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* 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
85 lines
2.0 KiB
TypeScript
85 lines
2.0 KiB
TypeScript
import {
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loadGLTF,
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Renderer,
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ShadowMapPass,
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DeferredRenderer,
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startTimeline,
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OrbitControl,
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SpotLight,
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PointLight,
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Camera
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} from 'claygl';
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const renderer = new Renderer({
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canvas: document.getElementById('main') as HTMLCanvasElement
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});
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renderer.resize(window.innerWidth, window.innerHeight);
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const shadowMapPass = new ShadowMapPass();
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const deferredRenderer = new DeferredRenderer();
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deferredRenderer.shadowMapPass = shadowMapPass;
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loadGLTF('assets/models/basic_scene/scene.gltf').then((res) => {
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const scene = res.scene!;
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scene.rotation.rotateX(-Math.PI / 2);
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const camera = new Camera('perspective', {
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aspect: renderer.getViewportAspect(),
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far: 500
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});
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camera.position.set(2, 2, 2);
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camera.lookAt(scene.position);
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camera.projection.aspect = renderer.canvas.width / renderer.canvas.height;
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const control = new OrbitControl({
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target: camera,
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domElement: renderer.canvas,
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panSensitivity: 0.4,
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zoomSensitivity: 0.4
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});
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const light = new SpotLight({
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color: [1, 0.3, 0.3],
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range: 30,
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umbraAngle: 10,
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penumbraAngle: 25,
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intensity: 1,
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shadowResolution: 512,
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shadowBias: 0.001,
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castShadow: true
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});
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light.position.set(-3, -4, 2);
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light.lookAt(scene.position);
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scene.add(light);
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const light2 = new SpotLight({
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color: [0.3, 1, 0.3],
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range: 50,
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umbraAngle: 10,
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penumbraAngle: 25,
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shadowResolution: 512,
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intensity: 1,
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shadowBias: 0.001,
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castShadow: true
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});
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light2.position.set(3, -4, 2);
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light2.lookAt(scene.position);
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scene.add(light2);
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const light3 = new PointLight({
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color: [0.3, 0.3, 1],
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range: 50,
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shadowResolution: 512,
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castShadow: true
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});
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light3.position.set(0, -4, 5);
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light3.lookAt(scene.position);
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scene.add(light3);
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startTimeline((deltaTime) => {
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control.update(deltaTime);
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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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});
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});
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