);
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elapsedTime += deltaTime;
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cubes.forEach(function (cube, idx) {
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var x = Math.round(idx / CUBE_COUNT);
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var y = idx % CUBE_COUNT;
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cube.scale.y = (Math.sin(x / 3 + elapsedTime / 1000) * Math.cos(y / 3 + elapsedTime / 1000) + 1) * 2;
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})
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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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// shadowMapPass.renderDebug(renderer);
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stats.update();
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});
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timeline.start();
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var stats = new Stats();
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stats.domElement.style.position = 'absolute';
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stats.domElement.style.top = '0px';
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stats.domElement.style.right = '0px';
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document.body.appendChild(stats.domElement);
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</script>
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</body>
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</html> |