mirror of
https://github.com/pissang/claygl.git
synced 2026-01-18 16:22:29 +00:00
* 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
80 lines
1.7 KiB
TypeScript
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);
|
|
});
|