claygl/example/deferred_shadow2.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

85 lines
2.0 KiB
TypeScript

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