claygl/example/deferred_shadow3.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

109 lines
2.3 KiB
TypeScript

import {
Renderer,
ShadowMapPass,
DeferredRenderer,
Scene,
CubeGeometry,
Mesh,
StandardMaterial,
PointLight,
DirectionalLight,
startTimeline,
Vector3,
OrbitControl,
Camera
} from 'claygl';
import Stats from 'stats.js';
const renderer = new Renderer({
canvas: document.getElementById('main') as HTMLCanvasElement,
pixelRatio: 1.0
});
renderer.resize(window.innerWidth, window.innerHeight);
const shadowMapPass = new ShadowMapPass();
const deferredRenderer = new DeferredRenderer();
deferredRenderer.shadowMapPass = shadowMapPass;
const camera = new Camera('perspective', {
far: 1000,
aspect: renderer.getViewportAspect()
});
const scene = new Scene();
const cubeGeo = new CubeGeometry();
const cubes: Mesh[] = [];
const CUBE_COUNT = 24;
for (let i = 0; i < CUBE_COUNT; i++) {
for (let j = 0; j < CUBE_COUNT; j++) {
const mesh = new Mesh(
cubeGeo,
new 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);
}
}
const directionalLight = new DirectionalLight({
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 PointLight({
intensity: 0.4,
range: 100,
position: new Vector3(-10, CUBE_COUNT, 0)
})
);
camera.position.set(10, 20, 20);
camera.lookAt(scene.position);
const control = new OrbitControl({
domElement: renderer.canvas,
target: camera
});
let elapsedTime = 0;
const stats = new Stats();
stats.dom.style.position = 'absolute';
stats.dom.style.top = '0px';
stats.dom.style.right = '0px';
document.body.appendChild(stats.dom);
startTimeline((deltaTime) => {
control.update(deltaTime);
elapsedTime += deltaTime;
cubes.forEach(function (cube, idx) {
const x = Math.round(idx / CUBE_COUNT);
const 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();
});