claygl/example/cubeshadowmap.ts
Yi Shen 4fd2569e7b
Simplify camera api (#140)
* wip: use camera.projection instead of different camera instances

Avoid switch camera projection needs to recreate the instance

* update examples

* release 2.0.0-alpha.35
2023-11-20 18:15:23 +08:00

80 lines
1.7 KiB
TypeScript

import {
Renderer,
startTimeline,
Shader,
Material,
Mesh,
Scene,
CubeGeometry,
ShadowMapPass,
createLambertShader,
Node as ClayNode,
Vector3,
PointLight,
Camera
} from 'claygl';
const renderer = new Renderer({
canvas: document.getElementById('main') as HTMLCanvasElement
});
renderer.resize(window.innerWidth, window.innerHeight);
const shadowMapPass = new ShadowMapPass();
const scene = new Scene();
const camera = new Camera('perspective', {
aspect: renderer.getViewportAspect(),
far: 500
});
const cube = new CubeGeometry();
const material = new Material(createLambertShader());
const root = new ClayNode();
for (let i = 0; i < 2; i++) {
for (let j = 0; j < 2; j++) {
for (let k = 0; k < 2; k++) {
const mesh = new Mesh(cube, material);
mesh.scale.set(0.5, 0.5, 0.5);
mesh.position.set((i - 0.5) * 5, (j - 0.5) * 5, (k - 0.5) * 5);
root.add(mesh);
}
}
}
scene.add(root);
const bigCube = new Mesh(new CubeGeometry({ inside: true }), new Material(createLambertShader()), {
culling: false,
scale: new Vector3(10, 10, 10)
});
root.add(bigCube);
camera.position.set(0, 2, 10);
camera.lookAt(new Vector3(0, 0, 0));
const light = new PointLight({
color: [1.5, 1.5, 1.5],
shadowResolution: 512,
intensity: 0.5,
range: 40,
castShadow: true
});
light.position.set(0.2, 0.2, 0.2);
scene.add(light);
const light2 = new PointLight({
color: [1.5, 1.5, 1.5],
shadowResolution: 512,
range: 40,
intensity: 0.5,
castShadow: true
});
light2.position.set(-0.2, -0.2, -0.2);
scene.add(light2);
startTimeline(function (deltaTime) {
shadowMapPass.render(renderer, scene);
renderer.render(scene, camera);
root.rotation.rotateY(deltaTime / 4000);
});