claygl/example/deferred_shadow3.html

105 lines
3.6 KiB
HTML

<html>
<head>
<title>Deferred Directional Light Shadow</title>
<meta charset="utf-8">
<meta name="viewport" content="width=device-width, initial-scale=1" />
<script src="../dist/claygl.js"></script>
<script type="text/javascript" src="lib/stats.js"></script>
</head>
<body style="margin:0px;">
<canvas id="main"></canvas>
<script>
var renderer = new clay.Renderer({
canvas: document.getElementById('main'),
devicePixelRatio: 1.0
});
renderer.resize(window.innerWidth, window.innerHeight);
var shadowMapPass = new clay.prePass.ShadowMap();
var deferredRenderer = new clay.deferred.Renderer({
shadowMapPass: shadowMapPass
});
var camera = new clay.camera.Perspective({
far: 1000,
aspect: renderer.getViewportAspect()
});
var scene = new clay.Scene();
var cubeGeo = new clay.geometry.Cube();
var cubes = [];
var CUBE_COUNT = 24;
for (var i = 0; i < CUBE_COUNT; i++) {
for (var j = 0; j < CUBE_COUNT; j++) {
var mesh = new clay.Mesh({
geometry: cubeGeo,
material: new clay.StandardMaterial({
color: [i / CUBE_COUNT, j / CUBE_COUNT, 0.5]
})
});
mesh.position.x = i - CUBE_COUNT / 2;
mesh.position.z = j - CUBE_COUNT / 2;
mesh.scale.set(0.5, 0, 0.5);
cubes.push(mesh);
scene.add(mesh);
}
}
var directionalLight = new clay.light.Directional({
intensity: 1.2,
shadowBias: 0.004,
shadowResolution: 2048,
shadowCascade: 2
});
directionalLight.position.set(10, 10, 10);
directionalLight.lookAt(scene.position);
scene.add(directionalLight);
scene.add(new clay.light.Point({
intensity: 0.4,
range: 100,
position: new clay.Vector3(-10, CUBE_COUNT, 0)
}));
camera.position.set(10, 20, 20);
camera.lookAt(scene.position);
var control = new clay.plugin.OrbitControl({
domElement: renderer.canvas,
target: camera
});
var timeline = new clay.Timeline();
var elapsedTime = 0;
timeline.on('frame', function (deltaTime) {
control.update(deltaTime);
elapsedTime += deltaTime;
cubes.forEach(function (cube, idx) {
var x = Math.round(idx / CUBE_COUNT);
var y = idx % CUBE_COUNT;
cube.scale.y = (Math.sin(x / 3 + elapsedTime / 1000) * Math.cos(y / 3 + elapsedTime / 1000) + 1) * 2;
})
// shadowMapPass.render(renderer, scene, camera);
// renderer.render(scene, camera);
deferredRenderer.render(renderer, scene, camera);
// shadowMapPass.renderDebug(renderer);
stats.update();
});
timeline.start();
var stats = new Stats();
stats.domElement.style.position = 'absolute';
stats.domElement.style.top = '0px';
stats.domElement.style.right = '0px';
document.body.appendChild(stats.domElement);
</script>
</body>
</html>